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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 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.

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GunEye

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Huge DMC5 fan, 100% the game- definitely one of the most challenging thing I have ever done ever - Absolutely love Dante. Gameplay wise Dante is the best thing in action games history.
Didn't like Nero as much as I did in 4 - all that "because I'm dead weight?!" thing was over used. And V is just very limited and repetitive gameplay wise - especially in next runs.

But - TBH - there are many things that left me disappointed and wanted for more. The level design was good in only a handful of levels but pretty TERRIBLE and rushed. They look watered down.

The last parts of the game felt very rushed as well and the Tree (qliphoth roots) levels were really ugly, bad performance.

Also the PC version is TOTALLY ruined now- with many performance and stability issues! (made a thread about it)

https://steamcommunity.com/app/601150/discussions/0/1850323802567057864/

The game also lacking a bigger final boss- a common enemy for everyone to fight (like MUNDUS) - 1 greater evil to face. It's also rather short - and I feel like M20 should have been mid-way and that we are missing at least 10 more missions with Dante and even Vergil.

The game should have continued past M20 and go for the Underworld.

10:20 - I'm glad Itsuno said this: I've always referred to this game as the grand return of PURE ACTION GAMES - and I'm pretty thrilled they used the same term "PURE" with Action Games. Feels good. No RPG elements and nonsense.

CAPCOM : Please give us an expansion with Dante & Verigl (both playable) in the Underworld fighting Mundus and hordes of hell.

And FIX THE PC VERSION! You have thousands of users complaining! Don't ignore us! And remove damn Denuvo DRM

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deactivated-64c06b51403e7

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With all due respect Itsuno, Nero sucks.

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deactivated-611611d19b9ca

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I enjoyed it, but it’s not unforgettable.

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cayde

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The DMC has a lot of combo move, and you can't use them all, or there's no different since all of them do good damage and so, but on DMC 5, each combo move do good against a certain target, yet they give a chose to do free combo as you like, but the fight will take long*

Adding that motor from DMC3 scene was Rock idea xD

But still, they forget the guitar weapons yet once more! perhaps next DLC going to add Nevan ;)

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