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Devil May Cry - Volume 1 - Chapter Aft




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Postscript 

There will probably be a lot of people who read this part first, so first I would like to explain a few things. 

This book is not an adaptation of the Devil May Cry game exclusive to the PlayStation 2. It is a side story, which isn't told in the game. Maybe it fooled those of you who were expecting a blood-pumping action book set in that gothic, alternate world. 

But I would like you to wait a moment before you return the book to the shelf in disgust. This book reveals an unknown side of Dante – a side that hasn't been explored. It clarifies things that were said and done in the game that weren't immediately transparent.
 
Of course, the speculation as to what those things meant was one of the reasons people enjoyed playing the game Devil May Cry. And I ensured this book has an abundance of spice that will further that enjoyment. Above all, the creator of Devil May Cry – Capcom's Mister Kamiya – and I had close and intense creative sessions, from which we intensified the flavor of his story. 

I primarily want hardcore fans that don't accept anything outside of the game, as well as the diehard fans of the character of Dante, to relish this book. I anticipate that this will serve as the missing link that connects the mysteries of the game. 
 
If I write that I myself am a gamer, I'll probably get scolded. So I'll rephrase and say I'm a fan of games. 

Until a little while ago, playing games all through the night and into the morning was an everyday activity for me, but recently I've kept tabs on myself. Because of that, I became a model player, sticking to the old slogan, “Play games only one hour each day.” 

But coming across Devil May Cry was quite a misfortune for me. 

Once I started the game, I couldn't stop playing!
 
Even when I should have eaten and slept, I had a controller in my hand. (But the thing was, I'm so bad at action games that I did it only on the lowest difficulty setting the whole time.) 

To be honest though, even the easy mode left my hands sore. The shifting angles of the 3D action made me feel sick. Despite even those setbacks, I didn't have any desire to stop. The quality of the action and the unique, rich scenery of the world seized my imagination. I used to only play simulation games or RPGs, so it's fair to say that it as unusual for me to get lost in this kind of game. 
 
Finally, we get to the other side of the river, the book.
 
I jumped at the chance, and as soon as I had the opportunity to meet the producer, Mister Kamiya, I flung so many direct questions at him about things that seemed out of place whilst I was playing that it might have seemed rude. (Barking questions to do with story connections ,little bits and pieces, and things to do with the characters, for example.) Mister Kamiya – who mustn't be much different from me in age, but when compared to me his ability is so much greater – kindly answered each of my selfish questions very carefully. 

To tell the truth, when I had heard what he had to say, I had a strong impulse to write it all down then and there, but I had to hold on. I wanted to leave some things up to the readers' imaginations.
 
If you can, after reading this book, I would like it if you played the PlayStation 2 game through again. I'm sure you will find something there that you didn't experience before. 

Finally, I would like to add my gratitude and respect for Mister Kamiya, and also Capcom's Mister Sano. 


And, of course, I send my love to all the fans of Devil May Cry. 

Shinya Goikeda
April, 2004 

Afterword 

Devil May Cry Director, Hideki Kamiya 

“The popular game suddenly becomes a novel!” I've never had any interest in stuff like that until now. Well, those are lofty words from someone who normally doesn't read novels at all, but this time it's a game I made that was novelized! It's rather self-centered, but I really couldn't not be excited. But I couldn't help but feel suspicious about whoever was taking the reins. Even if someone who developed the game supervised the adaptation, would they really have time to oversee it carefully? 

Because I had free time, I was able to really get on the same page with Mister Goikeda and offer my input and criticism from start to finish.
 
From the beginning, Mister Goikeda was full of enthusiasm for the project. He talked passionately about the game. I was strict about detail, so I'd shamefully plead, “Can you make this a little clearer?” and, “That section might be too vague.” 

As someone who's created video games, the way I enjoy movies and books is a little different. I look widely at the work as a whole, and rather get caught up in the creator's intentions, I inspect each scene, break it down carefully, and, like a child looking through a parent's bookshelf, I seek something that may leap out. Something small that might be overlooked; something insignificant, but original and stimulating, that shines for a split second. But while doing that, I finally realized something. While furrowing my brows and stressing out over everything, I had forgotten to notice the “playfulness” of the creation. 

An interesting work is packed full with the mischievous playfulness of the creator. I don't mean inside jokes. It's more of the creator's energy being made tangible. Thinks like, “It's boring to take this seriously, so let's have some fun with this scene,” or “Consistency? Let's forget about stuff like that and make this powerful and exciting!” 

Thinking back, when I made Devil, I was like that, too. “Coolness” was the theme we constantly pursued, and far from the normal somber mood of the office, there was a groundless, rough, and fierce feeling that hung over everything... and in spite of that, we couldn't stop laughing every day. I think because of that, Devil is filled with a fiery energy and is supported by many fans. After all, it is entertainment, and even from the maker's perspective, if you try to act big and not have fun, it'll be your loss.
 
Well, now, what to do about this novel Devil May Cry? When I read the first, draft, I laughed aloud in front of Mister Goikeda – because Dante's absurdity and his were really refreshing. I think Dante's strong points were really captured in the novel. 

Goikeda's Dante and my Dante really share the same soul. Just like the game illustrated a groundless, rough, and fierce man, he's also burning with vengeance. But Goikeda's Dante, who appeared on a completely new stage, is brimming with one attraction that's different to the game. It's not only his heavy drinking and the adorable stuffing of doria into his mouth while surrounded by children; in each scene, he's painted boldly with an extraordinarily pretentious “Goikeda taste.”
 
To be honest, this was the first time I've read any of Mister Goikeda's works, but his lighthearted pop style matches Devil's world beautifully, and I got the feeling this would improve on the flavor of Devil. 

But even if the flavor is a little different, the theme of “coolness” carried throughout is unmistakably Devil May Cry. It can be said that the game and novel, born with two different personalities, are almost like twins. 

How was it for everyone? Did you find a scene that you liked? 

Well, everyone who reads it will feel differently, so I won't say what part was my favorite. Whatever yours was you've tasted the energy of Devil May Cry. If I blabber on any more, it would just be superfluous.
 



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