Contents

[edit] Background

Devil May Cry 3: Dante's Awakening is the third main game in the Devil May Cry series however, it's actually a prequel to the original game; it follows a younger Dante as he discovers a plot to connect the demon world with the Human plane of existence.

After Dante receives an invitation from Arkham, he travels to meet his brother Vergil at home only to discover that there's a demon attack in progress. To make matters worse, Vergil seems to be behind it all in an attempt to steal the other half of their mother's amulet so that he can connect the two words together. Dante must fight his way through the demon hordes and various bosses to reclaim the amulet, save the world and stop the real villain behind the evil plot.

It was developed and published by Capcom in 2005 for the PlayStation 2. Windows PC received an enhanced special edition which contained more content while a HD version was later released for the PlayStation 3 and Xbox 360.


[edit] Gameplay

The game is spread across a large number of levels and is focused on killing demons in a hack-and-slash style while completing different puzzles to progress to new zones or levels.

Combat is centered around performing combos and collecting Style Points by killing enemies with special moves; players are able to use both melee weapons and firearms which are collected as the game progresses. There are different playstyles for players to level into according to how the player gains Style Points.

Dante is also able to take on a demonic form when the Devil Trigger has been activated; this gives him new special attacks, a new appearance and also boosts to attack, defense and health. This is limited to the Devil Trigger Gauge which fills with energy as the player kills enemies.


[edit] What's New

The combat system has seen some major changes to allow players more freedom with their playstyle and to make it easier to switch between melee weapons and firearms. One of the playstyles in the game is called “Doppelganger” which causes Dante's shadow to fight with him as an AI companion or be controlled by a second player.


[edit] Features

Style Points – Kill demons in style with special attacks and combos to earn more points

Range of weapons – Fight with both melee weapons and firearms which are collected throughout the game

Combos – Perform powerful combos on enemies to gain more points

Different playstyles – Select a playstyle and use it to gain an advantage over the demons

Devil Trigger – Take on a demon form to mercilessly slaughter foes

Co-op – Use the Doppelganger mechanic to fight with a second player


[edit] Players liked:

  • Excellent combat system
  • Fun story and characters
  • Nice Level design
  • Good difficulty levels

[edit] Players didn't like:

  • Puzzles are frustrating
  • Story and gameplay is a little cheesy at times
  • Few save points

Official URL

Official Site

Forum Posts

User Reviews

News

Devil May Cry HD Collection slated for April 2012 release

Relive the classics

Dec 20, 2011, by Lydia Sung | 1 comment
Devil May Cry HD Collection coming to PS3, 360

Time to catch up, Xbox owners

Oct 17, 2011, by Sean Ridgeley | 6 comments

Latest Activity

Celes Leonhart blogged
Feb 23, 13 9:30am



Fans are poisonous. The average, majority fan is so fickle and short-sighted, they stand to halt artistic vision and experimental game design and leave us in an endless wheel of regurgitated styles and templates.

This thought stems immediately from Capcom published, Ninja Theory developed, franchise reboot DmC. A fair fan of the previous titles and owner of all four, I wouldn’t call myself a Dante Must Die kind of guy but hack-n-slash has its kicks. What most stood out within the series for me though was the first title: the game was hauntingly atmospheric and was clearly influenced by its history as a Resident Evil title. As a kid I found the puppets and inanimate-turned-animate objects strictly terrifying, and even now a real sense of claustrophobia can envelope me as I get locked in room faced with having to eliminate all enemies first. This is what the series should be recognised for; but instead the series regresses to standard, anime-dramatic, eastern affair.

The second game does enough damage that the third struggles to climb back up, though it does a good job and is more reminiscent of the first than the sequel. Four comes out and the game attempts to overcome the stalemate of repetition: it introduces a new protagonist with a new fighting style to stir the pot a little bit, but isn’t confident enough to walk away from fan favourite Dante and he features for nearly half the game too. As a next generation sequel, it’s not enough. The graphics sure are pretty but it does little to define itself as anything new and it becomes a matter of fan-service cameos and continuity tied. You only have to look at a franchise like Metal Gear Solid and see how that series’ seventh generation entry changes on such a drastic scale without abandoning the core of the game. The gameplay of DMC4 is undoubtedly solid, but it loses any real flavour - yes, Devil May Cry 5 would have been fine, but it would have got in the way of DmC, and that’s what’s important.

There were two significant points made at the announcement of DmC: one was that Dante (and consequently the entire game - but no one cared about that so much as his hair) faced a complete redesign as a reboot to the series, and the other was that western Ninja Theory was to helm the next title.

What should have been a focus point of discussion was whether or not Ninja Theory was established and talented enough to carry such an important title on their shoulders. As much as DmC is a series reboot, it must be faithful, most of all to the gameplay which the games pioneered as a genre. And this would be a fair point of debate: though with only a limited back-catalogue behind them, Ninja Theory had proven a fair grasp of high octane, hack-n-slash combat in for the form of early Playstation 3 title Heavenly Sword. That combined with their strong story-telling of Enslaved stood to suggest Ninja Theory could bring real maturity and development to the franchise.

It even then came to knowledge that the game would feature a reduced FPS, capped at 30, and while it was a point worth being vocal on, it definitely did not instigate the most noise. Instead, all anyone wanted to talk was Dante’s hair. Known for his long, white, swept hair (which would be distinctly “emo” anyway if for another colour), earthquakes hit the fanbase when his hair turned instead to a shorter, fringed, black style. Despite still maintaining a distinctive red (and black) coat, and replacing whatever top Dante featured for each game with a white vest , it was taken that Dante had become the Edward Cullen of video games. Let me just put both of these generation designs side by side:



Now this simple redesign - contextually understandable in presenting a much younger, immature Dante - was pure blasphemy to the hardcore audience of the series, and universally rejected. It led to comments like this “NO! he looks emo... come on...you know 90% of us hate this emo goth trash!” and “I will boycott the game if they do not fix this issue. 95% or more are unhappy with this change. Who is with me?” and this was on a big scale.

You only have to look across to developers like Bioware where fan power is becoming far too apparent. Backlash to their Mass Effect trilogy’s ending led to several free content updates and DLCs to try and appeal to those seemingly wounded by the ending they didn’t want. Whether you’re a fan of the ending or not, it was the intended product; you can’t bully film directors to change their endings or characters’ deaths, even in an on-going series. Fred Weasley won’t be brought back despite millions of people crying their eyes out about it. If feedback was considered and constructive, it can be an incredibly useful tool, but when even Bioware writers are describing fan feedback as “increasingly toxic” and are purposely trying to avoid it, we’ve reached a point where fan input is more danger than it’s worth.

Pulling back to the point, DmC is fantastic. It’s respectful to the franchise while bringing a whole new vision; it’s visually wonderful and eclectic, myriad colours shaking up the monotony of gothic fantasy. The script is lightyears ahead in strength, with the characters suddenly relatable with genuine responses and passages of dialogue, with a plot that draws you through despite its familiarity. The sales have been decent so hopefully its initial reaction didn’t hinder it too harshly, but looking forward, fans like these are cancer to game development. Capcom handed over one of their flagship titles to a relatively unproven developer to great results, and we need an industry where developers are willing to take risks like this rather than get stuck in a rut of conformity and emulation.

devil may cry dmc mass effect fans pc playstation 3 xbox 360 musingsthoughts gaming related
Crus5ver
Apr 30, 11 3:59am
COOL!!! wheres the special eddition DevilMayCry3
angel of blood
Mar 22, 10 8:31pm
good game over all. very good graphics and battle. DevilMayCry3
Gefloung
Jan 19, 10 2:12am
added 16 new concept art
Horatiu
Aug 3, 09 4:31am
finished story on easy, normal and hard difficulty DevilMayCry3
Hatchet Boy
Jun 8, 09 2:58pm
Small Challenge (finding the disk once I lost it) DevilMayCry3
flashrider7
Jan 11, 09 12:16pm
Very Good DevilMayCry3
cheatingsgood
Dec 9, 08 3:28am
Best Game Ever DevilMayCry3
messhead
Oct 26, 08 8:21pm
Awesome looking game with a genre I should get more into DevilMayCry3
monsterhunterisbest
Sep 27, 08 11:03pm
limted editon case DevilMayCry3
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Release Dates
  • North America: Mar 1, 2005
  • Japan: Feb 17, 2005
  • Europe: Mar 25, 2005
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Collections Summary
198 own | 33 want | 87 completed
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