C- Warrior
Banned
Hiroyuki Kobayashi, the Producer of Resident Evil 4 [DMC1, RE1, REmake, RE2, RE3, RECV] and the upcoming Devil May Cry 4, has Koei's Dynasty Warriors dead in his sights with Devil Kings. Spill the blood of hundreds, perhaps thousands, as you quest to turn the tides of a war. Giving a nod to Devil May Cry's Dante, one of the six playable characters is equipped with both a sword and a shotgun. When you're not chopping through hordes of troops with lightning quick combos, you can tap into magic, such as the ability to brandish six swords at once, to show your assailants the true meaning of pain. From we have played thus far, Devil Kings feels like Dynasty Warriors with an attitude. Capcom hopes to have it on retail shelves early in 2006.
Source: Gameinformer Now, that's a tidbit from Gameinformer.
The following is from an IGN INTERVIEW, that's from E3, but apparently it was only posted recently it seems. I haven't seen it posted here so we'll take it from there. Enjoy.
An interview related to "Devil Kings" but has quite a few DMC tidbits in it.
IGN: Obviously, the logo looks like Devil May Cry's, and the characters look like they're from Devil May Cry so is there any relation to Devil May Cry?
Kobayashi: No, it's not actually in any way related, story-wise, to the Devil May Cry series. Basically, the reason you see "Devil" in the title, and the reason you see similar characters is because I reunited with Mr. Tsuchibayashi, who is a character designer who designed Dante. So we got back together, and we got some background artists and motion artists who worked on the original Devil May Cry.
But there is no story element that links them together. They're not taking place in the same universe or anything like that.
IGN: In both Devil Kings and Devil May Cry, we see main characters who, years ago, would be seen as a bad guy. What made you decide to put such an evil person in such a starring role?
Kobayashi: There's no denying that there's something very cool about evil characters. That's something I've noticed and I think a lot of people agree with. If you look at the design of this character here, he's basically trying to take over the entire world.
IGN: Killer 7 is a very cool looking game, but it's very crazy and kind of hard to explain. If you were to try to explain it to someone, how would you do it?
Kobayashi: The simplest way to explain it would be a series of jack-in-the-boxes. You really don't know what's going to come next. You could take it as one big jack-in-the-box -- you take the game home and open it, play it, and there's your surprise. Or you could take the longer view of it and say the game itself is a series of jack-in-the-boxes, and each new area represents a brand new surprise.
A really good example of the kind of surprises in store for you, the oddities you're going to see, is if you take the main cast and see seven hardboiled assassins, and then you get to the first boss, and you see it's a cutesy angel. That's Killer 7 in a nutshell -- a series of surprising and shocking moments.
IGN: Something really dynamic about Killer 7 is the visual style. What was really the inspiration for that kind of look? Was it based in manga? Also, seeing the movie Sin City, which is very popular in America, I thought of that look immediately. I was wondering if you'd seen that connection as well.
Kobayashi: The graphical style, and the inspiration for that, can be credited to Mr. Suda 51. He is very much for this art style -- he's done other games in Japan in a similar style. He's the kind of guy that, when he puts a wall in a game, instead of putting posters or portraits on it, he just uses gradation to make it get darker as it goes down the hall. That's his kind of graphic style -- that's what he was aiming for, and he achieved it.
As far as Sin City, I haven't seen it. It hasn't been released in Japan just yet -- it will be this summer. I'm looking forward to seeing it.
IGN: Is it getting harder to come up with ways to shock the audience and ways to separate yourself from other games because we just seeing the bar being raised on violence and psychological themes?
Kobayashi: What I'm aiming for is a different kind of shock value. It is very easy, actually, to make a game with intense violence and very shocking scenes of violence. I'm going for a different kind of shock. Something that comes out from left field to the degree that makes you think it's shocking in that way, such as the angel popping up in Killer 7, or the chainsaw guy in Resident Evil 4 -- it's shocking and scary, not because he's cutting you in half and it's bloody, but because he's chasing after you with a chainsaw. It's a different kind of shock that many of the other companies are more apt to avoid in favor of straight up shock value, over-the-top violence and gore, which, frankly, I don't think a lot of people want to see.
IGN: Is there anything you can tell us about Devil May Cry 4?
Kobayashi: All I can tell you is that it will be released on the PlayStation 3, which is hardware, of course, we have no experience with because it's new, so it will be a challenge, but we're going to try our hardest to make a really good game on it. Unfortunately, that's all I can tell you right now.
--------------------------------------------------------------------------------
Bunch of Jack and the Boxes huh, it makes sense. Also, I remember Toy Machine asking me this, but I guess here you go. This is in ways proof that DMC4 is a studio 4 game, this was actually announced awhile back as Capcom alternates from dev. studio to dev. studio, they do this with alot of their franchises.
Also, didn't that art designer from Devil Kings and DMC do some Shinobi designs. They look really similar in the art work.
EDIT: Wait Wait, it's against TOS to post interviews from magazines right? >.> is it?
Source: Gameinformer Now, that's a tidbit from Gameinformer.
The following is from an IGN INTERVIEW, that's from E3, but apparently it was only posted recently it seems. I haven't seen it posted here so we'll take it from there. Enjoy.
An interview related to "Devil Kings" but has quite a few DMC tidbits in it.
IGN: Obviously, the logo looks like Devil May Cry's, and the characters look like they're from Devil May Cry so is there any relation to Devil May Cry?
Kobayashi: No, it's not actually in any way related, story-wise, to the Devil May Cry series. Basically, the reason you see "Devil" in the title, and the reason you see similar characters is because I reunited with Mr. Tsuchibayashi, who is a character designer who designed Dante. So we got back together, and we got some background artists and motion artists who worked on the original Devil May Cry.
But there is no story element that links them together. They're not taking place in the same universe or anything like that.
IGN: In both Devil Kings and Devil May Cry, we see main characters who, years ago, would be seen as a bad guy. What made you decide to put such an evil person in such a starring role?
Kobayashi: There's no denying that there's something very cool about evil characters. That's something I've noticed and I think a lot of people agree with. If you look at the design of this character here, he's basically trying to take over the entire world.
IGN: Killer 7 is a very cool looking game, but it's very crazy and kind of hard to explain. If you were to try to explain it to someone, how would you do it?
Kobayashi: The simplest way to explain it would be a series of jack-in-the-boxes. You really don't know what's going to come next. You could take it as one big jack-in-the-box -- you take the game home and open it, play it, and there's your surprise. Or you could take the longer view of it and say the game itself is a series of jack-in-the-boxes, and each new area represents a brand new surprise.
A really good example of the kind of surprises in store for you, the oddities you're going to see, is if you take the main cast and see seven hardboiled assassins, and then you get to the first boss, and you see it's a cutesy angel. That's Killer 7 in a nutshell -- a series of surprising and shocking moments.
IGN: Something really dynamic about Killer 7 is the visual style. What was really the inspiration for that kind of look? Was it based in manga? Also, seeing the movie Sin City, which is very popular in America, I thought of that look immediately. I was wondering if you'd seen that connection as well.
Kobayashi: The graphical style, and the inspiration for that, can be credited to Mr. Suda 51. He is very much for this art style -- he's done other games in Japan in a similar style. He's the kind of guy that, when he puts a wall in a game, instead of putting posters or portraits on it, he just uses gradation to make it get darker as it goes down the hall. That's his kind of graphic style -- that's what he was aiming for, and he achieved it.
As far as Sin City, I haven't seen it. It hasn't been released in Japan just yet -- it will be this summer. I'm looking forward to seeing it.
IGN: Is it getting harder to come up with ways to shock the audience and ways to separate yourself from other games because we just seeing the bar being raised on violence and psychological themes?
Kobayashi: What I'm aiming for is a different kind of shock value. It is very easy, actually, to make a game with intense violence and very shocking scenes of violence. I'm going for a different kind of shock. Something that comes out from left field to the degree that makes you think it's shocking in that way, such as the angel popping up in Killer 7, or the chainsaw guy in Resident Evil 4 -- it's shocking and scary, not because he's cutting you in half and it's bloody, but because he's chasing after you with a chainsaw. It's a different kind of shock that many of the other companies are more apt to avoid in favor of straight up shock value, over-the-top violence and gore, which, frankly, I don't think a lot of people want to see.
IGN: Is there anything you can tell us about Devil May Cry 4?
Kobayashi: All I can tell you is that it will be released on the PlayStation 3, which is hardware, of course, we have no experience with because it's new, so it will be a challenge, but we're going to try our hardest to make a really good game on it. Unfortunately, that's all I can tell you right now.
--------------------------------------------------------------------------------
Bunch of Jack and the Boxes huh, it makes sense. Also, I remember Toy Machine asking me this, but I guess here you go. This is in ways proof that DMC4 is a studio 4 game, this was actually announced awhile back as Capcom alternates from dev. studio to dev. studio, they do this with alot of their franchises.
Also, didn't that art designer from Devil Kings and DMC do some Shinobi designs. They look really similar in the art work.
EDIT: Wait Wait, it's against TOS to post interviews from magazines right? >.> is it?