With Dmc: Devil May Cry release almost upon us, Capcom is hard at work in promoting the game any way they can. In a new interview with the Official Xbox Magazine, the game’s combat designer Rahni Tucker explains the game’s general difficulty and the reasons behind this choice.
Being a reboot, Capcom had two things in mind for the game: make newcomers appreciate the game without previous knowledge of the previous games and make veterans of the game feel at home and being challenged at the same time. Almost all of the promotional trailers showed Dante in the air, doing flashy combos that looked quite complicated to perform: to give newcomers a chance to perform something like without too much problems, developers have chosen to increase the time an enemy stays in the air and dedicate a single button to launch enemies in the air, without the need to lock onto a single target. At the same time, performing high level combos which get rewarded with a lot of points will still be as hard as before: the basics are easier to grasp for newbies but to master the game still requires a good amount of work and skills. So if you’re a veteran of the series you can use what you have learned so far to build up your skills while newbies won’t have any problem in getting into the game. And after playing the demo now available, we can only say that Capcom definitely succeeded in this regard.
Dmc: Devil May Cry will launch on January 15 on Ps3 and Xbox 360, with a Pc version coming on January 25





