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Responses to Capcom’s Devil May Cry reboot weren’t exactly positive across the board. When the Japanese company first announced that their iconic action series would be getting an unexpected makeover and handing the reins to Heavenly Sword studio Ninja Theory, many fans were stunned and a little upset. Are our worries still warranted, however?
In a nutshell, the answer is “no,” because against all odds, DmC: Devil May Cry delivers and with more style than ever before. As expected, the game has its pitfalls, and boy, are they difficult to ignore. While not exactly negligible, these flaws aren’t enough to drag the entire experience down. Ninja Theory charges out of the gate with a bang, full of flash and flare. Through gameplay, they’ve retained the heart and soul of Devil May Cry, which veteran fans will quickly recognize, while simultaneously offering a new starting point for any newcomers interested in the series.
New Dante, Same Ol' Tricks
Demons and angels just don’t know how to get along, though in the latter’s defense, demons are pretty damn evil in Devil May Cry. The foundation here is familiar: Dante is the halfling son of Sparda, born from his demon father and angel mother. As Nephilim, he and others like him hold the power to defeat Mundus, the lord of all demons who, in DmC, has most of mankind enslaved as spiritual cattle. How? Through spiked soft drinks and fear-mongering right-wing TV news, humorously enough.
The most obvious change in DmC is the new Dante, that scowly young man on the cover art. The reboot stars a snarkier and angstier demon hunter who goes by the same name and wields the same weapons as the original. He's basically a younger, hipper, and less endearing incarnation of the white-haired freelancer, possessing the same devil-may-care attitude without any of his predecessor’s charm.
At least Dante’s combat mastery carries over, making the new Dante just as much fun to play with as the last. His arsenal is a robust collection of melee and ranged weapons, demonic and angelic, promising a satisfying variety for all sorts of players. The combat is unbelievably easy to pick up, and customizable controls make it all the easier to adapt to. Long-time action fans won’t feel shut out, however, because in true Devil May Cry fashion, mastering the weapons-based combat should be a long term endeavor, especially when you factor in all the unlockable abilities.
If you’re fond of collectibles, DmC has a few of those too. Health boosts and other beneficial items can be uncovered by exploring side hallways and streets. Special keys hidden throughout the world will unlock secret missions. None of this is particularly impactful on the gameplay experience, but keeping that aspect of Devil May Cry gives completionists a little something extra to strive towards. Given the linearity of the game, however, don’t expect to do too much exploring, which is only a shame because the world is so beautiful.
Beauty in the World
The world is, believe it or not, where DmC really excels, both from a gameplay and visual design standpoint. Parallel to our world is a separate plane aptly named “Limbo,” and it’s here that most of the game actually takes place. Story progression is delegated to the more mundane “real” world, and all the bloody action falls to Limbo, a surreal domain that Mundus directly manipulates in his efforts to kill Dante. This malleable universe is a sight to behold, constantly shifting like an Escher painting on acid, and Dante’s own ability to alter Limbo just makes getting around that much more fun.
Limbo feels like a fresh coat of paint on an old house. The sort of variation we see is staggering, with every new stage taking its own unique look and feel. Granted, some of the locations could stand to be more creative (nothing too special about a sprawling warehouse), but even the most overused settings get some special treatment, becoming an otherworldly playground that’s hypnotic and, at times, even creepy. Its demonic denizens, too, boast some creative appearances, with just a couple exceptions.
Unfortunately, the novelty wears thin once you’re hitting the latter half of the campaign. While there is comfort in becoming more acclimated to Dante’s abilities and this alien world, the challenges and obstacles begin to feel too predictable. Similarly, the enemies that felt so unique at first easily lose their cool factor, because DmC will eventually just keep heaping them on in greater numbers. Sure, the enemy concepts are creative, but the way they’re utilized just isn’t. Dropping Dante in a room with ten of each isn’t at all interesting, especially when this formula is being abused toward DmC’s final hours. Heck, fewer enemies would’ve been completely acceptable if that meant tougher encounters with more interesting mechanics.
Surprisingly, the regular encounters are still infinitely more entertaining than the bosses. See, the menagerie of demons you’ll meet throughout every stage are actually fun to kill, allowing the player to really flex their hack ‘n’ slash prowess. Switching between weapons and abilities on a whim leads to some great combos, and the combat in DmC encourages us to go nuts. That is, until you get to the boss fights. Visually, the boss fights are as impressive as anyone could hope for, but in action, they’re much less dynamic than the rest of the game. Multiple health bars and hard-hitting attacks create an illusion of difficulty, one that is easily unraveled as soon as you figure out each boss’ comically simplistic weakness and patterned behaviors.
More Serious than Before?
As for the story, no one can say Ninja Theory didn't try. The results of their writing labor, however, prove to be one of DmC's weaker aspects. I'll give them an "A" for effort, but when I'm always one step ahead of the plot, staying interested becomes a real chore. On top of all that, the narrative is a mess of mixed messages. Every character seems to have a tragic backstory the game wants us to hear, and even the snarky Dante is painted as a tortured soul. Yet the very first moments shows Dante at a club – complete with seizure inducing strobe effects – watching strippers he later takes home for a nauseating sex scene. I say "nauseating" because the camera just goes all over the place in trying to portray wild drunken sex as edgy and rad.
That's a little blatant even by classic Devil May Cry standards, though the fourth game was definitely pushing the envelope in tastefulness. If that's the tone Ninja Theory wanted for the game, so be it; but it actually isn't. Before long, we're handed a completely different view of Dante, and drawn-out sequences of self-discovery and character interaction drag us in a much more serious direction. The opening, with its teenage rebellion, "I don't give a shit" attitude, adds absolutely nothing of value to the game itself.
In this respect, DmC doesn't seem to know what it wants to be. When the game isn’t trying to (likely unsuccessfully) charm you into liking Dante and his friends, it flings gratuitous T&A in your face. When conversing with antagonists, Dante’s vocabulary is suddenly reduced to a dictionary of swear words, resulting in numerous cutscenes where all he and an enemy does is shout “fuck you” back and forth for several long and painful seconds. No, not very compelling at all; in fact, it’s downright juvenile.
Final Thoughts
DmC is by no means perfect, but Ninja Theory certainly accomplished what they set out to do; they made a great action game. As a fan of the original Dante, I’m still not sure that this reboot was completely necessary for the series, but DmC is undeniably fun, in large part perhaps due to the developers’ faithfulness to the original games. Appearances aside, the game still feels quintessentially Devil May Cry. Everything else is basically icing on the cake.
Story is the biggest issue, where DmC stumbles the most. Still, despite my griping, I found myself easily forgetting about its flaws while caught up in the moment – the experience of something all at once familiar and new.
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I find it a lot better than DMC4 and very nice indeed compared to older DMC titles!
DmC rocks!
Finally beat the game over the weekend, was out of town. Decent enough, but the story is quite a setback. They put a lot of focus in it, and the story, to me, is easily the weakest part of the game. The backstory was nice, I liked the focus on Punkte's past, but the later missions...ugh.
When your reviewing the story of Saints Row and the story of a game like The Walking Dead or Heavy Rain and you gave both games (in terms of story) the same score thats because you HAVE to review these stories differently. Mainly one two things, "does this story take itself seriously and is it a big part of the game?" or "is gameplay here taking precedence over story and is the story taking itself like one big joke and if so is it an enjoyable joke?"
The secondary purpose of this reboot (other than to make as many sales as resident evil rofl) is to make a cohesive narrative that takes itself seriously for once and surpass the story of it's predecessors. However the same Ninja Theory that "doesn't care" about fans is the same one that caved in and radically changed Dante and the story late during development sprinkling a serious EDGY and shakespearean story with one liners, humor and potty jokes which come off as contrived, pointless and downright horrible just to try and please previous DMC fans.
Especially when you consider the fact that the new DmC sacrificed gameplay for an edgy and serious story that does take itself seriously only be a story that only 13 year olds can find cool. After all who else loves dick jokes? Besides HunterKiller666
I was referring to the video and people complaining how bad the game is.
"Doesn't make you laugh so much as make you cringe."
Exactly what SR3 did to me
I'll be ranting after i get to play the game on PC. Until then i speak out of place.
I apologize if i sound like an asshole, i guess i'm just a tryhard dmc fanboy.
The problem with DmC, unlike say classic Devil May Cry or even Saints Row: The Third, is that it doesn't quite settle anywhere. Both of the other examples certainly don't try to convince you they're very serious, and their humor is wholly intentional. With either, you know that they mean to be funny, and they're practically parodies of themselves.
This isn't the case with DmC. It tries too hard to be edgy, to the point where all the swearing is no longer crass humor -- it's just crass. Doesn't make you laugh so much as make you cringe. At multiple points in the game, I wondered, "Wait, so am I supposed to be taking this game more seriously?" I genuinely was not convinced until the latter half that, yes, this game wants to be taken seriously, but it won't quite allow you to do that with all its badly timed swearing and innuendos. Nuance is in the writing.
I know what I wrote. Now that you mention it, though: damn, I actually liked the Saints Row characters more than DmC's cast. (Vergil was still a complete cutie, even if he was also halfway to being a sociopath.)
Edit: I'd also like to point out that there are clearly other reasons (stated in the review) I rated this game the way I did.
Do people finally come to realize how bad they are? According to Saints Row: The Third reviews, no they didn't. It has one of the worst storyline i ever seen in a game in my entire life, neoseeker gave them a 9/10. So did most websites... v.v
At least i get a good game out of DMC. I admit it won't be AAA product but its gonna be something i'm gonna enjoy.
Sounds familiar?
I honestly think the 7/10 is just fine. Great review.
Totally broke the article page though.
http://youtu.be/aTQFpwZwk-w
But at least it's edgy...right?
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