Development of
Devil May Cry 4 began shortly after its predecessor was a success. A total of eighty people formed the development team. The first teaser was that of Dante on a snowy peak shown at
E3 2005, while the
Tokyo Game Show 2005 trailer showed Dante doing multiple moves in front of a camera, both containing elements that were not included in the finished product. Capcom only made the E3 2005 video to confirm their staff had begun work on the game. Since they had just finished
Devil May Cry 3 and
Devil May Cry 3: Special Edition, the developers initially were confused in regards to what they had to do in order to innovate the gameplay mechanics they developed previously. The team wanted to introduce new gameplay elements and a new character allowed them to do this. This was the first
Devil May Cry not to be released for
PlayStation 2, because it was designed for the next generation of hardware. This allowed the team to try new play mechanics and expand the series' plot. While not intending to send a religious message, members from the Capcom team did research in
Vatican City and
Istanbul. The use of a new protagonist was discussed many times at Capcom but was not approved until producer
Hiroyuki Kobayashi said that the Dante character had to be in the game. Two of the game's PC exclusive features are Turbo Mode (previously used only in
Devil May Cry 3: Special Edition) giving the game a twenty percent speed boost, and a new difficulty mode called Legendary Dark Knight Mode which can display over 100 enemies in some missions at once. The PC version also has both
DirectX 9 and DirectX 10 mode. It is labeled
Games for Windows and runs on
Windows XP,
Vista, and
Windows 7. It assumes a
gamepad is present and only uses the mouse in the menus, providing the same interface as the Xbox 360 version.
Engine Hiroyuki Kobayashi noted the production team began working with the game using a PC-based engine. He said that this was the first PlayStation 3 game developed by Capcom, and making this transition was a "hard step", particularly because no member of the production team was familiar with the console's capabilities. Capcom justified the game's multi-platform crossover by emphasizing the Xbox 360's success in the North American and European markets, labeling the move as "natural". The final version of
Devil May Cry 4 uses Capcom's internally developed
MT Framework engine. He also claimed that the contents would be identical, except that "the feel of the controller" may cause a slight difference. The visuals satisfied the Capcom staff to the point where they called them a "miracle". Itsuno said in the
Famitsu article that the visuals attempt to deliver a satisfying feel of being in the air. The actions of Nero's Devil Bringer could not be done on second generation consoles, but they could be done on the new generation of consoles such as the PlayStation 3. Kobayashi confirmed the PC version "would be great, because the same team is working on both". The PlayStation 3 version requires the user to install 5GB of game data which takes 20 minutes and shortens the length of the loading screens throughout the game. During production, new gameplay options were implemented to "keep up with fresh action games"; among these is the Devil Bringer's ability to bring enemies towards the characters. Unlike Dante's progress in
Devil May Cry 3, Nero was designed to become stronger by upgrading his Devil Bringer ability instead of receiving new weapons after defeating boss characters. During development the production team decided that Nero would be one of two main characters and that Dante was not going to be the only character from previous entries to appear in the series. Unlike
Devil May Cry 3, the game's difficulty would be the same in both the Japanese and European versions as the version released in North America.
Scenario and cast For the first time in the series
Bingo Morihashi was the game's writer. He collaborated with film director Yuji Shimomura who worked on the earlier games. Morihashi had many issues with the making of the game to the point he quit Capcom. However, after Itsuno's asked him to return, he did so. He finished writing the game's events, which took a year. Morihashi had difficulties with the characterization of Nero, the new protagonist. Dante returned as a supporting character. Itsuno was responsible for most of Kyrie's elements. She was envisioned as an "ordinary, cute heroine" who had a big impact on Nero despite not being a fighter. Her role was to motivate Nero and the player as the story progresses. The Capcom staff created Nero as a new protagonist who would develop across the
Devil May Cry series because Dante had become stronger with each game. Nero was created as a weaker character who develops new powers as the story progresses until he reaches Dante's level. This was done mostly through his "Devil Bringer" ability, which makes him stand out. Another reason for Nero's introduction was to attract new gamers to the franchise. Before commencing the designs for the characters in
Devil May Cry 4, character designer Tatsuya Yoshikawa consulted with several members of the staff who had worked on the series before to become familiar with previous elements. The characters were designed to emphasize their moves, which made the staff controlling their motions vital to the design. Yoshikawa also created another devil transformation, the Devil Trigger, for Nero. Unlike Dante's transformation that makes him look like a devil, Nero's Devil Trigger generates a creature situated behind his back. One that did not appear in the game turned Nero into a demon like Dante. Nero's hood covers one eye as a symbol whose interpretation is left up to the fans. Yoshikawa wanted to incorporate this into the game and hoped to make it into a figurine, but this was not possible. Both main voice and motion capture actors,
Reuben Langdon and Bosch, expressed pleasure working as Dante and Nero, respectively with the former noting he made Dante like his younger
Devil May Cry 3 persona but more mature. Langdon's inspiration for the character was
Roy Focker of the anime series
The Super Dimension Fortress Macross.
Music The soundtrack for
Devil May Cry 4 was composed by
Tetsuya Shibata, Shusaku Uchiyama, Kento Hasegawa, Akihiko Narita, Kota Suzuki, Rei Kondoh, Masayoshi "Chamy" Ishi, Masami Ueda and
Shinichiro Sato. Shibata said that since the release of
Devil May Cry 3 he had wanted to emphasized lyrics in the fourth title. The game is noted for its use of heavy metal songs.
Devil May Cry 4 Original Soundtrack is a three-disc, 104 track soundtrack. It was released in Japan on February 27, 2008. Female vocals are handled by Aubrey Ashburn (1-02) while male vocals are handled by Shawn "Shootie HG" McPherson of Hostile Groove (1-20 and 3-03) and Jason "ShyBoy" Arnold of Hypnogaja (1-13 and 3-38). Tetsuya Shibata is credited as the primary composer, with tracks composed by Shusaku Uchiyama, Kota Suzuki, Akihiko Narita, Rei Kondoh, Chamy Ishikawa and Shinichiro Satoh. The soundtrack was released in the US on November 25, 2008, with new artwork. ==Marketing and release==