Game On: What were your goals heading into this DmC reboot?
Alex Jones: Primarily it was to broaden the appeal of the franchise, but also to make sure that we maintained the DNA of the previous series like the mechanics and the fluidity of combat. We retained the Ebony and Ivory and the Rebellion sword to make it a familiar experience for people who have loved previous DMCs, but then by deepening the gameplay in certain ways we're opening up the accessibility of the game through the input system.
How is this game's Dante a little different from previous incarnations?
Because we made a world that's a little more somber-toned and a little more adult-themed, having his normal sense of humor from the previous games didn't seem to be a good fit. He still is edgy and wise-cracking and irreverent, but the humor is cast in a way that fits better with the world. It's a little more gallows, sardonic humor as opposed to one-liners.
What do you feel that the new developer adds to this franchise?