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By using a combination of the abilities Air Hike and Devil Trigger, it is possible to reach a bridge that leads to a doorway intended to be accessed during Mission 8 as early as Mission 1. In doing so, a unique message will appear on-screen representing a voice in Dante's head, denying entry and preventing this major sequence break.
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According to the game's director Hideki Kamiya, the Bangle of Time item and its ability to stop time was inspired by The World, a Stand from the manga series JoJo's Bizarre Adventure.
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According to the game's motion artists, Tomoya Ohtsubo and Yuichiro Hiraki, the game was not going to feature the ability to jump early in development. Hideki Kamiya himself was against having the ability to jump and had to be convinced of its addition.
"We eventually wore him down with the argument that a 3D game with so much action simply had to include the ability to jump. He relented in the end, albeit bitterly. Maybe he was thinking about how much extra work it would add?
But once it was decided. Kamiya-san's mood picked up. After jumping was implemented, he didn't hold back. exclaiming. "How about a double jump?" The stage designers weren't so pleased. We didn't build these stages to be viewed from such a high perspective'. they said. (laughs) But they did their best to adjust everything, only to be blindsided again by the introduction of the flying Devil Trigger mode. (laughs) We were on the sidelines of all this, but I felt bad for the stage designers, who went from stages designed for no jumping. to jumping, to double-jumping, and finally Devil Trigger mode flying."
"We eventually wore him down with the argument that a 3D game with so much action simply had to include the ability to jump. He relented in the end, albeit bitterly. Maybe he was thinking about how much extra work it would add?
But once it was decided. Kamiya-san's mood picked up. After jumping was implemented, he didn't hold back. exclaiming. "How about a double jump?" The stage designers weren't so pleased. We didn't build these stages to be viewed from such a high perspective'. they said. (laughs) But they did their best to adjust everything, only to be blindsided again by the introduction of the flying Devil Trigger mode. (laughs) We were on the sidelines of all this, but I felt bad for the stage designers, who went from stages designed for no jumping. to jumping, to double-jumping, and finally Devil Trigger mode flying."
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When the development of the game shifted from being Resident Evil 4 many of the enemies had to be altered.
"As far as design goes, Beelzebub was completely unchanged. However, its polygon count was much lower than when the game was "RE 4". The same goes for Blade, minus the armor. It was original, a Hunter for "RE'. You know how Phantom has flames running through its body? In "RE 4", that was going to be blood instead. Also, if you just make Griffon a bit more ragged-looking, that's basically his "RE 4" design. As soon as we switched to "DMC", we were told to patch up our monsters. Give them some first aid, if you will. They were original, zombie-like creatures, so we had to extract that zombie virus and make them healthy again. (laughs)"
"As far as design goes, Beelzebub was completely unchanged. However, its polygon count was much lower than when the game was "RE 4". The same goes for Blade, minus the armor. It was original, a Hunter for "RE'. You know how Phantom has flames running through its body? In "RE 4", that was going to be blood instead. Also, if you just make Griffon a bit more ragged-looking, that's basically his "RE 4" design. As soon as we switched to "DMC", we were told to patch up our monsters. Give them some first aid, if you will. They were original, zombie-like creatures, so we had to extract that zombie virus and make them healthy again. (laughs)"
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"There were going to be a bunch of OTEs, like when Dante just barely dodges the pursuing Phantom. But we were... a bit frazzled at the time. so we begged and pleaded to have no QTEs. (laughs) That was just one gameplay element that was never realized. mostly because of time constraints."
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Dante's deflecting animation was actually a reversed basic swinging animation. It was originally meant to be a temporary placeholder until the motion artist, Yuichiro Hiraki, made a new one. However, he never ended up make a new animation, which went unnoticed by the staff until the development of Devil May Cry 2 began, when that game's motion artist, Hiroyuki Nara, discovered the oversight.
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According to Yuichiro Hiraki, the movements for the Stinger attack and Dante's use of Ifrit were inspired by the 1986 film, Cobra.
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According to Yuichiro Hiraki, the aerial combat and juggling combos were inspired by launching attacks performed in Virtua Fighter and Tekken.
"I specialize in fighting games, and I've always personally been a fan of "Virtua Fighter" [hereinafter referred to as "VF"). But the "VF" game that came out around that time just didn't sell well at all. I guess people weren't impressed? But I thought the fighting moves were amazing! I was really into it. The only problem is that I had no one to play against, because the only way to play was with two people using an Astro City cabinet. (laughs)
In "VF", ordinary moves couldn't be canceled into special moves. so juggling launchers were the best option for combos. So when it comes to combos in polygon-based games. I think the best way to do it is with those same launchers. I brought that line of thinking to "DMC"."
"I specialize in fighting games, and I've always personally been a fan of "Virtua Fighter" [hereinafter referred to as "VF"). But the "VF" game that came out around that time just didn't sell well at all. I guess people weren't impressed? But I thought the fighting moves were amazing! I was really into it. The only problem is that I had no one to play against, because the only way to play was with two people using an Astro City cabinet. (laughs)
In "VF", ordinary moves couldn't be canceled into special moves. so juggling launchers were the best option for combos. So when it comes to combos in polygon-based games. I think the best way to do it is with those same launchers. I brought that line of thinking to "DMC"."
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Devil May Cry started out as Resident Evil 4. Producer Shinji Mikami felt it strayed too far from the series' survival horror roots and gradually convinced all the staff members to make it an independent game. The story was eventually rewrote to be set in a world full of demons and the hero's name was changed to Dante.
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According to the motion artist, Yuichiro Hiraki, the shotgun "Coyote" was a leftover asset from Resident Evil 4's development. The idea of Dante wielding the shotgun one-handed was inspired by the use of shotguns in the Mad Max franchise.
"The shotgun was planned for "RE 4", so we already had its basic motions in place to some extent. But what can you do with a shotgun besides hold and fire it normally, with two hands? That's not stylish at all. But what if it's fired one-handed? That's how they did it in "Mad Max", after all. Given that the shotgun was a leftover asset from ''RE". I decided to do something even more unconventional with it; Dante would reload it with one hand. That touch really helped me break away from the shadow of "RE."
"The shotgun was planned for "RE 4", so we already had its basic motions in place to some extent. But what can you do with a shotgun besides hold and fire it normally, with two hands? That's not stylish at all. But what if it's fired one-handed? That's how they did it in "Mad Max", after all. Given that the shotgun was a leftover asset from ''RE". I decided to do something even more unconventional with it; Dante would reload it with one hand. That touch really helped me break away from the shadow of "RE."
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When the game was originally localized for North America, Dante received a 20% reduction in the amount of damage in his attacks, while also receiving a 20% increase in the amount of damage he takes from regular enemies in all modes. This artificial change in difficulty makes the North American PlayStation 2 version of Devil May Cry harder than any other version of the game.
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In the opening scene, bottles of Jack Daniel's can be seen on Dante's desk.
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Dante used the name Tony Redgrave as an alias in his early days of demon slaying. When asked about the name, director Hideki Kamiya stated that "Antonio Redgrave was a journalist that Dante respected, so he used it as his fake name during his days as a mercenary..." In Bayonetta, Luka's father, Antonio Redgrave, was a world famous journalist that documented supernatural events, people, and places. It's very likely that the two Tonys may be the same person.
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In an interview featured in the 149th issue of Electronic Gaming Monthly, the game's director Hideki Kamiya confirmed that Dante's personality was inspired by Cobra from the manga series Space Adventure Cobra, and Joseph Joestar from JoJo's Bizarre Adventure, while also saying that no movies in particular inspired the game. He stated:
"There are lots of different kinds of media that influenced this creation. As for the main character Dante, I was strongly influenced by a Japanese comic-book character named Cobra. Cobra is a character who has no fear and talks with lots of irony and provoking looks, even as he faces immense trouble. I always loved this character and his comic. I also referred to a character in another Japanese comic Jojo’s Bizarre Adventure [also a Capcom fighting game]. His name is Joseph Joestar and he's the main hero of the comic's second chapter. He has a very similar personality to Cobra. There are no specific movies that I referred to for DMC."
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