
Hideaki Itsuno, who used to direct the Devil May Cry games, jokingly explained that the game’s rhythm and timing in Devil May Cry 5 were based on how quickly he ate potato chips.
As a huge Devil May Cry fan, what always gets me is the incredible action. It really kicked off the whole 3D action genre, and honestly, I think the combat in games like Devil May Cry 3 and 5 is still the best around. But it’s not *just* about the action – the story is surprisingly good! It’s over-the-top and dramatic, but I always find myself getting really invested. And somehow, even with all the story cutscenes, it never slows down the gameplay, which is amazing.
During a discussion about action games at the Archipel Caravan event, Devil May Cry series director Hideaki Itsuno (who previously worked on Ninja Gaiden, a similarly challenging action game) talked about how Devil May Cry 5 was made. This conversation included Team Ninja president Fumihiko Yasuda, who also has experience with demanding action titles like the Xbox version of Devil May Cry.
According to Itsuno, the game’s pacing in Devil May Cry 5 was designed with breaks in mind – specifically, around the length of time it takes to eat a bag of potato chips. He wanted players to have clear signals before cutscenes, offering a natural pause from the constant action.
Itsuno explained that the game’s missions were designed with players’ limited time in mind – specifically, those who might only have about an hour to play each day. The goal was to make each hour of gameplay enjoyable. Devil May Cry 5 features 20 missions of varying lengths, which makes it accessible for players with busy schedules and allows for quick replays, like I enjoyed when the game first launched.
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2025-10-07 19:09