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SOJ Devil May Cry ยท The Stumble
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The History of Devil May Cry 2

A hit sequel made by a new team, and rescued with months to spare.

Capcom greenlit the sequel inside Capcom Production Studio 1, its arcade division, to capitalize quickly on the first game's success, and did not bring back Kamiya or Team Little Devils; Kamiya first heard about it when the sequel's director asked to borrow his screenplay and design documents. The new Team Devil was talented but arcade-bred, around forty to fifty people, supervised by a planner whose name has never been publicly attached to the director's chair. Design aims were scale, environments roughly nine times larger, and accessibility: puzzles shrank, and at a producer's insistence Dante was rewritten older and taciturn, the joke-cracking hero made silent.

With months left, by the team's accounts somewhere between four and six, management sent in Hideaki Itsuno, fresh from Capcom vs. SNK 2. He found the scenario unwritten, the cutscenes unshot and Dante's Devil Trigger undecided; he has said he considered detaching the game from the Devil May Cry name entirely. He shipped it anyway, in January 2003, as the only credited director. Reviews landed at a Metacritic 68, GameSpot named it the Most Disappointing Game of 2003, and it still sold more than two million copies. Itsuno's response was a request: let him make the next one, from the start.

WHAT IT GAVE THE SERIES

The stumble that stocked the toolbox
Bloody Palace
The series' beloved survival arena, ten thousand floors of escalating fights in its later forms, debuted here. Devil May Cry 3's Special Edition borrowed it back, and it has been expected ever since.
The evade button and live weapon switching
A dedicated dodge, wall runs, mid-combo gun swapping without opening a menu: the movement grammar of every later game starts in the sequel everyone skips.
A second lead
Lucia, the island guardian with her own disc of missions, answered players who wanted Trish playable in the first game; Trish herself unlocks here too. The two-disc structure, one per hero, was criticized as recycled content on release and is now the release's most collectible quirk.
The Nocturne exchange
Dante, in this game's design and manner, guested as a boss and recruitable ally in Atlus's Shin Megami Tensei III: Nocturne Maniax. The friendship behind that cameo shaped Devil May Cry 3: Atlus designer Kazuma Kaneko drew both brothers' Devil Trigger forms for it.

THE DIESEL GAME

Fashion, as a design document
Three costumes from a clothing rack
Capcom partnered with the Diesel clothing company, through a producer who had worked there. Three unlockable costumes, one for Dante and two for Lucia, were built from pieces of Diesel's 2002 Autumn and Winter collection, and Diesel shops in Japan carried demo kiosks. It is the era's most literal stylish action collaboration, and a very 2003 thing to have happened.
How Devil May Cry 3 saved the seriesThe history of the seriesThe covers compared
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THE FIRST WORD

New pages and new pieces, first.