MadFest, Australia’s premier festival celebrating Anime, Manga and Japanese culture, hits the International Convention Centre Sydney on March 16-17.

There will be plenty for lovers of all three during the two-day event, with screenings, exhibitions, booths, displays, cosplay, a Nintendo Showcase, and more.

Special guests include Hideaki Itsuno and Matt Walker, director and producer of just-released video game Devil May Cry 5; Cherami Leigh, the voice of Asuma in Sword Art Online; Shizuka Kurosaki, producer of the Fate animation series; Satoshi Tsuroka, the voice of Arash, Gilles de Rais and Caligula from Fate/Grand Order; and Japanese singers Eir Aoi and ASCA.

There’s also the opportunity to be among the first to see Love Live! Sunshine!! The School Idol Movie: Over the Rainbow, Code Geass: Lelouch of the Resurrection, and Fate/Stay Night (Heaven’s Feel) II.lost butterfly at the Australian premiere screenings.

And get your cosplay on for the Madman National Cosplay Championship and the all-inclusive Cosplay Masquerade.

For your chance to win tickets to the show, head here.

Click on the image below for further info, special events, guests and ticketing information.

 

Interview with Devil May Cry 5 producer Matt Walker.

Producer Matt Walker talks STACK through the return of a classic gaming franchise in Devil May Cry 5.

It’s been 11 years since DMC4. What prompted the return to the series? Was there a defining moment where the decision was made?
There actually was a defining moment – after finishing DMC4 the director, Itsuno-san, was ready to move on to new projects – he had felt he had done everything he could with Devil May Cry. After that he started working on Dragon’s Dogma, and helped supervise production of DMC in collaboration with Ninja Theory. Once a couple years had passed after DMC, Itsuno-san noticed that the action game market was changing, and he was seeing less and less of what he calls “pure action games” – the kind of action games that are incredibly responsive, but represent a proper challenge and present an immense level of self-satisfaction when you’ve overcome those challenges. Itsuno-san approached the founder of the company, the CEO of Capcom, and asked if he could make a sequel to DMC4 and show the world that there’s still value in that kind of action game; the CEO said yes. That was the moment that kicked the whole process off.

Was there a temptation to build off the success of Ninja Theory’s DmC instead?
Originally we very much wanted to do a sequel to DMC with Ninja Theory, though that didn’t end up materialising due to internal circumstances. When we decided to make DMC5, Itsuno-san had been throwing around ideas for how he’d want the story to play out as a sequel to DMC4, and he had ideas for how the gameplay would evolve as well, so from the beginning it was always meant to be a sequel to DMC4. We felt that DmC was a fantastic game, and we learned a lot from Ninja Theory – so the temptation to build on Ninja Theory’s success materialised in our developer’s desire to apply what we learned from Ninja Theory, as well as try to make a product that would stand up to the high quality of that title. We’ve always hoped that the final product would be something that Ninja Theory would be proud to see us release.

“In the beginning the core tenets were to make a new, “pure action game” as mentioned before, and to create something that looked as realistic and stunning as possible at 60 frames per second.”

What brief was the studio given before development began?
The core dev team members were assembled early on in development, and Itsuno-san both explained his vision to them and went back and forth to determine how those ideas would develop. In the beginning the core tenets were to make a new, “pure action game” as mentioned before, and to create something that looked as realistic and stunning as possible at 60 frames per second. From a visual standpoint, we wanted something that would be able to stand toe-to-toe against the biggest hitters at shows like Gamescom and E3, and we chose to go with a more realistic look because we felt that “realistic” was the one visual style that everyone around the world has the same understanding of – the same frame of reference for.

Devil May Cry 5

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