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Tsuyoshi Tanaka used to write about video games for a living. These days, hes on the other side of the biz making one of Capcoms biggest sequels in recent years: Devil May Cry 2. The hardest part about going from writing to actually making a game is the number of people involved, he tells us while entrenched in a busy workweek at Capcoms development studios in Osaka, Japan. When youre writing, you just worry about your text and maybe the layout of the page. But when it comes to making games, youve got to coordinate maybe 50 people to finish one task.now thats difficult. Add the fact that this is Tanakas debut title, and its practically a miracle DMC2 manages to meet our expectations at all. Yet, just minutes into the gameplay demo, we can already tell that Devil 2 is in good hands.
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We took a global survey and asked our fans what they liked about DMC, says Tanaka. Overwhelmingly, gamers responded with how cool they thought Dantes character was, and how much they liked DMCs action gameplay. So this time, were focusing on those two aspects of the game. As he guided Dante, DMC2s lead badass, through an early area of the game, we were struck with the very same hook that first pulled us into the original.
At a glance, Devil May Cry 2 looks and feels a lot like the first game. As the dual pistol-wielding Dante, you take on hordes of supernatural bad guys cornin at ya from all sides. And when you can see the whites of their eyes, whip out Dantes massive blade for combos and other bone-crushing possibilities. Scenka pro elektrikov. But DMC wasnt just another 3D brawler. Its appeal was embodied in Dante, a supercool half-man, half-demon hybrid packing enough heat and one-liners to make Vin Diesel look tike a girly-man.
Aside from giving him even more zing with a gun (see sidebar), DMC2 sees Dante performing Matrix-like feats such as running onto a wall, doing a reverse flip and blasting enemies on the downstroke. These acrobatics serve as more than just new signature moves, theyre also important for the sequels huge city levels. Tanaka shows us the first level of the game, which features a full-blown Euro-style town. This level is about nine times the width of any area in Devil May Cry, Tanaka explains. Players are encouraged to jump onto rooftops and leap from one to the next because theres more than one way to get to the end. Tanaka then pulls the camera way back for a flyby of other places well likely visit on our journey through hell: a massive helipad in the middle of the sea, of all places; an ancient temple reminiscent of Mayan architecture; and last but certainly not least, an impressive dark urban wasteland with skyscrapers galore. Other aspects of the game that Tanaka and his team have focused on are difficulty level and camera views, which players complained about in the first game.