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Hideaki Itsuno
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#Tags
If I could, I'd love to make 'Dragon's Dogma 2' - it'd be awesome.
- Hideaki Itsuno
#Awesome
#Dogma
#If I Could
#Love
#Make
The most important thing about 'Devil May Cry' is that the action itself, there's beauty to it.
- Hideaki Itsuno
#Action
#Beauty
#Cry
#Devil
#Important
What's fun about these pure action games hasn't really changed since the 8-bit days. Every time I make a new 'Devil May Cry' game, I always go back and play one of the 'Ghouls & Ghosts' games to remember what it is about those pure action experiences that's fun.
- Hideaki Itsuno
#Action
#Devil
#Fun
#Game
#Time
After 'DmC' came out, we had a fantastic relationship with Ninja Theory, and we loved what they made. We wanted to see a sequel to that.
- Hideaki Itsuno
#Loved
#Out
#Relationship
#See
#Theory
There have been a lot of amazing action games that, perhaps, the focus is on cinematics or story or even how the camera works so that they've created this amazing immersive experience.
- Hideaki Itsuno
#Action
#Amazing
#Experience
#Focus
#How
When we decided to make 'DMC5,' one of the things we said off the bat is, 'Let's make a new character.'
- Hideaki Itsuno
#Bat
#Character
#Make
#New
#Things
There are a lot of games out there these days that you either know how to play it or don't, or if you spend enough time pounding away at it, you're going to beat it eventually.
- Hideaki Itsuno
#Beat
#Enough
#Know
#Play
#Time
Making the AI better in a video game is not like making the AI better in, say, a chess game. Making it better in terms of acting ability - we're basically improving its acting so that the user can have more fun.
- Hideaki Itsuno
#Ability
#Acting
#Better
#Fun
#Game
Inside the world of 'Devil May Cry,' we're not changing gameplay very much. We're making it more beautiful, more action-packed, and giving you a few more features, but the gameplay itself is the pretty much the same.
- Hideaki Itsuno
#Beautiful
#Cry
#Devil
#More
#World
First, I take a lot of time to just explain my vision of what the game should be to the team. Then I make all subsequent decisions based on how I want to feel when I buy the game, and what impressions I want to have of it. I then go about implementing the little points that will lead up to that finished product.
- Hideaki Itsuno
#Feel
#Game
#Product
#Time
#Vision
You know how we always said 'Devil May Cry 5''s themes were about photorealism and the uncanny valley? That was a lie. The real themes centered around setbacks and awakenings.
- Hideaki Itsuno
#Devil
#Lie
#Real
#Setbacks
#Valley
Making the visuals photo-realistic lets us do things we were never able to do before. The voice acting, the facial expressions, are all that much deeper.
- Hideaki Itsuno
#Acting
#Never
#Things
#Us
#Voice
'Monster Hunter' was its own series, its own franchise, and it just so happened that we wanted to make a realistic fantasy-based action game, and because we had the staff available to make something like that, we're able to make this game. The ideas for 'Dragon's Dogma' came from a completely different place.
- Hideaki Itsuno
#Action
#Game
#Ideas
#Own
#Place
The idea you start from is 'What's cool to a kid in their early teens?' So we had the guitar in 'Devil May Cry 3.' Guitars are cool to kids that age, and motorcycles are, too.
- Hideaki Itsuno
#Age
#Cool
#Devil
#Guitar
#Start
I came to London constantly, working with Ninja Theory on 'DmC Devil May Cry,' and I kind of fell in love with this amazing architecture, where you have these buildings that have clearly been around a long time, and they have this amazing gothic look, and then on the first floor, it's a McDonald's!
- Hideaki Itsuno
#Amazing
#Architecture
#Long
#Love
#Time
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