Devil May Cry 5: Creating a Standout Action Game
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- čas přidán 26. 08. 2024
- In this GDC 2019 talk, Capcom's Hideaki Itsuno, director of multiple titles in the 'Devil May Cry' series, partners with his colleagues Michiteru Okabe (senior producer) and Matt Walker (producer) to discuss the team's approach to making standout, impressive action games through the lens of Devil May Cry 5.
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Itsuno:
Matt: WAAHOOOOO YEAHHHH WOOHOOO PIZZA WOOOHOOOO GDC WOOOHOOOO JACKPOT!!
I love these guys.
I never realized that the translator was the same for so many Japanese GDC talks. Thank you, kyouko san
What do you mean?
@@lieutenantjoker2957 Kyouko san, the woman on the left (or on the right if it's from the stand to audiences), she has been helping translating lots of many japanese dev talks, but in this talk, Matt the game producer helping the translating work,
I like this pair, how the director is full emotive and passionate, and the producer is just having fun and being energetic.
This discussion video shows and tells that you have to have a clear objective when doing anything. Take notes Anthem.
Its a long standing series with a with certain quality standards and expectations, not saying it wasnt possible for them to fk up but it was very unlikely compared to anthem.
One of the best panels ever documented! Lot of devs need to see this.
Really? I had so high hopes for that and they basically said nothing. That's one of the most disapointing panels I've seen so far...
Continue @22:30
*Goes to beat Devil May Cry 5* then finally tune back to video.
This gaming philosophy shared by Hideaki Itsuno is not only relevant to gaming but life itself.
Very enlightening and relevant to practice.
I love the text animation he used. It just make it a bit awkward. 😂😂🤣
Yeah he raised many insightful points such as focusing on the emotions first before working on multiple ways of invoking that emotion. The second point is imagining what the experience would be like and then comparing the feelings afterwards. Even playing bad games (which you thought was good namely No Man's Sky, Fallout 76, Anthem etc) is good experience according to him because you can analyse that difference and learn from it.
I thought you typed hideki. For a moment there.
It honestly makes so much sense that Mazinger Z and Super Sentai (in this case, Hurricanger) were major inspirations.
Do you know which scenes specifically they were referring to? I'm kind of curious to see the events as they played out originally
@@OtepRalloma The Mazinger scene is way too old and specific to find, but honestly, its pretty much exactly as he describes it. They barely changed the names and colors, haha.
To be specific, it is the moment when Mazinger Z was almost destroyed when the new Great Mazinger made its appearance and saved the day.
As for the Hurricanger one, this too is barely concealed. You can find the exact combination he's referring to in this video (with timestamp) czcams.com/video/6EJILm68dIE/video.html
@@Kobracondor thanks!
I always sensed more of a Devilman vibe, but Mazinger Z is also a creation of Go Nagai, so the influence is essentially the same. People would be surprised how much Japanese media owes to him.
42:37 He's talking about when he visited the DmC studio and helped them out.
So I just noticed something. They actually still used the normal theory of power, but they used it on Dante as he got the Sin Devil Trigger at Mission 12. Nero was the special power arc. While V has a static power arc in terms of gameplay, declining in storywise.
Is my mic working?
Yeah Matt, I think it's working.
Matt: YEAAAAAH!!!!!
It doesnt need to work :v
If Itsuno decides that this is his last Devil May Cry, then allow me to say: You're the goddamn man, Itsuno. It's been a bash.
Also, please leave the series in capable hands. I personally wouldn't mind if Matt Walker steered the ship.
As much as I love Matt, Okabe should try his hand more on directing DMC cause he has experience with the franchise.
But Matt walker can direct the game? I thought his role is more related to marketing and pr as a producer. And yes either him or okabe San should have the torch
They aren't directors, Although I would certainly love if they stayed on to make sure it's still DMC.
INERTIA AND REVERSALS HAVE BEEN MODDED IN WITH ONLY TWO MODS IT'S OFFICIALLY BETTER THAN DMC4 NOW HOLY SHIT BEST GAME EVER I'M CRYING SEMEN
Amazing panel. You can see how they love what the make, and the focus on making something fun and memorable. Also, western developers need to learn from Asia/Japan.. Everything the senior producer talked about, about feeling and recreating it, i felt it all while playing. the hype, the happiness, the 'WOW' factor. I don't think any of the big companies in the western side working like that.
That's because you're thinking about the more shitty mainstream western developers.
western devs make games for money, japanese devs make games for passion
@@dorkasaurus_rex NOBODY gets into the gaming industry for money. The pay and hours are shit compared to other software or even 3D animation gigs. The only people that become full time game developers are those that genuinely want to make good video games, otherwise they they would use their usually easily transferable skills to get better paying jobs in parallel industries.
It's been a bash.
30:30 THEY KNOW
I'm glad that guy got the question about inertia in.
Matt's answer is kind of weird. It's not that when players have inertia, it's momentum forced them to move to a certain direction. In fact, players are still in total control of when to use inertia and the direction they are going using the left analog/directional input. With inertia, we can alter rainstorm's direction instead of just vertically shooting them down after an enemy step for instance. Hypothetically speaking, I think they want to tone down these technical plays to reduce the executional barrier, which aligns with Itsuno's design philosophy. More than anything, he doesn't want players to throw their controller or break their system when they can't pull these considered high level plays by the community.
Anyway, I'm okay with relearning the whole game. New DMC game, different combat system
@@adrianfahreza9477 things like rainstorm are easy to move without the fast secondary inputs in 5. It really comes down to how tight timing is satisfying to get right. The thing about inertia is that it was inescapable for beginner and high level players alike. High level players see it as opportunity while it's just annoying for beginners. They way Dante and Nero drift away from targets while trying to learn basic jump cancels.
The mod should be an unlockable in DMC5 Special Edition with a description of its strengths and weaknesses. The funny thing is it was already in the game. They has to program on top of it to restrict momentum conserving.
Matt is a legend!
Thank you for hosting and posting such great talk GDC, the more content from japanese devs the better! JACKPOT
isnt that "super robot z" scene basically just the yamato devil trigger scene from dmc4 lol
Matt Walker might be the best translator I've ever heard.
Hideaki Itsuno is the man.
Damn! I thought this presentation would never come out. Finally
I love Matts energy!
42:40 Heh, he's talking about Stygians in DmC. Their design had elbow spikes at one point before Itsuno pointed it out to them.
Normal dev: just give the player full power at the midpoint or something.
Capcom: Fuck that! SUPER ULTRA EX ALPHA PAOWA right at the climax!
That enemy with the elbow blades was so from DmC lmao
Great talk and I love the energy!!!
Itsuno, a true /m/an.
how can a man be so based
Aww she looks so happy!
I played recently. As for the "superpower at the end of the game", let me just feel like the game is unfinished.
The additions of power in the credits also reinforce this feeling.
For the rest was really great!
Matt sounds like he is hosting a wrestling match XD! I love it
Was hoping for animation talk. This was pure philosophy...
Damn good talk
Who was the previous female translator? She translated for Yoko Taro's talk about Nier Automata as well
Bioware should take some notes.
Itsuno sounds like Kazuma from Konosuba.
Devil May Cry is back!
14:50 does anyone know what this scene was?
Late reply but I recently found out that the anime they are referring to is called "Great Mazinger" the main robor is named Mazinger Z which matches the "super robot z" name, although I am uncertain where the exact scene they refer to is from. Also the main theme of that show goes hard, give it a listen
0:49 And so have I!!!!
Yes yes and YES
Hype man!
HELL YEAH
I'm still salty about guard flying and inertia.
Meanwhile fking EA is just looking at how to milk crap out of their crappy games. This attention to detail makes me feel ashamed at some of the biggest AAA developers...
deus ex machina
so no one asked about like is vergil gonna be playable or is bloody palace gonna have co op, something like that?
I don't know why developers would ask anything like that.
because that wasnt the point of this.
This isn't a news stream
Lol calm down Matt. Love you... but calm down man! Or I guess I'll have to take you down a couple notches...
Man going to lose his voice for a whole week if he keeps that up.
But still BEST VIDEO GAME HYPE MAN.
@@Coswalker27 For real. He's like a WWE commentator that got off at the wrong bus stop.
Goddamnit, Matt.
Uh, the continue system is pretty weak imo. I would much rather have just a traditional checkpoint and fail the boss repeatedly until learning it properly. As it is, you have to revive with however much HP the boss has left so it's not a full fight and it can just end abruptly. If you decide to restart, you have to do the entire mission again before getting the chance to learn the boss from start. Not to mention you can buy the red orbs with real money, so it feels even more tacked on than it normally would...
What? When you die you can pay small amout of orbs for small amount of health, High amount of orbs for high amount of life, gold orb for everything at max(you can't buy them, 1xDay), you can restart from last checkpoint(always close to the boss) at the same condition you entered the checkpoint OR you can restart the whole level if you choose so. Please don't talk about the money because a minumum skilled and committed player will never be even tempted to use it, it's there just for rich and bored people who can't concentrate on anything.
Japanese developer: here's how we meticulously craft a theatrical experience that invokes strong, genuine emotions in players
American producer: LOUD CRINGEY SCREAMING BECAUSE THAT'S HOW HYPE WORKS RIGHT
He's not screaming
He's not screaming. He's the hype man. He's not just the translator he's the producer. You haven't seen both of em on stage have you?
Lady and Trish. Naked useless and had to be saved. Not a fan of tht. But Gameplay story & music was very fun. Enjoyed the vid. Thnks Gdc
yea that was a real disappointment, seemed like every other character got some kind of growth exept them. which is understandable from a design intent perspective but its a real bad look tbh. also still want to play as lady again one day
I wish we get to play as them in the future just like DMC4 remastered.
yup definitely, i understand it would be a tonn of work, thats why its a tiny addendum at the end of my actual real complaint.
@@fun_kay that's because Lady and Trish already finished their arc
then why have them in the game, just feels vestigial to have them hanging out in the van for no particular reason. i agree that their arcs are done and dont need to be brought up again, but turning them into damsel characters is a bad look
Honestly, there's nothing of value in this talk beside the philosophical approach to game design as a whole. Other than that, really an empty shell of a talk. Although, I'm surprised they were able to pump this GDC talk out so fast - the game's been out for like what... a month or so?
Well the philosophical approach is the most important thing
no but you see game design is all about hard numbers and spreadsheets
A good designer must have a good foundation of the philosophy before making a product. Otherwise you will end up focusing on the wrong metrics.
it's called sarcasm chief
@@fun_kay I know brother. ;)
That translator dude needs to calm his ass down
Good talk but transation makes it meh...
I really want to know what Matt Walker contributed to the game other than being an annoying hype man.
He's the community manager and pretty much handled every community interaction by socials
He's the producer
This type of people can make all the difference in a long term project
Great things aren't made in faceless factories with no passion
the cringe
The cringe^