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Devil May Cry 5's Director On Making An Unforgettable Action Game

How do you make a stylish action game like Devil May Cry 5? Director Hideaki Itsuno and producer Matt Walker walk us through the design process.

Capcom has a long and storied history of creating some of gaming's most beloved franchises, from Mega Man and Monster Hunter to Street Fighter and Strider. Undoubtedly one of its most iconic is Devil May Cry, a Resident Evil offshoot that gave rise to its own genre of stylish action game. Capcom's developers are masters of their craft, whether that's in designing finely-tuned fighting games or thrilling action games.

Devil May Cry gave rise to games such as God of War, Bayonetta, Darksiders, and many more. And while these games certainly have unique, interesting qualities of their own, there's something distinctly unique to Devil May Cry that makes it quintessentially Capcom. It's a kind of gameplay and design magic that you can feel when playing Devil May Cry--whether it's the first one released in 2001 or 2019's Devil May Cry 5.

Hideaki Itsuno has served as director of multiple Devil May Cry titles, including the latest in the series. He is intimately familiar with what makes a Devil May Cry game a Devil May Cry game, and it's not as simple as outlandish characters, bombastic set-pieces, and over-the-top storytelling. Itsuno and his team draw from a long lineage of Capcom titles; they pull design from fighting games, platformers, and more.

In this episode of Audio Logs, Itsuno and producer Matt Walker discuss the design and development of Devil May Cry 5, providing some insight into what it takes to create a memorable action game. The pair specifically talk about how they approached making the game fun for people playing the game a second time, while also delving into some of the inspirations behind the world, and ideas that they pulled from previous games in the series.

Audio Logs is a weekly show where the people behind the games we love tell us the stories of how they’re made. You can watch more episodes of Audio Logs on YouTube. We've got God of War director Cory Barlog breaking down one of the game's most impactful scenes; Cuphead's lead game designer, Jared Moldenhauer, talking about the inspirations for King Dice's Dice Palace; Dead Cells' game designer Sebastian Benard revealing the amazing design tricks they used to make the game super satisfying to play; and Overwatch designer Geoff Goodman exploring how Baptiste was created. Legendary Japanese developer Goichi "Suda51" Suda also joined us to recount pivotal moments from his illustrious career.

Be sure to subscribe to GameSpot on YouTube to see more episodes as they’re released. You won't want to miss it!

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Audio Logs

Audio Logs

Airs Weekly

Audio Logs is a new GameSpot series where the people behind the games - designers, writers, composers, and artists - tell the stories of how the games we love were created.