In terms of actual game design, there’s nothing terribly audacious going on here, with sometimes too-tight linear corridors leading to wide-open kill zones. Beyond the incredible fine detail in every humanoid character’s face and performance, the landscape marries realistically rendered European cities with a stomach-turning sebaceous mess, borne from a demonic tree that leaves a sort of hellish insectoid apocalypse in its wake. And yet, there’s still a touch of the reboot’s madness floating around in here, which keeps the game from falling back on some of Devil May Cry’s worst habits, while also advancing the series’s past ideas with great zeal and imagination.Īs one might expect, considering that Devil May Cry 4 was released 11 years ago, Devil May Cry 5 represents an enormous jump in visual complexity for this series.
Devil May Cry is now back to the old-time rock ‘n’ roll for Dante, reverting to much of the trashy anime swagger of the first four games, emphasizing style over anything resembling substance.
Duplicating these techniques will be difficult for other companies according to Okabe.Not only a return to form for the Devil May Cry series after the lethargic Devil May Cry 4, Devil May Cry 5 is also something of a restatement of intent for the original numbered series after the woefully underrated DmC: Devil May Cry’s detour into more grungy terrain. He explained that such a thing will not be felt in Devil May Cry 5 because a veteran animator is on the job. He pointed out that high resolution means longer processing time and that can often impact controls. He talked about how companies use realistic visuals as a selling point for games. The tech side was finally handed over to 3Lateral because the team has a lot of experience in creating expressions in games. He mentioned that they looked for models, actors and tech all around the world. These are details that players don’t think about while playing the game, but considering how immersed they become in the DMC world, we can’t cut corners. For voice, we need to use a Native English voice actor who can use proper pronunciation. Take actions, for example: For gestures unique to Japanese people, we need to get a Japanese actor to play the part. Gathering the best materials for making a character’s look, voice and actions probably takes more time than an actual live-action film. The following is what he had to say in this regard: Michiteru Okabe mentioned how long it took to design and ready Devil May Cry 5 characters and he mentioned that it took longer than it would to make a live-action film. That is why Capcom has pushed graphics to the edge and incorporated photorealism by scanning not only models, to look real, but clothing as well. In a recent interview Michiteru Okabe, Senior Producer of Devil May Cry 5 went into great detail regarding the matter and here we are going to look into what he had to say.ĭevil May Cry 5 is coming after 10 years and the anticipation for the game is very high indeed.
So the characters and the game itself look photorealistic.
Capcom has used the best techniques on the market to get that look. Devil May Cry 5 characters look super real and there is a good reason behind that.