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DmC Devil May Cry for PCs Next Month

Capcom Unity has word that the Windows edition of DmC Devil May Cry will be released on January 25th, offering not one but two videos showing off PC gameplay, some screenshots from the Windows edition of the action/RPG, along with these details and system requirements:

Yes, the gorgeous PC version of DmC is coming on January 25th, 2013, just ten short days after the console versions. It'll be available at retail across Europe, and digitally via Steam and EA Origin for both North America and Europe.

As you might expect, the PC version will be compatible with both keyboard and mouse, Xbox 360 controller and all third party direct input controllers. It will also be capable of running at 60 FPS and beyond, for those counting. DLing via Steam will allow you to take advantage of Cloud saving, achievements, friends support, and leaderboards.

Hit the jump for required specs and some screenshots!

Minimum System Requirements:
OS: Windows Vista®/XP, Windows 7, Windows 8
Processor: AMD Athlon™ X2 2.8 GHz or better, Intel® Core™2 Duo 2.4 Ghz or better
Memory: 2 GB RAM
Hard Disk Space: 8 GB free hard drive space
Video Card: ATI Radeon™ HD 3850 or better, NVIDIA® GeForce® 8800GTS or better
DirectX®: 9.0c or greater
Sound: Standard audio device

Recommended System Requirements:
OS: Windows Vista®/XP, Windows 7, Windows 8
Processor: AMD Phenom™ II X4 3 GHz or better, Intel® Core™2 Quad 2.7 Ghz or better
Memory: 4 GB RAM
Hard Disk Space: 9 GB free hard drive space
Video Card: AMD Radeon™ HD 6950 or better
DirectX®: 9.0c or greater
Sound: Standard audio device

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27. Re: DmC Devil May Cry for PCs Next Month Dec 15, 2012, 07:08 Zill
The Magician wrote on Dec 14, 2012, 20:16:
Will the PC version tell me which buttons I'm supposed to use with a keyboard control, rather than trying to force me to figure out which button on the keyboard corresponds to the [x] [y] [a] [b] buttons on a gamepad, like all of Capcom's other shit-tastic ports?

Yes, the game detects whether you're using controller or mouse/keyboard based on which device was used last time you did something. Hints are provided accordingly.

Keyboard controls have also been expanded in order to fit into PC conventions. In addition to entering/leaving supernatural mode with a push/release of a button, you can simply press another button that sets you in a given mode indefinitely (these are bound to 1,2 and 3 by default, but you can reconfigure them).

Part of difficulty with making controls custom-tailored to a new device is the fact that the original version and the port are developed almost in parallel. Basically, you get a batch of incremental improvements to the game from its developer, and then you need to finish your porting tasks on it before the next batch is delivered. Everyone is well aware of how important the controls are, but controls will be no good for you if the game doesn't run, which is why stability always takes precedence. Another way to do it would be to delay the release of a port, but fans tend to disagree as to whether or not this is a good idea. Theoretically, you could also add more people to team so they can get more done in the same timeframe, but that actually doesn't work very well.

Historically, a common mistake on part of portigng teams was the assumption that you only need programmers and testers for this sort of project. Here at Qloc, we're taking a different route in that we have recently created our own team of artists and designers. I'm pretty sure it's going to help a lot in the long run.
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