The story behind the devil May Cry 5 music and the Banger Devil certified trigger



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Although Capcom's action game series has always had a special sound for its gothic and horror aesthetic, the current game, Devil May Cry 5, offers music that really makes the effort extra for the players to feel something more while they work their way. up to the rank SSS. GameSpot recently interviewed DMC5 composers, Cody Matthew Johnson, as well as husband and wife teams Casey and Ali Edwards, about creating the main tracks of the action game for his characters. During this interview, they spoke about their collaboration with Capcom, how the energizing and dynamic soundtrack of the game changes the game, and what it is like if the Internet adopts their new sound.

Editor's Note: This interview has been modified for clarity and readability.

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Can you talk about the collaboration with Capcom for this project and the way they were put in touch with you for the first time?

Casey Edwards: Funny enough, even though I ended up writing the Devil Trigger song, I found myself in one of the oldest pieces of Ali that she had created for another video game called Killer Instinct with Mick Gordon. [B. Orchid’s Theme, in particular]. In fact, I have also worked on this game, assisting the composer.

Ali Edwards: Yes, it's like they both wanted without knowing we even knew each other, or that we were married.

Casey: Yes, Capcom heard this song in particular and they really liked the conduct she had. He really just stands out to everyone. When I wrote Devil Trigger, I named her a singer and they immediately fell in love with her. So, it just worked in a strange, fortuitous, ironic way.

And Cody, this is your third collaboration with Capcom, the first for Marvel vs. Capcom: Infinite?

Cody M. Johnson: That's true. My career is still in its infancy, which is really exciting because all these things are happening. My colleague Jeff Rona and I played three consecutive games for Capcom. We did not really stop. We started with Marvel vs. Capcom: Infinite. Immediately after that, another development team was informed of what we were doing and she liked what she heard. So they came back to us. From the start, I worked with Jeff, who wrote "Crimson Cloud" [V’s Theme]and I ended up writing "Subhuman" [Dante’s theme]. We first worked on Devil May Cry 5, and soon after, another Capcom team joined us soon after to make Resident Evil 2. So it was very exciting.

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Were fans of the series before working on this game?

Cody: I had played a lot at Devil May Cry 4 and at previous games. I was still young enough to sneak in and play with my friends, but it was so difficult that I did not go very far. Even as an experienced player now, I came back to try to play them, when I first met Marvel. Capcom: Infinite – but they are so hard. They are still one of the most difficult games I have ever played so far.

Casey: I grew up playing Devil May Cry. So I remembered very clearly the whole aspect of the game Devil Trigger, and that 's what was trotting in my head at the time of writing the song. I could not get it out of my head and yes, I do not know, I just wrote it and we did it. I thought someone from Capcom was going to send me an email saying, "Hey, you have to change that."

Ali: But that did not happen. They all loved it.

The big line of the song, "bang, bang, bang, pull my heck trigger," is an in-ear, and it seems so appropriate for the series.

Casey: Yes, I remember writing that. I wrote all those words at one time, pretty much. For that part, I looked at Ali, then I verbalized what she was about to sing.

Ali: You were so worried that I was going to hate him!

Casey: For me, it was a fun phrase. I just was not sure it would attract fans of Devil May Cry, you know?

The last time I checked, Devil Trigger was viewed over 21 million times on YouTube. By having these previous bookings, are you surprised at how much it took off?

Casey: Well, first of all, it's pretty crazy. That's a lot of games. It blows my head a little bit. I think there might be some factors involved in this. People were really excited about the continuation of [classic] The devil can cry. I guess in the sense that you say, the song also retains a little water, yes, I do not know what to say, otherwise it's crazy enough that people have repeated it many times.

Ali: Yes, it's definitely something we did not expect. We were more worried that the fans hated the track, and that would become a meme. Instead, he became a meme in the best way possible.

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You have even both had the opportunity to perform the song live at the Game Awards. Rivers Cuomo from Weezer presented your performance.

Casey: Yeah, it was great. We actually met Rivers afterwards, and it was really nice to be able to take pictures with him and go away. Yeah, I listened to them in high school, so it was awesome. And yes, playing the Game Awards was, I mean, a dream come true. And I know it's a relatively new show, but they had a lot of great people on stage and we were able to share a scene with Hans Zimmer. That's crazy.

Ali: Yes, it was crazy enough, it was great. If you think about it, it was such a crazy production. It takes a huge team to produce a production of this magnitude. It's crazy to see all this happen, and to be part of it continuously.

As far as Devil May Cry 5 is concerned, I can only imagine how much planning it took to write the pieces and have them written. Can you talk about the process of collaboration with other composers of Capcom?

Cody: Yes, from the beginning, Capcom wanted, should I say, independence. They wanted to make sure that each of these key leads could exist separately from each other while working together in the Devil May Cry universe. We worked with Kota Suzuki [DMC5’s main composer], who actually wrote the song "Legacy", which was in the final trailer. He was part of the development team that went to Los Angeles when we did the recording sessions for larger tracks, including "Subhuman" and "Crimson Cloud". Apart from that, Capcom did not really limit us; they really wanted the score of these scenes to give their characters an identity.

Casey: When we were working with Capcom Japan, they had a clear vision of what they wanted for some of these songs, and it was really nice to be able to implement the work I had done previously in the game and to be able to put in a new light. end of the game experience.

Ali: After hearing about "Devil Trigger", I guess it may be at that point that they started looking for "Legacy" with me. I did not think it would happen before the game was released. I was not sure it would ever come out in the form of a trailer. And so I remember being pleasantly surprised when it came out. It's an exciting piece, really beautiful, with swollen strings, and it's amazing for fans to hear that. Working with Kota on this was also a great experience.

This song really comes at such a high point in the game. It also highlights how many tracks are different in the game, but they work really well when you bring them together.

Casey: Yes of course. I think people can get lost sometimes. They forget that "Devil Trigger", for example, is a strange hybrid rock thing, but I'm also a classical training orchestra composer and Ali is doing something from the soft, airy voice to the powerful and breathtaking pop voice etc. .

Ali: I started as a jazz singer, so that too. But we must be completely insane. By working on a session musician, you may be asked to do anything, and I think your will to be a chameleon is really the place where your ease of use as a musician The more I can become a chameleon and adhere to different kinds of music, that's why I am asked to work on video games. If I could not do that, I would not have had the opportunity to work on so many incredible games until now.

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In retrospect of the history of the series, Devil May Cry is particularly interested in the presentation of energetic and energetic pieces. DmC: Devil May Cry, from Ninja Theory, is another game in the series with a truly eclectic soundtrack, featuring Noisia and Combichrist. Did the style of this game have an influence on this one?

Cody: From the beginning, everything was based on Devil May Cry 4, as in all the references that they sent us. But of course, it is something that I have personally examined. It is important to understand the trajectory of all these games, where they took place and how the fans reacted. And you have to decide where you want to align your art. From the beginning, he was very aware that this game became Devil May Cry 5. It was a very conscious decision, not to stay away from this version of DmC, but to separate stylistically. But yes, the fighting system that matures and changes the music was something we really liked in this game.

It's really exciting to hear the music of DMC5 evolve according to the quality of your game.

Cody: Yes, it was just something we were very aware of from the very beginning. We do not want to leave any players behind, but we also do not want to make things easier for players. It's about challenging yourself. But the worst thing that could happen would be if the game's music was boring. I know it as a player, I know it as a person listening to the same 32-second track looping for hours. It's the worst thing in the world: you're stuck on one level for three days, you do not want to listen to the same piece of music.

We have really tried to create these songs so that if you do not reach the SSS rank, you never hear the chorus nor the break. By doing this, these parts of the song will never become boring. The goal of the start was to induce the player. There is something more, you must do your best to access your SSS and you will get the benefit. There should be rewards for players who accomplish this, and I think we have achieved something beyond normal combat music.

Did you enjoy working with Capcom on Devil May Cry 5?

Cody: They have always been happy with what we have done and we are always happy to give it to them. He is an extraordinary collaborator. They are interested in the artistic vision and what you can bring to the table. It's really an amazing experience to work with them.

Casey: I was super excited to work on Devil May Cry. I play this game since Devil May Cry 1, released in 2001. I remember that my mom took me to Blockbuster to rent it. And then you move quickly in 2017, when you asked me to work on it, I was already so excited to start. We have classical training and I also play guitar in the STEM program, right? I like doing so many different things and genres. So being invited to do the hop genre is one of the best things to do in the field. Television, video games and movies, all the same, and one day you could write a piece of solo piano and the next day you write "Devil Trigger".

Ali: Yes, for me, video games have always been a big part of my life. It has always been my love. So, I remember playing games with my cousins ​​when we were all children and it was a bonding experience for all of us. And I would never have imagined that I would be working on video games today. It's a bit crazy to think, but I absolutely love what I do. I like being able to work on various projects in different genres and to become a different person for a while. And it's really very humbling to see how fans have accepted our work. It is very humbling, very exciting and, overall, we are very grateful to be part of the Devil May Cry family.

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