Resident Evil Wiki
Resident Evil Wiki
(Correcting wikia community links to DMC, adding a LOT of Wayback Machine links.)
(Formatting: Missing title and URL)
Line 27: Line 27:
 
As Kamiya felt the playable character did not look brave and heroic enough in battles from a fixed angle, he decided to drop the pre-rendered backgrounds from previous ''Resident Evil'' installments and instead opted for a dynamic camera system.<ref name="dmcbegin" /> This new direction required the team to make a trip to Europe where they spent eleven days in the United Kingdom and Spain photographing things like Gothic statues, bricks, and stone pavements for use in textures.<ref>{{cite web|archiveurl=https://web.archive.org/web/20150713171633/http://www.capcom.co.jp/devil/column/vol009.html| url=http://www.capcom.co.jp/devil/column/vol009.html |title=背景 ("Background")|author=[[Hideki Kamiya]] |date=July 2001 |archivedate=July 13, 2015|accessdate=July 17, 2010|work=Devil May Cry Column |publisher=Capcom Co., Ltd.}}</ref><ref>{{cite web|archiveurl=https://web.archive.org/web/20151104071812/http://www.1up.com/features/retroactive-hideki-kamiya| url=http://www.1up.com/do/feature?cId=3152913 |title=Retro/Active: Hideki Kamiya -- The Okami Family Tree |last= Mielke|first= James |date=August 18, 2006 |archivedate=November 4, 2015|accessdate=July 20, 2008|work=1UP.com |publisher=UGO Entertainment, Inc.}}</ref> Though the developers tried to make the "coolness" theme fit into the world of ''Resident Evil'', Mikami felt it strayed too far from the series' survival horror roots and gradually convinced all of the staff members to make the game independent from it.<ref>{{cite web |url=http://ps2.ign.com/articles/094/094860p1.html |title=E3 2001: Interview with Shinji Mikami |author=Douglass C. Perry |date=May 17, 2001 |work=IGN.com |publisher=IGN Entertainment, Inc. |accessdate=July 20, 2008}}</ref> Kamiya eventually rewrote the story to be set in a world full of demons and changed the hero's name to "[[w:c:DevilMayCry:Dante|Dante]]".<ref name="dmcscenario" /> The cast of characters remained largely identical to that in Sugimura's scenario,<ref>{{cite web |url=http://twitter.com/PG_kamiya/status/25191837038 |title=Twitter |date= September 22, 2010 |author=Hideki Kamiya |archiveurl=http://www.webcitation.org/5tbJ8ld9e |archivedate=October 19, 2010}}</ref> although appearances of the hero's mother and father were written out of the story.<ref>{{cite web |url=http://twitter.com/PG_kamiya/status/24938262180 |title=Twitter |date=September 19, 2010 |author=Hideki Kamiya |archiveurl=http://www.webcitation.org/5tbJGKbw7 |archivedate=October 19, 2010}}</ref><ref>{{cite web |url=http://twitter.com/PG_kamiya/status/25008421124 |title=Twitter |date=September 20, 2010 |author=Hideki Kamiya |archiveurl=http://www.webcitation.org/5tbJZ1OSS |archivedate=October 19, 2010}}</ref> The game's new title was revealed as ''Devil May Cry'' in November 2000.<ref>{{cite web |url=http://ps2.ign.com/articles/087/087835p1.html |title=New From Capcom: Devil May Cry |date=November 15, 2000 |work=IGN.com |publisher=IGN Entertainment, Inc. |accessdate=July 17, 2010}}</ref>
 
As Kamiya felt the playable character did not look brave and heroic enough in battles from a fixed angle, he decided to drop the pre-rendered backgrounds from previous ''Resident Evil'' installments and instead opted for a dynamic camera system.<ref name="dmcbegin" /> This new direction required the team to make a trip to Europe where they spent eleven days in the United Kingdom and Spain photographing things like Gothic statues, bricks, and stone pavements for use in textures.<ref>{{cite web|archiveurl=https://web.archive.org/web/20150713171633/http://www.capcom.co.jp/devil/column/vol009.html| url=http://www.capcom.co.jp/devil/column/vol009.html |title=背景 ("Background")|author=[[Hideki Kamiya]] |date=July 2001 |archivedate=July 13, 2015|accessdate=July 17, 2010|work=Devil May Cry Column |publisher=Capcom Co., Ltd.}}</ref><ref>{{cite web|archiveurl=https://web.archive.org/web/20151104071812/http://www.1up.com/features/retroactive-hideki-kamiya| url=http://www.1up.com/do/feature?cId=3152913 |title=Retro/Active: Hideki Kamiya -- The Okami Family Tree |last= Mielke|first= James |date=August 18, 2006 |archivedate=November 4, 2015|accessdate=July 20, 2008|work=1UP.com |publisher=UGO Entertainment, Inc.}}</ref> Though the developers tried to make the "coolness" theme fit into the world of ''Resident Evil'', Mikami felt it strayed too far from the series' survival horror roots and gradually convinced all of the staff members to make the game independent from it.<ref>{{cite web |url=http://ps2.ign.com/articles/094/094860p1.html |title=E3 2001: Interview with Shinji Mikami |author=Douglass C. Perry |date=May 17, 2001 |work=IGN.com |publisher=IGN Entertainment, Inc. |accessdate=July 20, 2008}}</ref> Kamiya eventually rewrote the story to be set in a world full of demons and changed the hero's name to "[[w:c:DevilMayCry:Dante|Dante]]".<ref name="dmcscenario" /> The cast of characters remained largely identical to that in Sugimura's scenario,<ref>{{cite web |url=http://twitter.com/PG_kamiya/status/25191837038 |title=Twitter |date= September 22, 2010 |author=Hideki Kamiya |archiveurl=http://www.webcitation.org/5tbJ8ld9e |archivedate=October 19, 2010}}</ref> although appearances of the hero's mother and father were written out of the story.<ref>{{cite web |url=http://twitter.com/PG_kamiya/status/24938262180 |title=Twitter |date=September 19, 2010 |author=Hideki Kamiya |archiveurl=http://www.webcitation.org/5tbJGKbw7 |archivedate=October 19, 2010}}</ref><ref>{{cite web |url=http://twitter.com/PG_kamiya/status/25008421124 |title=Twitter |date=September 20, 2010 |author=Hideki Kamiya |archiveurl=http://www.webcitation.org/5tbJZ1OSS |archivedate=October 19, 2010}}</ref> The game's new title was revealed as ''Devil May Cry'' in November 2000.<ref>{{cite web |url=http://ps2.ign.com/articles/087/087835p1.html |title=New From Capcom: Devil May Cry |date=November 15, 2000 |work=IGN.com |publisher=IGN Entertainment, Inc. |accessdate=July 17, 2010}}</ref>
   
The game was developed by Team Little Devils, a group of staff members within [[Capcom Production Studio 4]].<ref>{{cite video game |title=Devil May Cry |developer=Capcom Co., Ltd |publisher=Capcom Entertainment, Inc. |date=October 17, 2011 |scene=staff credits}}</ref><ref>{{cite web |archiveurl=http://replay.web.archive.org/20050206023353/http://www.capcom.co.jp/studio4/index.html |title=Production Studio 4 |language=[[Wikipedia:Japanese language|Japanese]] |archivedate=February 6, 2005 |publisher=Capcom Co., Ltd}}</ref> Some of the major gameplay elements were partially inspired by a bug found in ''Onimusha: Warlords''. During a test-play, Kamiya discovered that enemies could be kept in the air by slashing them repeatedly, which lead to the inclusion of juggles by gunfire and sword strikes in ''Devil May Cry''.<ref name=egm>''Electronic Gaming Monthly'', December 2001 issue, pg. 56</ref> According to the director, ''Devil May Cry'' was designed from the ground up around Dante's acrobatics and combat abilities.<ref name="Kamiya Touch">{{cite web|archiveurl=https://web.archive.org/web/20160602214606/http://www.1up.com/do/feature?pager.offset=1&cId=3152880| url=http://www.1up.com/do/feature?pager.offset=1&cId=3152880 |title=The Kamiya Touch |last= Mielke|first= James |date=August 18, 2006 |archivedate=June 2, 2016|accessdate=July 20, 2008|publisher=1UP.com}}</ref> The decision was made late in the development process to change the game to a more mission-based advancement, instead of the more open-ended structure of the ''Resident Evil'' games.<ref name="Preview1">{{cite web|archiveurl=https://web.archive.org/web/20090918131840/http://www.gamespot.com/ps2/action/devilmaycry/news.html?sid=2765132| url=http://www.gamespot.com/ps2/action/devilmaycry/news.html?sid=2765132 |title=Capcom changes Devil May Cry gameplay |last=Sato|first= Yukiyoshi Ike |date=May 24, 2001 |archivedate=September 18, 2009|accessdate=July 20, 2008| publisher=GameSpot}}</ref> ''Devil May Cry''s difficulty was intentional, according to Kamiya, who called it his "challenge to those who played light, casual games."<ref name=top200>{{cite web|archiveurl=https://web.archive.org/web/20160418004003/http://www.1up.com/do/feature?pager.offset=1&cId=3147448| url=http://www.1up.com/do/feature?pager.offset=1&cId=3147448 |title=Greatest 200 |last= Senrad|first= Steve |date=February 2, 2006|accessdate=July 20, 2008 |archivedate=April 18, 2016||publisher=1UP.com}}</ref>
+
The game was developed by Team Little Devils, a group of staff members within [[Capcom Production Studio 4]].<ref>{{cite video game |title=Devil May Cry |developer=Capcom Co., Ltd |publisher=Capcom Entertainment, Inc. |date=October 17, 2011 |scene=staff credits}}</ref><ref>{{cite web|archiveurl=http://web.archive.org/web/20050206023353/http://www.capcom.co.jp/studio4/index.html| url=http://www.capcom.co.jp/studio4/index.html |title=Who are "Production Studio 4"? |archivedate=February 6, 2005|language=[[Wikipedia:Japanese language|Japanese]]|publisher=Capcom Co., Ltd}}</ref> Some of the major gameplay elements were partially inspired by a bug found in ''Onimusha: Warlords''. During a test-play, Kamiya discovered that enemies could be kept in the air by slashing them repeatedly, which lead to the inclusion of juggles by gunfire and sword strikes in ''Devil May Cry''.<ref name=egm>''Electronic Gaming Monthly'', December 2001 issue, pg. 56</ref> According to the director, ''Devil May Cry'' was designed from the ground up around Dante's acrobatics and combat abilities.<ref name="Kamiya Touch">{{cite web|archiveurl=https://web.archive.org/web/20160602214606/http://www.1up.com/do/feature?pager.offset=1&cId=3152880| url=http://www.1up.com/do/feature?pager.offset=1&cId=3152880 |title=The Kamiya Touch |last= Mielke|first= James |date=August 18, 2006 |archivedate=June 2, 2016|accessdate=July 20, 2008|publisher=1UP.com}}</ref> The decision was made late in the development process to change the game to a more mission-based advancement, instead of the more open-ended structure of the ''Resident Evil'' games.<ref name="Preview1">{{cite web|archiveurl=https://web.archive.org/web/20090918131840/http://www.gamespot.com/ps2/action/devilmaycry/news.html?sid=2765132| url=http://www.gamespot.com/ps2/action/devilmaycry/news.html?sid=2765132 |title=Capcom changes Devil May Cry gameplay |last=Sato|first= Yukiyoshi Ike |date=May 24, 2001 |archivedate=September 18, 2009|accessdate=July 20, 2008| publisher=GameSpot}}</ref> ''Devil May Cry''s difficulty was intentional, according to Kamiya, who called it his "challenge to those who played light, casual games."<ref name=top200>{{cite web|archiveurl=https://web.archive.org/web/20160418004003/http://www.1up.com/do/feature?pager.offset=1&cId=3147448| url=http://www.1up.com/do/feature?pager.offset=1&cId=3147448 |title=Greatest 200 |last= Senrad|first= Steve |date=February 2, 2006|accessdate=July 20, 2008 |archivedate=April 18, 2016|publisher=1UP.com}}</ref>
   
 
===Similarities with Resident Evil===
 
===Similarities with Resident Evil===

Revision as of 14:20, 4 May 2019

Smallwikipedialogo


Visit Devil May Cry Wiki for more information on the Devil May Cry Series.

Devil May Cry (デビル メイ クライ Debiru Mei Kurai?, frequently abbreviated as DMC) is an action game developed and published by Capcom, released in 2001 for the PlayStation 2. Although it is the first game in the series of the same name, the events in Devil May Cry are second in the series storyline's chronological order, taking place after Devil May Cry 3: Dante's Awakening and before Devil May Cry 2 and Devil May Cry 4. Set in modern times on the fictional Mallet Island, the story centers on the characters Dante and Trish and their quest to confront the demon lord Mundus. The story is told primarily through a mixture of cutscenes, which use the game's engine and several pre-rendered full motion videos. Devil May Cry received prominent coverage in the video game media, high overall scores from professional reviewers, and has sold more than two million copies.[3]

As a Resident Evil Title

Main article: BIOHAZARD 4 (cancelled 2000 game)

First hinted at in early December 1999,[4] Devil May Cry started out as the earliest incarnation of Resident Evil 4.[5] Initially developed for the PlayStation 2, the game was directed by Hideki Kamiya after producer Shinji Mikami requested him to create a new entry in the Resident Evil series.[6] Around the turn of the millennium,[1] regular series writer Noboru Sugimura[2] created a scenario for the title, based on Kamiya's idea to make a very cool and stylized action game.[7] The story was based on unraveling the mystery surrounding the body of protagonist Tony,[8] an invincible man with skills and an intellect exceeding that of normal people, his superhuman abilities explained with biotechnology.[1]

As Kamiya felt the playable character did not look brave and heroic enough in battles from a fixed angle, he decided to drop the pre-rendered backgrounds from previous Resident Evil installments and instead opted for a dynamic camera system.[6] This new direction required the team to make a trip to Europe where they spent eleven days in the United Kingdom and Spain photographing things like Gothic statues, bricks, and stone pavements for use in textures.[9][10] Though the developers tried to make the "coolness" theme fit into the world of Resident Evil, Mikami felt it strayed too far from the series' survival horror roots and gradually convinced all of the staff members to make the game independent from it.[11] Kamiya eventually rewrote the story to be set in a world full of demons and changed the hero's name to "Dante".[1] The cast of characters remained largely identical to that in Sugimura's scenario,[12] although appearances of the hero's mother and father were written out of the story.[13][14] The game's new title was revealed as Devil May Cry in November 2000.[15]

The game was developed by Team Little Devils, a group of staff members within Capcom Production Studio 4.[16][17] Some of the major gameplay elements were partially inspired by a bug found in Onimusha: Warlords. During a test-play, Kamiya discovered that enemies could be kept in the air by slashing them repeatedly, which lead to the inclusion of juggles by gunfire and sword strikes in Devil May Cry.[18] According to the director, Devil May Cry was designed from the ground up around Dante's acrobatics and combat abilities.[19] The decision was made late in the development process to change the game to a more mission-based advancement, instead of the more open-ended structure of the Resident Evil games.[20] Devil May Crys difficulty was intentional, according to Kamiya, who called it his "challenge to those who played light, casual games."[21]

Similarities with Resident Evil

The engine shares a lot in common with early Resident Evil titles in terms of gamplay and file formats, an example of this is the file/folder structure and names, notably the Player Data files (PLD) and the menu texture/font directory (Etc.) in addition to the rooms being named accordingly to ID. These file names and extensions are used extensively in the early Resident Evil games on the PS1 Only, another worth mention is the debug font present ever since BIOHAZARD 2 Prototype being recycled and reused in BIOHAZARD 2 and also reused in Devil May Cry itself. The released game itself shares many similarities in terms of content like the warning screen at the start of the game and familiar game-play system. The game's original scenario was also written by series renowned Noboru Sugimura.
Since the game started development as Resident Evil title, although subjective but various general similarities with the series are observable, such as:

  • Warning screen: "This game contains scenes of explicit violence and gore".
  • Blades resemble Hunters.
  • The enemies called Nobodies have a prominent eyeball on one side of their bodies, that resembles the G-Creatures. Early designs show more emphasis on G from the Biohazard era design.
  • Phantoms resemble Spiders.
  • Early designs of Shadows resemble Lickers.
  • Marionette are similar to Zombies.
  • Initially, father of the twins was The Earl Spencer who became Sparda in the final product.
  • Castles are a common setting for Resident Evil, the inside of castle is somewhat reminiscent of the mansion hallway in the first game, however a castle was also used in the next version of Resident Evil 4.
  • Emphasis on exploring backgrounds and items, with examine description.
  • Examine text is similar to that of Resident Evil 2/3, if a key item is needed it will be in green color.

It is also worth mentioning that a lot of the original character and enemy designs for the game originally featured known enemies such as G-Mutations. Early designs of Sparda depict him having an Umbrella emblem, and the twin babies concept depicting Tony (Dante) and his twin with an Umbrella logo overshadowing them both.[22]

Common Actors

Since both series are made by Capcom, a number of voice actors and motion capture actors have had roles in both.

Actor Devil May Cry Resident Evil
Reuben Langdon Dante

(DMC3, 4, & 5 voice & mocap, anime English voice)

Chris Redfield (REC:V, RE5, RE:Revelations and RE6 mocap)

Dave Johnson (voice)

Johnny Yong Bosch Nero

(DMC4 & 5 voice & mocap)

Brad Vickers

(RE:UC voice)
Richard Aiken (Pachislot voice)
Minor voices (RE:UC, RE:D)

Liam O'Brien Sanctus

(DMC4 voice)

Reynard Fisher

(voice)

T. J. Rotolo Credo

(DMC4 voice)

William Birkin

(RE:UC, RE:DC, RE:ORC voice)

TJ Storm Agnus

(DMC4 voice & mocap)

Josh Stone

(voice & mocap)
Ndesu (mocap)

Stephanie Sheh Kyrie

(DMC4 & 5 voice)

Rebecca Chambers

(RE:UC voice)
Yoko Suzuki (Outbreak: File 2 voice)
Female Majini (voice)

Adam Clark Arkham

(DMC3 voice & mocap)

Oswell E. Spencer

(voice & mocap)

Daniel Southworth Vergil

(DMC3, 4: Special Edition & 5 voice & mocap)
Credo (DMC4 mocap)

Dan DeChant

(mocap)

Mary Elizabeth McGlynn Nevan

(DMC3 voice)
Echidna (DMC4 voice)

Aunt

(voice)
Computer voice (RE:D voice)

Sources

  1. 1.0 1.1 1.2 1.3 Hideki Kamiya (July 2001). シナリオの話 ("Scenario discussion"). Devil May Cry Column. Capcom Co., Ltd.. Archived from the original on July 13, 2015. Retrieved on July 17, 2010.
  2. 2.0 2.1 Minoru Funatsu (April 11, 2001). カプコン、深作欣二監督を招き「クロックタワー3」を制作. Game Watch. Impress Watch Corporation. Retrieved on July 8, 2010.
  3. Matt Keller (June 9, 2006). Matt's Somewhat Serious Bit. Palgn. Archived from the original on December 22, 2008. Retrieved on July 20, 2008.
  4. Douglass C. Perry (December 3, 1999). Resident Evil Series to Haunt PlayStation 2. IGN.com. IGN Entertainment, Inc.. Retrieved on July 17, 2010.
  5. Kevin Gifford, Mark MacDonald (April 2005). "Afterthoughts: Resident Evil 4". Electronic Gaming Monthly (Ziff Davis Media Inc.) (190): 51–52. 
  6. 6.0 6.1 Hideki Kamiya (July 2001). 新しいバイオ ("A New Biohazard"). Devil May Cry Column. Capcom Co., Ltd.. Archived from the original on July 13, 2015. Retrieved on July 17, 2010.
  7. Devil May Cry Graphic Edition. Kadokawa Shoten. December 2001. ISBN 978-4047070714. 
  8. Hideki Kamiya (September 19, 2010). Twitter. Archived from the original on March 27, 2017.
  9. Hideki Kamiya (July 2001). 背景 ("Background"). Devil May Cry Column. Capcom Co., Ltd.. Archived from the original on July 13, 2015. Retrieved on July 17, 2010.
  10. Mielke, James (August 18, 2006). Retro/Active: Hideki Kamiya -- The Okami Family Tree. 1UP.com. UGO Entertainment, Inc.. Archived from the original on November 4, 2015. Retrieved on July 20, 2008.
  11. Douglass C. Perry (May 17, 2001). E3 2001: Interview with Shinji Mikami. IGN.com. IGN Entertainment, Inc.. Retrieved on July 20, 2008.
  12. Hideki Kamiya (September 22, 2010). Twitter. Archived from the original on October 19, 2010.
  13. Hideki Kamiya (September 19, 2010). Twitter. Archived from the original on October 19, 2010.
  14. Hideki Kamiya (September 20, 2010). Twitter. Archived from the original on October 19, 2010.
  15. New From Capcom: Devil May Cry. IGN.com. IGN Entertainment, Inc. (November 15, 2000). Retrieved on July 17, 2010.
  16. Capcom Co., Ltd. Devil May Cry. (Capcom Entertainment, Inc.). Scene: staff credits. (October 17, 2011)
  17. Who are "Production Studio 4"? (Japanese). Capcom Co., Ltd. Archived from the original on February 6, 2005.
  18. Electronic Gaming Monthly, December 2001 issue, pg. 56
  19. Mielke, James (August 18, 2006). The Kamiya Touch. 1UP.com. Archived from the original on June 2, 2016. Retrieved on July 20, 2008.
  20. Sato, Yukiyoshi Ike (May 24, 2001). Capcom changes Devil May Cry gameplay. GameSpot. Archived from the original on September 18, 2009. Retrieved on July 20, 2008.
  21. Senrad, Steve (February 2, 2006). Greatest 200. 1UP.com. Archived from the original on April 18, 2016. Retrieved on July 20, 2008.
  22. Devil May Cry 3・1・4・2 Graphic Arts. Capcom Co., Ltd.. March 22, 2013. ISBN 978-4862333902.