The game will still offer the over-the-top combo moves

Jan 7, 2013 15:51 GMT  ·  By

The development team at Ninja Theory says that it is carefully balancing the difficulty level for the upcoming DmC: Devil May Cry in order to offer a clear challenge for long-term fans of the series while also attracting new players to the universe.

Rahni Tucker, the leading combat designer at the company, tells The Official Xbox Magazine that, “When I looked at videos of pro-players playing the old DmCs, they’re always in the air, they’re always juggling enemies around, and doing stuff that most of us look at and think ‘I have no idea how that works’.”

He adds, “We wanted to take that magic the pro-players could create and give more casual players a bit of that feeling. A bit extra hang-time, more aerial moves, the launch button is a single press without a lock-on.”

Since Ninja Theory has taken over development for the rebooted Devil May Cry, the fan base of the series has criticized the approach it is using, saying that accessibility might make the game a hit but it will also dilute the essence of the experience.

The new game stars a re-designed Dante, who needs to use his unique powers and his trusty weapons in order to battle a supernatural entity called Limbo City.

A wide variety of enemies can challenge the player at the same time and the environment itself can become hostile.

The core of the game is linked to multiple hit combos that allow Dante to take out more than one enemy at the same time while also gaining power for his Devil Trigger, which can be activated in order to enter slow motion and deliver even more stylish attacks with increased damage.

DmC: Devil May Cry can be played on the Xbox 360 and the PlayStation 3 starting with January 15 and on the PC starting with the 25th.