Hideaki Itsuno Director, Capcom
Were you wary of switching from MT Framework to Unreal Engine 3 for DmC?
I’d heard it was difficult to make 60fps action games in Unreal Engine, so that did make me wary. My trust in Ninja Theory’s technical ability – and in particular the results we were seeing right from the beginning of development – soon allayed those fears.
What was the response like in Japan to both the announcement and the end result?
It was pretty much the same as in the west, I think. It’s fair enough to expect some negative response when it comes to the main character of such a popular series. The announcement caused a stir in Japan in many ways. After it was released, I heard lots of positive feedback.
What was it like working with Ninja Theory?
Ninja Theory were able to stimulate us in a way that wouldn’t have been possible if we had kept ourselves to ourselves in Japan. It wasn’t an easy project by any means, but they hey were very smart and quick learners. I don’t speak much English, but I’ve learned you can an relay action game concepts with sound effects cts and gestures pretty effectively! It would be wonderful to get to work with them again.
What are your fondest memories of DmC?
Many development projects end up with thee team at each other’s throats, but I can honestly stly say we were able to keep smiling until the end. Visiting Ninja Theory in Cambridge was great eat – the fish and chips and the beer there is amazing! A less fun memory, however, was the size of the queue at immigration when we visited during the London Olympics in 2012. 2.