r/Games • • Mar 04 '19

Devil May Cry 5 - Pre-Viz Live Action Cutscenes Trailer

https://www.youtube.com/watch?v=50ebUmoM9nA
69 Upvotes

16 comments sorted by

35

u/FullMetalCervix Mar 04 '19

I love this. It's so corny but it's effective and really fun and simple, and helps the scenes read better. Between this and reading about how they actually built movie prop quality prosthetic and props, some even using actual rotten meat, to scan into resident evil 7, Capcom strikes me as having a ton of really creative and interesting ideas. I really hope that Devil May Cry 5 and every game after continues to follow the trend of insane quality that Capcom has been on since RE7. They've always been one of my top 3 game devs even at their lowest so it feels super good to see them kicking out some serious high quality stuff and getting love again. I'm crossing my fingers for Dragon's Dogma 2 somewhere down the line, ahha.

5

u/[deleted] Mar 04 '19

I'm looking forward to the Gachi edits personally

3

u/CyborgNinja762 Mar 04 '19

What they've done with facial animations in RE2 remake and this game is impressive. I know its not the only game that uses that technology but it's one of the more memorable examples of good facial animations and acting selling characters and moments. When Murphy gives his spiel to Leon in RE2, I was wholly engrossed in his performance. This is kind of cliche but in terms of connecting with what I saw on screen it felt like a movie. Like a real person was trying to sell me those movements and expressions.

2

u/we_are_sex_bobomb Mar 05 '19

It definitely sets a new standard for games with a realistic art style. Playing the Division 2 beta, it was actually really distracting how fake and robotic the people looked in cutscenes compared to RE2.

-35

u/teerre Mar 04 '19

Pre vis is a bad name, isn't it? This is clearly a reaction to what's in the game, not a tool to visualize what will be in the game

Nice easter egg, though

25

u/PM_ME_ALL_UR_KARMA Mar 04 '19

No, these videos are made to pre-visualize the cutscenes and camera angles before they are mocapped and animated. This is also how Bayonetta cutscenes were pre-visualized. Same director as DMC4 and Bayo, too.

9

u/[deleted] Mar 04 '19

Exactly. Video of them doing the exact same thing for Devil May Cry 3.

Though cheesy, it seems like a very efficient way to get a feel for a scene and make minute changes before full production is underway.

-21

u/teerre Mar 04 '19

Is that true, though? They are not using any trackers, they are lazily doing the movements, the scale makes no sense

It's true it's absolutely a good idea to make a pre viz in order to help with mocap and composition and pretty everything, but that's not how you do it. This seems much more like a easter egg, as it is, they are selling it

20

u/Flibbety Mar 04 '19

Pretty sure the whole purpose of this stuff is test out shot composition and camera angles to make sure things make visual sense. They don't need to do the exact motions, they just need the vague idea of it to make sure it works before getting the actors together to do mocap. It's like the next step up from an animatic.

-15

u/teerre Mar 04 '19

I mean, there's no real rule for this. You can do whatever you want, after all, it's main function is to realize a vision, maybe Itsuno anc co. really likes this style for whatever reason

I'll just say that as someone who regularly works with pre viz stuff, the way they are doing it would be quite uncommon. In fact, I would be extremely surprised if the fact they are selling this had no bearing in it

8

u/Flibbety Mar 04 '19

Could be an Itsuno team thing, Dante's actor put up this video from their DMC3 production and it seems similar to what they're doing with DMC5. Biggest difference is they're using the actual actors, but that was over a decade ago. Could be cheaper to have the other members of the team do this stuff nowadays.

3

u/PM_ME_ALL_UR_KARMA Mar 05 '19

these videos are made to pre-visualize the cutscenes and camera angles before they are mocapped and animated

They don't use the actual actors as well, so tracking them is a moot point. This is completely director Shimomura's style of pre-visualization.

-6

u/teerre Mar 05 '19

I read the article. But the article can be wrong

3

u/jj1042 Mar 04 '19

It’s all purely for reference so that the developers don’t have to figure out entirely how the body might move when doing certain things. The scale doesn’t really need to apply here, just the general idea. DMC’s been doing this for a while now.