This approach was matched by a diversification in atmosphere: "In the original DMC, there were quite a few dark areas [...] This time, we are trying to make sure that players can easily recognize the player character, enemies and items during the game". The first game's engine was used as a base, which by the end of development the staff had altered 98% of, implementing better visual effects and what he claimed was double the resolution of its predecessor, something only perceptible on certain televisions. Motion animator Hiroyuki Nara was "drafted" into Team Devil near the end of development to work on two unlockables: Dante's Devil May Cry model and Trish, the latter featuring the former's playstyle. He originally planned to port over data from that game's source code backup, but it was useless. Team Little Devils' software crew had great influence and freedom over animations; their constant tinkering meant the backup did not reflect how the retail release behaved, with completely different speed on top of final motions being programmed separately. With help from Team Devil's coders, Nara recreated the animations by eyeballing them on a television running Devil May Cry side by side with his work monitor. The original release lacked flame effects for the "Kick 13" and "Magma Dive" moves, but they were implemented in re-releases. Director change Funamizu gave Team Devil complete creative freedom; since Devil May Cry tells a complete story, they opted to explore various directions. Devil May Cry 2 was originally set in New York City and starred a man in a green jacket instead of Dante, but that was changed due to a number of factors, including the September 11 attacks. Ikeno found the team's approach wrong-headed: The production of Devil May Cry 2 was a very difficult process, with the staff struggling against its lack of both know-how in 3D action games and manpower due to other titles concurrently in the works within the division. By the point they had around six months left before the deadline, Studio 1 director Hideaki Itsuno had finished work on Capcom vs. SNK 2 and was doing the early conception of what became Dragon's Dogma. Since he appeared to be "idle", his boss ordered his entrance into Team Devil. Itsuno was asked to "reorganize the project" in a supplementary role, which effectively meant taking over leadership, as upper management saw it as director-less. In exchange,