Japan supervising combat but what is it about the combat that makes it feel like Devil May Cry? With Ninja Theory changing everything else, what is it about the combat you wanted to keep intact? When it came to the combat, just playing their previous games and even the prototype that they sent us of the early DmC, we took a look at that and we were like wow, their approach to action is definitely very different to what we're used to! So when it came to getting the combat to the DmC feel, there was a lot of advice given. Even small things, very detailed things. Not just controller responsiveness and the input time and how the character moved but things like the linking motions, when the character stops what do they do and when they change directions and the combo branching of the skill trees. Even in those very detailed areas -- even down to frames -- we gave a lot of advice. That helped them get the combat to what we feel is the DmC standard. Will this DmC be as difficult as previous ones? As far as difficulty is concerned, if you're really looking into just getting the game and beating the game, we think that we've made it a little easier to get into. Especially with auto lock-on rather than manual lock-on. Or for example, the combo finishers, you don't have to do multi-button presses now. We think things like that will make it easier