-Switch Between Dual Powers in Real Time
Q: I’d like to ask about the game’s action elements. It seems like Angel Power and Demon Power play a big role here.
Eshiro: You’re right. Angel Power emphasizes speed, with lots of multi-striking moves. It also allows for speedy mobility. Demon Power, on the other hand, focuses on heavy, powerful moves with few strikes. The key point is that you can switch between these two powers in real time. In past titles in the series, you could go into a submenu to re-equip guns and swords and stuff and keep a combo going, but here you’ll be able to switch between 4 weapons, on top of your default sword and guns, on the fly in real time.
Tameem: You could whip out your angel weapon, fire off your guns, switch to Demon Power, then back to your angel weapon. . . . The player will be able to play in the style of his or her liking. We’re aiming for a very free gameplay experience, where you can do just about anything, anywhere at any time.
Eshiro: You don’t just walk up to an enemy and cut him down; there’s a combo system in place where that rates you based on how well you utilize switching between Angel and Demon Power and link together midair combos. Up until now in the series, on-ground combos have really been in the spotlight, but we’ve made mid-air combos easier to pull off, allowing for even more stylish action. There will also be a wide variety of battle situations, like fighting in spaces with no ground to stand on, fighting while traveling through the air, and so forth.
Tameem: You’ll gradually gain new Angel and Demon Power. Once you’ve gained all the moves, you’ll be able to play very intuitively. Meanwhile, the better your performance, the faster the tempo of the music gets, so you get this sort of “runner’s high.” It’s a feeling you don’t get from other games.
Q: It looks like Angel and Demon Power aren’t just for fighting, but also play a part in movement and exploration.
Tameem: Yeah, you can use Angel Power to get close to objects and enemies, and conversely you can use Demon Power to pull objects and enemies toward you. As a result, mobility and exploration play a more interesting role in the gameplay than they have in the series’ previous titles.
Eshiro: We want to use the world of Limbo not just as a narrative element, but as a concrete gameplay element. Since the city itself is out to get Dante, even the stages are enemies. Thus, we’ve added a lot of new things that you can do with the stages, and we hope that players will get a real sense of freedom in their mobility and combat.
Tameem: The stages are bigger than they’ve been in the past. It’s not an open-world game, but you’ll have an element of exploration, where you’ll be able to reach new areas by learning new skills and such.
Q: Interesting. Regarding battle, could you talk a little more about the firearms?
Eshiro: Generally speaking, the game hasn’t changed in the sense that it’s still an action game and you still wield both swords and guns, but we’re thinking of introducing a system wherein skillful use of the firearms will yield players an even greater advantage. There will be a variety of firearms in addition to the traditional dual pistols. The “skill shop” from past games will also be returning.
-To all fans awaiting DmC
Q: Okay, so this is my last question--Do you have anything to say to all the fans eagerly awaiting this game’s release?
Tameem: I hope that you’ll all look at this game as a brand new work, rather than as a part of the existing series. That said, the fun aspects from the series are carrying over here, so it will definitely be fun for series fans.
Alex: This game shows a dramatic visual difference from the DMC series, but we’re very conscious of what aspects of the series need to be preserved. Our aim is to preserve those elements while adding a new “spice” made possible by this collaboration, and creating a kind of game people have never experienced before. Hope you look forward to it.
Eshiro: I see this game as a big challenge. It’s being developed by different people than the past games so it will inevitably be a different end product, but all of us are working hard to ensure that the series’ established game feel will carry over. DmC is a rebirth, but with the same DNA. Expect it to be great.
Q: I’d like to ask about the game’s action elements. It seems like Angel Power and Demon Power play a big role here.
Eshiro: You’re right. Angel Power emphasizes speed, with lots of multi-striking moves. It also allows for speedy mobility. Demon Power, on the other hand, focuses on heavy, powerful moves with few strikes. The key point is that you can switch between these two powers in real time. In past titles in the series, you could go into a submenu to re-equip guns and swords and stuff and keep a combo going, but here you’ll be able to switch between 4 weapons, on top of your default sword and guns, on the fly in real time.
Tameem: You could whip out your angel weapon, fire off your guns, switch to Demon Power, then back to your angel weapon. . . . The player will be able to play in the style of his or her liking. We’re aiming for a very free gameplay experience, where you can do just about anything, anywhere at any time.
Eshiro: You don’t just walk up to an enemy and cut him down; there’s a combo system in place where that rates you based on how well you utilize switching between Angel and Demon Power and link together midair combos. Up until now in the series, on-ground combos have really been in the spotlight, but we’ve made mid-air combos easier to pull off, allowing for even more stylish action. There will also be a wide variety of battle situations, like fighting in spaces with no ground to stand on, fighting while traveling through the air, and so forth.
Tameem: You’ll gradually gain new Angel and Demon Power. Once you’ve gained all the moves, you’ll be able to play very intuitively. Meanwhile, the better your performance, the faster the tempo of the music gets, so you get this sort of “runner’s high.” It’s a feeling you don’t get from other games.
Q: It looks like Angel and Demon Power aren’t just for fighting, but also play a part in movement and exploration.
Tameem: Yeah, you can use Angel Power to get close to objects and enemies, and conversely you can use Demon Power to pull objects and enemies toward you. As a result, mobility and exploration play a more interesting role in the gameplay than they have in the series’ previous titles.
Eshiro: We want to use the world of Limbo not just as a narrative element, but as a concrete gameplay element. Since the city itself is out to get Dante, even the stages are enemies. Thus, we’ve added a lot of new things that you can do with the stages, and we hope that players will get a real sense of freedom in their mobility and combat.
Tameem: The stages are bigger than they’ve been in the past. It’s not an open-world game, but you’ll have an element of exploration, where you’ll be able to reach new areas by learning new skills and such.
Q: Interesting. Regarding battle, could you talk a little more about the firearms?
Eshiro: Generally speaking, the game hasn’t changed in the sense that it’s still an action game and you still wield both swords and guns, but we’re thinking of introducing a system wherein skillful use of the firearms will yield players an even greater advantage. There will be a variety of firearms in addition to the traditional dual pistols. The “skill shop” from past games will also be returning.
-To all fans awaiting DmC
Q: Okay, so this is my last question--Do you have anything to say to all the fans eagerly awaiting this game’s release?
Tameem: I hope that you’ll all look at this game as a brand new work, rather than as a part of the existing series. That said, the fun aspects from the series are carrying over here, so it will definitely be fun for series fans.
Alex: This game shows a dramatic visual difference from the DMC series, but we’re very conscious of what aspects of the series need to be preserved. Our aim is to preserve those elements while adding a new “spice” made possible by this collaboration, and creating a kind of game people have never experienced before. Hope you look forward to it.
Eshiro: I see this game as a big challenge. It’s being developed by different people than the past games so it will inevitably be a different end product, but all of us are working hard to ensure that the series’ established game feel will carry over. DmC is a rebirth, but with the same DNA. Expect it to be great.