Devil May Cry (video Game) - Development

Development

First hinted at in early December 1999, Devil May Cry started out as the earliest incarnation of Resident Evil 4. Initially developed for the PlayStation 2, the game was directed by Hideki Kamiya after producer Shinji Mikami requested him to create a new entry in the Resident Evil series. Around the turn of the millennium, regular series writer Noboru Sugimura created a scenario for the title, based on Kamiya's idea to make a very cool and stylized action game. The story was based on unraveling the mystery surrounding the body of protagonist Tony, an invincible man with skills and an intellect exceeding that of normal people, his superhuman abilities explained with biotechnology. As Kamiya felt the playable character did not look brave and heroic enough in battles from a fixed angle, he decided to drop the prerendered backgrounds from previous Resident Evil installments and instead opted for a dynamic camera system. This new direction required the team to make a trip to Europe where they spent eleven days in the United Kingdom and Spain photographing things like Gothic statues, bricks, and stone pavements for use in textures. Though the developers tried to make the "coolness" theme fit into the world of Resident Evil, Mikami felt it strayed too far from the series' survival horror roots and gradually convinced all of the staff members to make the game independent from it. Kamiya eventually rewrote the story to be set in a world full of demons and changed the hero's name to "Dante". The cast of characters remained largely identical to that in Sugimura's scenario, although appearances of the hero's mother and father were written out of the story. The game's new title was revealed as Devil May Cry in November 2000.

The game was developed by Team Little Devils, a group of staff members within Capcom Production Studio 4. Some of the major gameplay elements were partially inspired by a bug found in Onimusha: Warlords. During a test-play, Kamiya discovered that enemies could be kept in the air by slashing them repeatedly, which lead to the inclusion of juggles by gunfire and sword strikes in Devil May Cry. According to the director, Devil May Cry was designed from the ground up around Dante's acrobatics and combat abilities. The decision was made late in the development process to change the game to a more mission-based advancement, instead of the more open-ended structure of the Resident Evil games. Devil May Cry's difficulty was intentional, according to Kamiya, who called it his "challenge to those who played light, casual games."

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