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Hideaki Itsuno

Hideaki Itsuno (伊津野 英昭, Itsuno Hideaki) is a Japanese video game director and designer. His entire career has been at Capcom, where he shepherds the Rival Schools, Power Stone, Devil May Cry and Dragon's Dogma series.

Hideaki Itsuno
伊津野 英昭
Born (1970-08-25) August 25, 1970 (age 52)
NationalityJapanese
Occupation(s)Video game director, designer
Years active1994–present
EmployerCapcom
Known forStreet Fighter Alpha
Rival Schools
Power Stone
Capcom vs. SNK
Devil May Cry
Dragon's Dogma
Websitetwitter.com/tomqe

Career

Early years (1994–2002)

Hideaki Itsuno was a fighting game fan who was hired by Capcom in 1994; his entrance exam happened the same day as the Super Street Fighter II Turbo location test.[1] He went for it over other companies because it would be an easy commute.[2] There, he was assigned work as a designer on their arcade division (which by 1997 had been reorganized as Production Studio 1), starting with two quiz games. In that first year at the company, a project for a Street Fighter prequel was brewing; Itsuno's superior Noritaka Funamizu saw there was no designer attached, and asked him to take that role in December. Other members of that team came from the same background, all gathered so Street Fighter Alpha had a broader appeal and captured the audience drawn to SNK fighters.[1][2]

His first director job was on another fighter, Star Gladiator, a project he entered halfway through to fulfill a desire: "at the time I wanted to make that kind of game with a large scale cabinet, because Capcom had never done anything like that before. That's why I joined the company". Due to visual effects and hardware constraints, that game runs at 30 frames per second, to Itsuno's chagrin: "At 30fps, I feel you can't have a real competitive fighting game, so I wanted to make a linear fighting game with 60fps in mind". Driven to make a 60fps polygon-based fighting game, he conceived an original project with wide appeal—driven so partly by a more story-heavy approach and the inclusion of role-playing elements—which became Rival Schools: United By Fate.[3][2]

Most of Itsuno's output for the first nine years of his career was fighting games, both in 2D and 3D, as either director or designer. As the genre and the arcade market declined, he worked on console games of various genres, within both positions he'd been in before: One Piece Mansion, GioGio's Bizarre Adventure and Auto Modellista.

Devil May Cry series

After Itsuno had finished work on Capcom vs. SNK 2, he started conceiving a role-playing video game. Since he appeared to be "idle", his boss ordered him to work on Devil May Cry 2.[4] Itsuno was asked to "reorganize the project" in a supplementary role, which effectively meant taking over leadership, as upper management saw it as director-less.[5] In exchange, he would go uncredited,[6][7] but ended up the only director listed in the final version of the game.[8] Most of Team Devil (the staff on that title) hadn't worked on Devil May Cry and lacked experience in 3D action-adventure games,[9][10] which resulted in a production severely behind schedule with six months left on the deadline. Itsuno accomplished the request, but was dissatisfied with his level of involvement and the final product's quality.[7]

He didn't want Devil May Cry 2 to be his legacy within the series,[7] so before development had wrapped,[11] Itsuno asked his higher-ups for Devil May Cry 3, with himself as director from the start of the project.[6] He rallied Team Devil to stay for it;[12] some members shared his sentiment,[10] with many wanting to work with what they learned making Devil May Cry 2.[13] Gameplay elements such as the size of environments and the game's battle engine were reconsidered, and common criticisms such as decreases to Dante's cockiness and the game's difficulty were brought back in line with the first game.[14] These changes were met with praise and the game was very well-received.[15]

Itsuno returned to direct Devil May Cry 4.[16] He stated that the visual design sought to deliver a satisfying sensation of floating in the air, and that the actions of Nero's Devil Bringer could not be done on contemporary generation consoles, necessitating a new generation of consoles such as the PlayStation 3.[17] Devil May Cry 4 (2008) was met with both commercial and critical success.

The next game in the series, DmC: Devil May Cry, was developed by British developer Ninja Theory; Itsuno was the supervising director on that project.[18] When discussing this decision, Itsuno said: "With DmC this time, we wanted to avoid the problem that befalls some series where you keep making it with the same team, same hardware, and it tends to decrease and fans move away from it... We don’t want the series to die."[19] The development team included over ninety members, several of whom were from Capcom. Alex Jones and Motohide Eshiro acted as producers, aiming to help Ninja Theory make DmC play like the previous Devil May Cry games.[20] Itsuno's latest work, Devil May Cry 5, was released in 2019.[21]

Dragon's Dogma

Itsuno later directed Dragon's Dogma.[22] During the press conference at Capcom's Captivate event in 2011, he called it a game he had been dreaming of making since his school days, which could be finally realized due to technological advancements. At the time of the press conference, he had been directing a staff of 150 people at Capcom Japan for three years of concept and project development.[23][24] In the process, the team developed techniques that allow the feel of playing in 60fps on a 30fps game.[25]

Itsuno stated that his team had "come up to this point through our experience of action games. We're trying to make a new genre: We're using our action heritage and putting that into an action RPG."[22] He cited the influence of Capcom's previous works (such as Breath of Fire,[22] Resident Evil, Devil May Cry, and Monster Hunter), other Eastern RPGs such as Dragon Quest, and Western RPGs such as Fable and Oblivion.[22] Itsuno later explained that they had "seen a great deal of open-world action RPGs over the years, [but never] one that really put everything together in the action parts. We figured that if there hasn't been a game made by people who understand how action works, then we ought to do it ourselves. We wanted a game where the player is thrown into the world and needs to figure out how to stay alive via nothing but his own controller".[26]

However, the game was designed to allow players to take a less action-oriented approach, with Itsuno stating that they "[made] this game such that you can beat the monsters even if you build up EXP, collect good companions and/or pawns, and sit back and watch the battle unfold." He elaborated that while it is an action game, "that's not all that it is. You can fully configure your party and put as much thought as you like into battle, which is something we're doing for people who really want to get into this world".[26]

Initially, Dragon's Dogma was intended to be a Western fantasy game.[27] In March 2012, Itsuno said he hoped the game would sell 10 million copies worldwide and one million in Japan.[28][29] It was successful upon release, prompting Capcom to begin development on a sequel.[30] Itsuno reports that the team was only able to accomplish 60-70% of what they had wanted to in the first game, and hope to include those ideas in the sequel.[31]

Future

In 2012, Itsuno hinted that the Rival Schools and Capcom vs. SNK series may see a revival.[32][33] The former series was once again hinted in the next year alongside the possibility of a new Devil May Cry entry. Itsuno has also expressed interest in developing a fighting game that would recreate the influence Street Fighter II had on the genre.[34]

Works

Video games
Year Title Notes
1994 Quiz & Dragons: Capcom Quiz Game Planner[a]
1995 Street Fighter Alpha Planner
1996 Star Gladiator Director
1997 Rival Schools: United By Fate Director
1998 JoJo's Bizarre Adventure Planner
1999 Power Stone Co-director
2000 Power Stone 2 Director
Capcom vs. SNK: Millennium Fight 2000 Planner
Project Justice Director
Darkstalkers Chronicle: The Chaos Tower Director
2001 One Piece Mansion Director
Capcom vs. SNK 2: Mark of the Millennium 2001 Director
2002 GioGio's Bizarre Adventure Planner
Auto Modellista Director
2003 Devil May Cry 2 Replacement director[b]
Shin Megami Tensei: Nocturne Miscellaneous crew
Resident Evil Outbreak Special thanks
2004 Resident Evil Outbreak: File #2 Special thanks
Capcom Fighting Evolution Consultant
2005 Devil May Cry 3: Dante's Awakening Director
2006 Devil May Cry 3: Special Edition Director
2008 Devil May Cry 4 Director
2012 Dragon's Dogma Director
Project X Zone Supervision & cooperation[c]
2013 DmC: Devil May Cry Supervising director
Dragon's Dogma: Dark Arisen Executive producer
2015 DmC: Devil May Cry - Definitive Edition Supervising director
Devil May Cry 4: Special Edition Director
2019 Devil May Cry 5 Director
2020 Devil May Cry 5: Special Edition Director
TBA Dragon's Dogma II Director

References

Notes
  1. ^ Japanese version only
  2. ^ Only on last 6 months of development
  3. ^ Devil May Cry series and Rival Schools series
Citations
  1. ^ a b Takayuki Nakayama. "ROUND 2: Hideaki Itsuno Part 1". Activity Reports > Guests. Shadaloo Combat Research Institute. Capcom, Capcom Fighters Network. Retrieved 5 January 2022.
  2. ^ a b c Martin Robinson (3 March 2019). "The devil within: Hideaki Itsuno on 25 years at Capcom". Interviews. Eurogamer. Eurogamer Network. Retrieved 24 June 2022.
  3. ^ Takayuki Nakayama. "ROUND 2: Hideaki Itsuno Part 3". Activity Reports > Guests. Shadaloo Combat Research Institute. Capcom, Capcom Fighters Network. Retrieved 5 January 2022.
  4. ^ ゴジラ太田 (3 November 2021). "『デビル メイ クライ』20周年記念インタビュー。ディレクターの伊津野英昭氏に20年分の思い出話を訊いた". ファミ通.com [Famitsu.com]. Kadokawa Game Linkage. Retrieved 5 January 2022.
  5. ^ Bob Mackey (29 June 2015). "The Devil's Own: Capcom's Hideaki Itsuno on a Decade-Plus with Dante". USgamer. Gamer Network. Retrieved 9 March 2016.
  6. ^ a b 3•1•4•2 Graphic Arts 2015, p. 220.
  7. ^ a b c 3•1•4•2 Graphic Arts 2015, p. 221.
  8. ^ Capcom (25 January 2003). Devil May Cry 2. Capcom Entertainment, Inc. Scene: staff credits.
  9. ^ Note of Naught 2006, p. 088.
  10. ^ a b 3•1•4•2 Graphic Arts 2015, p. 204.
  11. ^ Note of Naught 2006, p. 092.
  12. ^ 3•1•4•2 Graphic Arts 2015, p. 208.
  13. ^ 3•1•4•2 Graphic Arts 2015, p. 205.
  14. ^ Brightman, James (2005-04-06). . GameDaily. Archived from the original on September 29, 2007. Retrieved 2007-04-12.
  15. ^ "Devil May Cry 3: Dante's Awakening". Metacritic. from the original on 2012-12-27. Retrieved 2017-06-14.
  16. ^ Christian Nutt (2012-06-23). "Devil May Cry 4's creative minds". GamesRadar. from the original on 2013-10-25. Retrieved 2014-01-24.
  17. ^ "IGN: New Hero for DMC4". IGN. from the original on 2008-09-05. Retrieved 2008-07-08.
  18. ^ "Capcom devs describe the 'long-distance romance' with Ninja Theory that led to DmC". Polygon. 2013-01-30. from the original on 2014-02-01. Retrieved 2014-01-24.
  19. ^ . NowGamer. 2012-12-12. Archived from the original on 2018-08-08. Retrieved 2017-06-14.
  20. ^ "DmC Devil May Cry Development Team Has Over 90 Members". Siliconera. October 16, 2012. from the original on January 23, 2013. Retrieved October 16, 2012.
  21. ^ "Capcom Brings Back Hideaki Itsuno for Devil May Cry 5". Bleeding Cool. from the original on 2018-06-18. Retrieved 2018-06-15.
  22. ^ a b c d . VideoGamer.com. 20 March 2012. Archived from the original on 25 May 2012. Retrieved 16 April 2012.
  23. ^ Gantayat, Anoop (April 13, 2011). . andriasang. Archived from the original on December 25, 2012. Retrieved April 13, 2011.
  24. ^ Anoop Gantayat (April 13, 2011). . andriasang. Archived from the original on June 6, 2013. Retrieved April 13, 2011.
  25. ^ Yin, Wesley (2012-11-05). "Dragon's Dogma taught Capcom new tricks that give Devil May Cry the feel of 60 frames per second, publisher claims". Eurogamer. from the original on 2014-02-01. Retrieved 2014-01-24.
  26. ^ a b Gifford, Kevin (2011-04-13). . 1UP.com. Archived from the original on 2011-07-21. Retrieved 17 April 2012.
  27. ^ JC Fletcher (2011-06-12). "Dragon's Dogma preview: A song of 'ice and fire'". Joystiq. from the original on 2014-02-01. Retrieved 2014-01-24.
  28. ^ "A million sales pretty much guaranteed for Dragon's Dogma in Japan". Videogamer.com. from the original on 2014-02-01. Retrieved 2014-01-24.
  29. ^ Dutton, Fred (2012-03-20). "Dragon's Dogma can sell 10 million worldwide, reckons Capcom". Eurogamer. from the original on 2014-02-01. Retrieved 2014-01-24.
  30. ^ Evans-Thirlwell, Edwin (25 June 2012). "Dragon's Dogma 2 on the way, original ships one million worldwide". Official Xbox Magazine. from the original on 6 January 2013. Retrieved 21 July 2012.
  31. ^ "Game Creators Are Constantly Looking To The Future. Here's What A Few Of Them Are Looking At". Kotaku. from the original on 2014-02-01. Retrieved 2014-01-24.
  32. ^ "News: Rival Schools and Capcom Vs. SNK 2 revivals teased". ComputerAndVideoGames.com. 2012-10-18. from the original on 2013-10-23. Retrieved 2014-01-24.
  33. ^ "Could There Be 'Rival Schools' And 'Capcom vs. SNK' Remakes In Our Future?". Multiplayerblog.mtv.com. 2012-10-19. from the original on 2013-10-23. Retrieved 2014-01-24.
  34. ^ "Dragon's Dogma Director Wants to Make a Sequel on PS4, Also Rival Schools 3 and Devil May Cry 5". dualshockers.com. 2013-10-21. from the original on 2017-01-03. Retrieved 2016-11-21.
Bibliography
  • 青柳昌之, ed. (30 March 2006), "3: Interviews", デビル メイ クライ 3 設定資料集 Note of Naught [Devil May Cry 3 Material Archive -Note of Naught-], enterbrain, pp. 087–099, ISBN 4-7577-2767-4.
  • 北裏裕章, ed. (June 2015) [14 March 2013], "Extra: Interviews", Devil May Cry 3•1•4•2 Graphic Arts, translated by Caleb Cook; M. Kirie Hayashi, Udon Entertainment, ISBN 978-1-927925-48-5.

External links

hideaki, itsuno, 伊津野, 英昭, itsuno, hideaki, japanese, video, game, director, designer, entire, career, been, capcom, where, shepherds, rival, schools, power, stone, devil, dragon, dogma, series, 伊津野, 英昭born, 1970, august, 1970, osaka, japannationalityjapaneseoc. Hideaki Itsuno 伊津野 英昭 Itsuno Hideaki is a Japanese video game director and designer His entire career has been at Capcom where he shepherds the Rival Schools Power Stone Devil May Cry and Dragon s Dogma series Hideaki Itsuno伊津野 英昭Born 1970 08 25 August 25 1970 age 52 Osaka JapanNationalityJapaneseOccupation s Video game director designerYears active1994 presentEmployerCapcomKnown forStreet Fighter AlphaRival SchoolsPower StoneCapcom vs SNKDevil May CryDragon s DogmaWebsitetwitter wbr com wbr tomqe Contents 1 Career 1 1 Early years 1994 2002 1 2 Devil May Cry series 1 3 Dragon s Dogma 1 4 Future 2 Works 3 References 4 External linksCareer EditEarly years 1994 2002 Edit Hideaki Itsuno was a fighting game fan who was hired by Capcom in 1994 his entrance exam happened the same day as the Super Street Fighter II Turbo location test 1 He went for it over other companies because it would be an easy commute 2 There he was assigned work as a designer on their arcade division which by 1997 had been reorganized as Production Studio 1 starting with two quiz games In that first year at the company a project for a Street Fighter prequel was brewing Itsuno s superior Noritaka Funamizu saw there was no designer attached and asked him to take that role in December Other members of that team came from the same background all gathered so Street Fighter Alpha had a broader appeal and captured the audience drawn to SNK fighters 1 2 His first director job was on another fighter Star Gladiator a project he entered halfway through to fulfill a desire at the time I wanted to make that kind of game with a large scale cabinet because Capcom had never done anything like that before That s why I joined the company Due to visual effects and hardware constraints that game runs at 30 frames per second to Itsuno s chagrin At 30fps I feel you can t have a real competitive fighting game so I wanted to make a linear fighting game with 60fps in mind Driven to make a 60fps polygon based fighting game he conceived an original project with wide appeal driven so partly by a more story heavy approach and the inclusion of role playing elements which became Rival Schools United By Fate 3 2 Most of Itsuno s output for the first nine years of his career was fighting games both in 2D and 3D as either director or designer As the genre and the arcade market declined he worked on console games of various genres within both positions he d been in before One Piece Mansion GioGio s Bizarre Adventure and Auto Modellista Devil May Cry series Edit After Itsuno had finished work on Capcom vs SNK 2 he started conceiving a role playing video game Since he appeared to be idle his boss ordered him to work on Devil May Cry 2 4 Itsuno was asked to reorganize the project in a supplementary role which effectively meant taking over leadership as upper management saw it as director less 5 In exchange he would go uncredited 6 7 but ended up the only director listed in the final version of the game 8 Most of Team Devil the staff on that title hadn t worked on Devil May Cry and lacked experience in 3D action adventure games 9 10 which resulted in a production severely behind schedule with six months left on the deadline Itsuno accomplished the request but was dissatisfied with his level of involvement and the final product s quality 7 He didn t want Devil May Cry 2 to be his legacy within the series 7 so before development had wrapped 11 Itsuno asked his higher ups for Devil May Cry 3 with himself as director from the start of the project 6 He rallied Team Devil to stay for it 12 some members shared his sentiment 10 with many wanting to work with what they learned making Devil May Cry 2 13 Gameplay elements such as the size of environments and the game s battle engine were reconsidered and common criticisms such as decreases to Dante s cockiness and the game s difficulty were brought back in line with the first game 14 These changes were met with praise and the game was very well received 15 Itsuno returned to direct Devil May Cry 4 16 He stated that the visual design sought to deliver a satisfying sensation of floating in the air and that the actions of Nero s Devil Bringer could not be done on contemporary generation consoles necessitating a new generation of consoles such as the PlayStation 3 17 Devil May Cry 4 2008 was met with both commercial and critical success The next game in the series DmC Devil May Cry was developed by British developer Ninja Theory Itsuno was the supervising director on that project 18 When discussing this decision Itsuno said With DmC this time we wanted to avoid the problem that befalls some series where you keep making it with the same team same hardware and it tends to decrease and fans move away from it We don t want the series to die 19 The development team included over ninety members several of whom were from Capcom Alex Jones and Motohide Eshiro acted as producers aiming to help Ninja Theory make DmC play like the previous Devil May Cry games 20 Itsuno s latest work Devil May Cry 5 was released in 2019 21 Dragon s Dogma Edit Itsuno later directed Dragon s Dogma 22 During the press conference at Capcom s Captivate event in 2011 he called it a game he had been dreaming of making since his school days which could be finally realized due to technological advancements At the time of the press conference he had been directing a staff of 150 people at Capcom Japan for three years of concept and project development 23 24 In the process the team developed techniques that allow the feel of playing in 60fps on a 30fps game 25 Itsuno stated that his team had come up to this point through our experience of action games We re trying to make a new genre We re using our action heritage and putting that into an action RPG 22 He cited the influence of Capcom s previous works such as Breath of Fire 22 Resident Evil Devil May Cry and Monster Hunter other Eastern RPGs such as Dragon Quest and Western RPGs such as Fable and Oblivion 22 Itsuno later explained that they had seen a great deal of open world action RPGs over the years but never one that really put everything together in the action parts We figured that if there hasn t been a game made by people who understand how action works then we ought to do it ourselves We wanted a game where the player is thrown into the world and needs to figure out how to stay alive via nothing but his own controller 26 However the game was designed to allow players to take a less action oriented approach with Itsuno stating that they made this game such that you can beat the monsters even if you build up EXP collect good companions and or pawns and sit back and watch the battle unfold He elaborated that while it is an action game that s not all that it is You can fully configure your party and put as much thought as you like into battle which is something we re doing for people who really want to get into this world 26 Initially Dragon s Dogma was intended to be a Western fantasy game 27 In March 2012 Itsuno said he hoped the game would sell 10 million copies worldwide and one million in Japan 28 29 It was successful upon release prompting Capcom to begin development on a sequel 30 Itsuno reports that the team was only able to accomplish 60 70 of what they had wanted to in the first game and hope to include those ideas in the sequel 31 Future Edit In 2012 Itsuno hinted that the Rival Schools and Capcom vs SNK series may see a revival 32 33 The former series was once again hinted in the next year alongside the possibility of a new Devil May Cry entry Itsuno has also expressed interest in developing a fighting game that would recreate the influence Street Fighter II had on the genre 34 Works EditVideo games Year Title Notes1994 Quiz amp Dragons Capcom Quiz Game Planner a 1995 Street Fighter Alpha Planner1996 Star Gladiator Director1997 Rival Schools United By Fate Director1998 JoJo s Bizarre Adventure Planner1999 Power Stone Co director2000 Power Stone 2 DirectorCapcom vs SNK Millennium Fight 2000 PlannerProject Justice DirectorDarkstalkers Chronicle The Chaos Tower Director2001 One Piece Mansion DirectorCapcom vs SNK 2 Mark of the Millennium 2001 Director2002 GioGio s Bizarre Adventure PlannerAuto Modellista Director2003 Devil May Cry 2 Replacement director b Shin Megami Tensei Nocturne Miscellaneous crewResident Evil Outbreak Special thanks2004 Resident Evil Outbreak File 2 Special thanksCapcom Fighting Evolution Consultant2005 Devil May Cry 3 Dante s Awakening Director2006 Devil May Cry 3 Special Edition Director2008 Devil May Cry 4 Director2012 Dragon s Dogma DirectorProject X Zone Supervision amp cooperation c 2013 DmC Devil May Cry Supervising directorDragon s Dogma Dark Arisen Executive producer2015 DmC Devil May Cry Definitive Edition Supervising directorDevil May Cry 4 Special Edition Director2019 Devil May Cry 5 Director2020 Devil May Cry 5 Special Edition DirectorTBA Dragon s Dogma II DirectorReferences EditNotes Japanese version only Only on last 6 months of development Devil May Cry series and Rival Schools series Citations a b Takayuki Nakayama ROUND 2 Hideaki Itsuno Part 1 Activity Reports gt Guests Shadaloo Combat Research Institute Capcom Capcom Fighters Network Retrieved 5 January 2022 a b c Martin Robinson 3 March 2019 The devil within Hideaki Itsuno on 25 years at Capcom Interviews Eurogamer Eurogamer Network Retrieved 24 June 2022 Takayuki Nakayama ROUND 2 Hideaki Itsuno Part 3 Activity Reports gt Guests Shadaloo Combat Research Institute Capcom Capcom Fighters Network Retrieved 5 January 2022 ゴジラ太田 3 November 2021 デビル メイ クライ 20周年記念インタビュー ディレクターの伊津野英昭氏に20年分の思い出話を訊いた ファミ通 com Famitsu com Kadokawa Game Linkage Retrieved 5 January 2022 Bob Mackey 29 June 2015 The Devil s Own Capcom s Hideaki Itsuno on a Decade Plus with Dante USgamer Gamer Network Retrieved 9 March 2016 a b 3 1 4 2 Graphic Arts 2015 p 220 a b c 3 1 4 2 Graphic Arts 2015 p 221 Capcom 25 January 2003 Devil May Cry 2 Capcom Entertainment Inc Scene staff credits Note of Naught 2006 p 088 a b 3 1 4 2 Graphic Arts 2015 p 204 Note of Naught 2006 p 092 3 1 4 2 Graphic Arts 2015 p 208 3 1 4 2 Graphic Arts 2015 p 205 Brightman James 2005 04 06 Devil May Cry 3 Poised for Success GameDaily Archived from the original on September 29 2007 Retrieved 2007 04 12 Devil May Cry 3 Dante s Awakening Metacritic Archived from the original on 2012 12 27 Retrieved 2017 06 14 Christian Nutt 2012 06 23 Devil May Cry 4 s creative minds GamesRadar Archived from the original on 2013 10 25 Retrieved 2014 01 24 IGN New Hero for DMC4 IGN Archived from the original on 2008 09 05 Retrieved 2008 07 08 Capcom devs describe the long distance romance with Ninja Theory that led to DmC Polygon 2013 01 30 Archived from the original on 2014 02 01 Retrieved 2014 01 24 DmC Devil May Cry We don t want the series to die NowGamer NowGamer 2012 12 12 Archived from the original on 2018 08 08 Retrieved 2017 06 14 DmC Devil May Cry Development Team Has Over 90 Members Siliconera October 16 2012 Archived from the original on January 23 2013 Retrieved October 16 2012 Capcom Brings Back Hideaki Itsuno for Devil May Cry 5 Bleeding Cool Archived from the original on 2018 06 18 Retrieved 2018 06 15 a b c d Dragon s Dogma How Hideaki Itsuno is taking on Skyrim and the world VideoGamer com 20 March 2012 Archived from the original on 25 May 2012 Retrieved 16 April 2012 Gantayat Anoop April 13 2011 Dragon s Dogma Revealed andriasang Archived from the original on December 25 2012 Retrieved April 13 2011 Anoop Gantayat April 13 2011 A Few Bits About Dragon s Dogma andriasang Archived from the original on June 6 2013 Retrieved April 13 2011 Yin Wesley 2012 11 05 Dragon s Dogma taught Capcom new tricks that give Devil May Cry the feel of 60 frames per second publisher claims Eurogamer Archived from the original on 2014 02 01 Retrieved 2014 01 24 a b Gifford Kevin 2011 04 13 Dragon s Dogma Explained By Staff A single player multiplayer RPG 1UP com Archived from the original on 2011 07 21 Retrieved 17 April 2012 JC Fletcher 2011 06 12 Dragon s Dogma preview A song of ice and fire Joystiq Archived from the original on 2014 02 01 Retrieved 2014 01 24 A million sales pretty much guaranteed for Dragon s Dogma in Japan Videogamer com Archived from the original on 2014 02 01 Retrieved 2014 01 24 Dutton Fred 2012 03 20 Dragon s Dogma can sell 10 million worldwide reckons Capcom Eurogamer Archived from the original on 2014 02 01 Retrieved 2014 01 24 Evans Thirlwell Edwin 25 June 2012 Dragon s Dogma 2 on the way original ships one million worldwide Official Xbox Magazine Archived from the original on 6 January 2013 Retrieved 21 July 2012 Game Creators Are Constantly Looking To The Future Here s What A Few Of Them Are Looking At Kotaku Archived from the original on 2014 02 01 Retrieved 2014 01 24 News Rival Schools and Capcom Vs SNK 2 revivals teased ComputerAndVideoGames com 2012 10 18 Archived from the original on 2013 10 23 Retrieved 2014 01 24 Could There Be Rival Schools And Capcom vs SNK Remakes In Our Future Multiplayerblog mtv com 2012 10 19 Archived from the original on 2013 10 23 Retrieved 2014 01 24 Dragon s Dogma Director Wants to Make a Sequel on PS4 Also Rival Schools 3 and Devil May Cry 5 dualshockers com 2013 10 21 Archived from the original on 2017 01 03 Retrieved 2016 11 21 Bibliography青柳昌之 ed 30 March 2006 3 Interviews デビル メイ クライ 3 設定資料集 Note of Naught Devil May Cry 3 Material Archive Note of Naught enterbrain pp 087 099 ISBN 4 7577 2767 4 北裏裕章 ed June 2015 14 March 2013 Extra Interviews Devil May Cry 3 1 4 2 Graphic Arts translated by Caleb Cook M Kirie Hayashi Udon Entertainment ISBN 978 1 927925 48 5 External links EditHideaki Itsuno at IMDb Hideaki Itsuno at MobyGames Retrieved from https en wikipedia org w index php title Hideaki Itsuno amp oldid 1111284295, wikipedia, wiki, book, books, library,

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