

Its textures and geometry are just simple enough to make the game look dated but not necessarily ugly. The way paths eventually link, the detailed rooms, and the brilliant final act that transforms familiar spaces to create unease in the player are still striking design choices that make DMC a joy to play, a decade later.ĭue to the game’s lovely art direction and level design, DMC holds up pretty well after all these years. There are lessons to be learned here by any working level designer and developer. The castle, in which the majority of the game takes place, remains one of the greatest examples of immersive level design. The original DMC holds up wonderfully, despite it being the oldest and simplest of the series. All the while the game ridiculed, celebrated, and rewarded based on your capability in switching up moves and styles without missing a beat. You could fire guns akimbo at an enemy, similar to Laura Croft, and then juggle them in the air like your Street Fighter character of choice. In its place, they made a game around exhilarating combat influenced by 3D action games as well as Capcom’s own fighting games.

With Capcom’s best led by Hideki Kamiya, director of RE2, and producer Shinji Mikami, they took the framework of the original Resident Evil (exploring a haunted mansion) and removed the key element (limited resources). In 2001, Devil May Cry rose from the ashes of a doomed Resident Evil sequel that would eventually turn into RE4. For technical details and an overview of the series, read on.
#DEVIL MAY CRY HD COLLECTION PSN PS2#
If you were there to play these games on PS2 in the early-to-mid ‘00s, I’ll give you the information you likely came for: This collection preserves the originals, improving their visuals by adapting them to widescreen and HD with anti-aliasing and some improved textures. A decade later, with hardware even more advanced, these games remain important in both terms of gaming history and ageless design.ĭevil May Cry HD Collection (PlayStation 3, Xbox 360 )
#DEVIL MAY CRY HD COLLECTION PSN SERIES#
Before Ninja Theory attempt to recreate one of the PlayStation 2’s most influential franchises, Capcom is giving us one more glimpse at a series that stands in stark contrast to recent game design trends.īefore games got serious and seriously easy, Devil May Cry challenged players in both their button-mashing and perception of what a 3D action-adventure could be on modern hardware. From there, find the Video Gameography channel under “Community Spaces.Sliding across the bar room floor, gun in hand, pizza in mouth, shouting “WOOHOO!” Yes, this is the Dante I remember. Join hosts Marcus Stewart ( John Carson ( along with Game Informer Editor-In-Chief Andrew Reiner ( you’d like to get in touch with the Video Gameography podcast, you can email us at You can also join our official Game Informer Discord server by linking your Discord account to your Twitch account and subscribing to the Game Informer Twitch channel. That is, if not for the man who would shepherd the series for years to come. From an unknown first director to arcade-focused developers making their first console game and a late transition of direction, Devil May Cry 2 has all of the trappings of a project that would have been canceled. In this episode of Video Gameography, we talk about the tumultuous development cycle that didn’t include the team behind DMC, Team Little Devils. Releasing a short 15 months after the release of Devil May Cry, Dante returns with a 2-disc adventure that’s more often than not seen as the worst game in the series, and there are very good reasons as to why it turned out that way. This week we go all the way to hell with Dante as we unpack the mysterious low-point in the series, Devil May Cry 2. Let’s rock, baby! Season 6 of Video Gameography gets stylish as we examine the Devil May Cry series! Over the next few weeks, we’ll be covering the history and lore of Capcom’s premiere action franchise.
