Interview with Shinji Mikami (PS2)
The creator of Resident Evil, Dino Crisis, and Devil May Cry sits down with IGN to discuss his newest creation.
May 31, 2001
We are humble folk. We are. We learn this when we meet game creators who grind their teeth on consoles day in and day out. We had the chance to speak with the creator of some masterful Capcom games and he made us feel weak, small, and just short of silly. We are humbled. We are small. But we are happy. Also, we will never ask so many questions about puzzles ever again. Hopefully you might find some happiness in this quick interview with none other than Devil May Cry's Creator Shinji Mikami, Capcom's officer and general manager, research and development, department 4.
IGNinsider: What new things are you trying to introduce to Resident Evil 4?
Mikami: We are still working on game design. Most of my staff is still working on Devil May Cry.
IGNinsider: On the topic of Devil May Cry, what kind of puzzle aspects to the game should we expect?
Mikami: There isn't much focus on puzzle. The game is focused more on action.
IGNinsider: Yes, of course. I've played through the demo and I can see that from the way the design is working, the reason I asked is because I want to know if the game is straightforward action all the way through or are there going to be different gameplay elements?
Mikami: There aren't many puzzles, there are places where you must make maneuvers that require some skill but not thinking. So those puzzles are in the Resident Evil series, in Devil May Cry I want players to enjoy the action.
IGNinsider: Are the puzzles action based? Will there be a lot of that?
Mikami: And it's also about finding Enemies weaknesses. Those are the kinds of puzzles in Devil May Cry. To damage boss characters you must create certain situations and how you create those situations is the puzzle.
IGNinsider: As far as Dante's abilities, is there anything in the finished version outside of what we have seen in the demo? Will there be a combo system?
Mikami: There will be other moves, also Dante will swim in water which will be played from a first person view.
IGNinsider: Does Dante's demon power evolve?
Mikami: As you beat enemies you get points. With those you can buy new moves. In addition to that, each move has levels of strength. There is also a move like [Street Fighter's] "Hadoken."
IGNinsider: Is there a move where you can block the enemy's attack or obtain his powers?
Mikami: No, but when you're in devil form you take less damage.
IGNinsider: Is Devil May Cry in any way a reaction against Resident Evil?
Mikami: It was originally called Resident Evil 4 but the director of Devil May Cry made the game so different that we changed its name. That is how it became so different. It took me three months to convince the director to change the title.
IGNinsider: How did you settle it?
Mikami: I talked to all the other members of the team and told them it would be better as its own game, then I talked to the director.
IGNinsider: Ahh, smart politics. How do you feel about working on the PlayStation 2? Have you found any strengths in the system by working on Devil May Cry that you hadn't found before?
Mikami: If the programmer is really good, then you can achieve really high quality, but if the programmer isn't that great then it is really hard to work with. We lost three programmers during Devil May Cry because they couldn't keep up.
IGNinsider: One last question, do you think there will be more Devil May Crys in the future? Like a sequel?
Mikami: Yes.
The creator of Resident Evil, Dino Crisis, and Devil May Cry sits down with IGN to discuss his newest creation.
May 31, 2001
We are humble folk. We are. We learn this when we meet game creators who grind their teeth on consoles day in and day out. We had the chance to speak with the creator of some masterful Capcom games and he made us feel weak, small, and just short of silly. We are humbled. We are small. But we are happy. Also, we will never ask so many questions about puzzles ever again. Hopefully you might find some happiness in this quick interview with none other than Devil May Cry's Creator Shinji Mikami, Capcom's officer and general manager, research and development, department 4.
IGNinsider: What new things are you trying to introduce to Resident Evil 4?
Mikami: We are still working on game design. Most of my staff is still working on Devil May Cry.
IGNinsider: On the topic of Devil May Cry, what kind of puzzle aspects to the game should we expect?
Mikami: There isn't much focus on puzzle. The game is focused more on action.
IGNinsider: Yes, of course. I've played through the demo and I can see that from the way the design is working, the reason I asked is because I want to know if the game is straightforward action all the way through or are there going to be different gameplay elements?
Mikami: There aren't many puzzles, there are places where you must make maneuvers that require some skill but not thinking. So those puzzles are in the Resident Evil series, in Devil May Cry I want players to enjoy the action.
IGNinsider: Are the puzzles action based? Will there be a lot of that?
Mikami: And it's also about finding Enemies weaknesses. Those are the kinds of puzzles in Devil May Cry. To damage boss characters you must create certain situations and how you create those situations is the puzzle.
IGNinsider: As far as Dante's abilities, is there anything in the finished version outside of what we have seen in the demo? Will there be a combo system?
Mikami: There will be other moves, also Dante will swim in water which will be played from a first person view.
IGNinsider: Does Dante's demon power evolve?
Mikami: As you beat enemies you get points. With those you can buy new moves. In addition to that, each move has levels of strength. There is also a move like [Street Fighter's] "Hadoken."
IGNinsider: Is there a move where you can block the enemy's attack or obtain his powers?
Mikami: No, but when you're in devil form you take less damage.
IGNinsider: Is Devil May Cry in any way a reaction against Resident Evil?
Mikami: It was originally called Resident Evil 4 but the director of Devil May Cry made the game so different that we changed its name. That is how it became so different. It took me three months to convince the director to change the title.
IGNinsider: How did you settle it?
Mikami: I talked to all the other members of the team and told them it would be better as its own game, then I talked to the director.
IGNinsider: Ahh, smart politics. How do you feel about working on the PlayStation 2? Have you found any strengths in the system by working on Devil May Cry that you hadn't found before?
Mikami: If the programmer is really good, then you can achieve really high quality, but if the programmer isn't that great then it is really hard to work with. We lost three programmers during Devil May Cry because they couldn't keep up.
IGNinsider: One last question, do you think there will be more Devil May Crys in the future? Like a sequel?
Mikami: Yes.
--This quick interview was conducted at E3 by Douglas C. Perry