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Devil May Cry

100% Series Retrospective: Devil May Cry

Jan 16 // Chris Carter
Why Devil May Cry?All things considered, Devil May Cry is probably my favorite action franchise ever. The series is particularly close to my heart, as I remember when each game came out, and it's one of the only franchises where I rushed to buy every single game day one. I vividly remember the first time I played the original game, the first time I played the standard version of Devil May Cry 3 and struggled on the first boss (because normal mode was secretly hard mode in the original), and the many times I watched the same clip of Devil May Cry 4's first gameplay video.The DMC series does action right, simply put. It's the perfect technical action series, that essentially functions as a fighting game in an action-adventure's body. There's cancelling, split-second timing considerations, a heavy emphasis on combos, and a strong sense of urgency with the game's challenging difficulty levels. It has memorable boss fights, amazingly cool weapons, sick cheesy '90s action cutscenes, tons of unlockables, and solid anime-style voice acting.People are quick to note that the new DmC is more welcoming to newer players. I heavily agree with that, but the secret is, Devil May Cry was always welcoming. In fact, it was one of the only action games ever to put in an "Easy Automatic" mode that allowed you to turn it down a notch if you died too many times. It was a perfect compromise, as it allowed you to execute advanced moves with the press of a button. It's a shame so many people have been turned away by a promise of an "impossible" barrier of entry.I figured with the recent release of DmC: Devil May Cry, it would be a great time to dive into the series again, and see how the new game stacks up directly. For those of you who aren't aware, the series is widely popular, spawning a few novels, manga, an anime series, a US comic series, and a potential feature film.Dante himself as appeared in many other games, including the Viewtiful Joe series, Shin Megami Tensei: Nocturne, Marvel Vs. Capcom 3 (with Vergil), and PlayStation All-Stars Battle Royale. If you haven't joined me on my Quests before, the way they work is pretty simple. It's kind of like a retrospective, but rather than just give you an overview of a franchise, I'll generally let you know what I thought of the game when it was released, and what I think of it now. If I didn't provide a complete vision of what the game is like before I replay it, I'll provide an "extended thoughts" section below each applicable entry. I'll update my progress in real time through my blog, and after I finish the entire Quest, I'll share it with you guys on the front page.For this particular Quest, I actually finished everything in rapid succession over the course of a few days, so I skipped the c-blog portion and got right into it.Let's go!Devil May Cry - PlayStation 2 [Owned], PlayStation 3 (HD Collection), Xbox 360 (HD Collection) [Owned]COMPLETEDAt the time, the first Devil May Cry game was extremely fresh and unique. The simple premise of a cocky Devil Hunter engaging in demon hunting was a match made in anime heaven, and it worked. Although the game has started out as Resident Evil 4, it was eventually turned into something else entirely after the fixed camera from previous Resident Evil games was dropped for a more dynamic view. After the development team traveled across Europe in an attempt to inject some gothic influence into the game, the project was changed entirely: the outcome was Devil May Cry.I vividly remember seeing the first screenshots for the game, and getting extremely excited at nearly every picture. I loved the deep reds and purple color schemes of Dante and the Marionette enemies, and the ability to juggle enemies with your twin pistols was pretty unreal. Funnily enough, the concept of air juggling was inspired by a glitch in another Capcom game, Onimusha.Devil May Cry was unique in that it was one of the only games ever to feature a "style" (scoring) system that made you self aware of your gameplay, and always challenged you to play better. But that wasn't the only challenge of mixing attacks up and not getting hit -- it was difficult in general to boot!Starting the series tradition of unlockable difficulties and costumes, Devil May Cry was also one of the first games to offer an "extreme" difficulty mode, in this case, titled "Dante Must Die."  It was very challenging, and naturally, very rewarding to complete -- and unlike many retro games that featured a "fake difficulty" (through bad design or software limitations), this challenge was legitimate, which made it all the more reason to power through it.So how was my replay of the game? Well, the PS2 original is pretty choppy by today's standards, but the HD version feels just fine. While a lot of the elements found in the first game have been eclipsed (either copied, or bested by later games in its own series), it's still an enjoyable action game even to this day.Devil May Cry 2 - PlayStation 2 [Owned], PlayStation 3 (HD Collection), Xbox 360 (HD Collection) [Owned]COMPLETEDA common joke I like to make in Devil May Cry posts is "Yes, of course, Devil May Cry 4, the oddly named third Devil May Cry game" -- in reference to the fact that the black sheep of the franchise, 2, is generally shunned by fans into a non-existent state.While I've beaten the other games at least ten times each (DMC 3 a lot more than that), I've only beaten DMC 2 a scant few times. So imagine my excitement going into it, seeing if it was truly as bad as I basically is. So many changes were made that weren't really necessary. For one, a side character named Lucia is introduced, and...she's not very compelling. Unlike Kat from the new DmC though, she isn't just an ancillary addition -- oh no -- she's basically forced into every facet of the game as a playable character.On top of that, Dante changes into a less interesting, darker version of his previous happy-go-lucky self, and it isn't really fun to watch. The difficulty (a staple of the series) was also lowered, and weapons weren't as nuanced. Everything seemed to sort of blend together -- whether it was the very samey weapon collection or the similar-looking levels (there's far too much open space and not enough memorable environments).The point is, it didn't stand out, which is generally what the Devil May Cry series makes its money on. Boss battles are extremely dull and forgettable.If you're going to brave this, try it on the HD collection. Don't bother hunting it down and paying money for it individually. Besides, the first and third games are worth the price of entry alone for the package.Devil May Cry 3: Dante's Awakening - PlayStation 2 [Owned], PlayStation 2 (Special Edition) [Owned], PC, PlayStation 3 (HD Collection), Xbox 360 (HD Collection) [Owned]COMPLETEDDevil May Cry 3 is an interesting and storied release. The very first iteration (the standard edition) featured the Hard difficulty as a standard. Meaning, Hard was actually Very Hard. As a result, I remember dying a number of times on the first sub-boss of the game (which is like five minutes in). That's a challenge, my friends, and one of the many reasons why I was immediately enamored by this game.Some time later, a "Special Edition" was released, with new encounters, tweaked difficulty levels (it shifted every mode down one peg to understandably make it more accessible), and added the ability to play as Vergil. Yep, one of the biggest badasses in all of gaming was finally playable, and it was glorious. In fact, a playable Vergil is so appealing that Capcom opted to include a playable Vergil campaign as DLC in the new DmC.But enough about Vergil; the game itself, even the non-special edition, is my favorite action game ever. The crux is due to two things: swappable weapons, and styles. While the new DmC has the ability to switch weapons mid-combat, it isn't instantaneous -- Devil May Cry 3's system was. Two weapons each were assigned to slots on the left and right, which would be switched using L2 and R2, respectively. As a result, you could utilize combos with *four* weapons in them at once. The kicker? All of the weapons were fine tuned, and fun to use.Styles were another thing entirely that allowed you to play the game the way you wanted to play it. If you preferred a more defensive play-style, Royal Guard was your huckleberry. It allowed you to use split second timing and guard attacks in a traditional manner, in addition to the standard dodge mechanic. There are suitable styles for melee weapons and ranged as well, but my absolute favorite is the Trickster style, which improves your speed, maneuverability, and jumping abilities. All of these styles level up, RPG style, and can be brought across difficulty levels, allowing you to replay the game as many times as you want to max everything out. It was a ton of fun, and there were a few nights where I'd beat the game twice in a row -- it was that enjoyable.Of course, it also contained some of the best boss fights in all of gaming. Which brings us to the final battle -- Dante's epic showdown with Vergil. I mean, what can I say about this fight that hasn't been said a million times over? It truly is worthy of the term "epic." On higher difficulty levels, it's one of the most intense, and mesmerizing fights in all of action games (it might even be my number-one choice).If you haven't experienced Devil May Cry 3 yet, you need to. If I had to summarize the third game into one word, it would be "gunchucks."Devil May Cry 4 - PlayStation 3, PC, iOS [Owned], Xbox 360 [Owned]COMPLETEDThe fourth Devil May Cry game had one of the best core action engines of all time -- but you wouldn't know it, because the actual campaign had a heap of problems. Backtracking, pacing issues, and an all around lack of a compelling narrative hurt this game. The chief complaint for me was backtracking, so much in that it basically expected you to beat the same game twice (and even fight many of the same exact bosses) with two different characters.Like Devil May Cry 2, DMC 4 featured two characters. This time around I actually liked the newcomer (Nero), and enjoyed his different play-style, but the fact remains that the campaign itself is very uninteresting at points. It's a shame, because it's one of the best-looking games on the PS3/360.Despite those issues though, Devil May Cry 4 shines brightest when you're playing as Dante, and switching between all four styles at will in the game's Bloody Palace mode. It's combat bliss, despite its fleeting nature. Don't let anyone tell you Devil May Cry 4 is a bad game. It's not. It also sold very well, which makes the decision to go with a completely new studio all the more puzzling for fans.DmC: Devil May Cry - PlayStation 3, PC, Xbox 360 [Owned]COMPLETEDSo we've come full circle now. We're past the fully Capcom developed titles and we're onto Ninja Theory.As everyone knows, I'm not the biggest NT fan. Back when they were known as Just Add Monsters, they made a game called Kung Fu Chaos, which was basically an uninspired (and very racially charged) Smash Bros. clone for the Xbox.Surprisingly, I found out four years later that they developed Heavenly Sword for the PS3, and went to check it out. While it had the machinations of a cool-looking game, I thought it was a pretty basic and uninspired God of War tech demo. But still, Ninja Theory trucked on, and released Enslaved: Odyssey to the West, which was probably their most successful game to date from a critical standpoint. Even then, I still wasn't impressed. Although Enslaved contains some of the best imagery I've ever seen in a videogame, the combat system was probably one of the worst I've ever experienced, and platforming basically consisted of "hold forward, press a button occasionally."So naturally, I was a little skeptical of DmC: Devil May Cry. But even as Ninja Theory had hundreds of insults thrown their way, I remained steadfast, and always said I would give it a shot, because at the end of the day, I'll give anything a chance. I'm glad I did. As Jim stated in his review, the game has many redeeming qualities.Although it isn't as innovative as the first game was for the time, and isn't up to snuff combat-wise like 3 and 4 were, I enjoyed DmC for what it was. The platforming was actually pretty good (and probably the best in the entire series), and the premise transcended a '90s action movie to the point where it would be (somewhat) universally appealing.Despite the fact that I really didn't like the new characters for the most part, including Dante (no, not because of his hair -- I just felt like he was almost painfully generic), the world was something I could get into. Plus the combat wasn't bad at all, and is Ninja Theory's best effort to date in terms of straight gameplay mechanics. In terms of difficulty, DmC was a bit of a letdown (like 2), and you really need to play it on the game's Son of Sparda mode (Very Hard) to get a true Devil May Cry experience -- you just have to beat the game once to unlock it.While I wouldn't recommend the game to absolutely everyone, I would recommend it to most action fans. You might not be as wowed by it as some people, but you'll most likely enjoy it more than the average action-adventure.Collection Photo: Final thoughts:Devil May Cry is a pretty weird series. It starts off with a bang, regresses, peaks, regresses a bit again, and reinvents itself over five short games. Honestly, not a lot of series have that storied a history with this kind of reputation.Although the collection of games is far from what I'd call a "troubled" past (every game but the second has universal acclaim from fans of the genre), it is an interesting one, and one I enjoyed reliving on this Quest.Devil May Cry 3's brilliance was no surprise discovery here, but rediscovering why Devil May Cry 4 was such a shame was a bit jarring, and disappointing. I was expecting the first game to not hold up well, but if you play the HD collection, it's just fine. DmC impressed me more than I thought it would, but there's a lot of issues that hold it back from greatness -- kind of like Devil May Cry 4.As for recommendations, I'd probably tell newcomers to give the HD Collection a try and test out easy automatic if Normal is too troubling, and the new game, with a price cut.So now we're in an odd spot. Capcom has a franchise that upped its presentation, but regressed a bit gameplay-wise. It's a give and take for fans, and something not all fans were willing to give.The good news is, Capcom hasn't closed the door on an internally developed Devil May Cry 5. I mean, these two sub-franchises can coexist, right?Right?
100% Devil May Cry photo
Carter's Quest
[Read on for a description of every Devil May Cry game ever released in the US, and my completion of them all in 2013.]2013 is going to be an exciting year. Now that I know you guys enjoy reading my Quests, I'm going to make ...


The DTOID Show: DmC, Sir Hammerlock, & Gay Star Wars

Plus: Chubby Kings
Jan 15
// Max Scoville
Here's today's Destructoid Show, in all it's fabulous, timely glory.  For starters, there was that thing about how they added a gay planet in Star Wars: The Old Republic, which of course went over like a fart in Church. ...
DmC photo

See what new Dante thinks of the whole white hair issue

DmC: Devil May Cry
Jan 14
// Hamza CTZ Aziz
In the first level of DmC: Devil May Cry, Dante gets a little surprise while taking on the game's first boss. The video is below the fold as the thumbnail is a a bit spoilerish.  [Thanks, Zak!]
Releases photo

New releases: Batten down the hatches, DmC is upon us

Plus the BioShock collection, Borderlands 2 DLC, and more
Jan 14
// Fraser Brown
Another week of new releases is upon us! I hope you're not broke. After many months of furious debates, arguments, and colorful name calling, we can finally shut the hell up and just play (or not play) DmC: Devil May Cry.&nb...

Review: DmC: Devil May Cry

Jan 14 // Jim Sterling
DmC: Devil May Cry (PlayStation 3, Xbox 360 [reviewed], PC)Developer: Ninja TheoryPublisher: CapcomReleased: January 15, 2013 (PlayStation 3, Xbox 360) / January 25, 2013MSRP: $59.99 Let's not beat around the bush. Those looking for hardcore action in the same vein of the previous four titles will be disappointed. DmC: Devil May Cry is easier. It's simpler. Chaining combos and gaining S ranks are not challenging at all, at least on the normal difficulty setting. It doesn't run at 60 frames-per-second on consoles. For some, the alteration of these elements will have killed the very essence of Devil May Cry, and to those people, I can only sympathize, because this game simply is not for them.  This is not to say, however, that every fan of prior installments shall walk away empty handed. Those who came to the series predominantly for its commitment to ridiculousness, its audacious sense of style, and a combat system that leaves them feeling highly amused, have everything they need for a fantastic time, and may find themselves favoring Ninja Theory's effort more than any other game in the series.  [embed]242002:46309[/embed] Retelling the story of the Son of Sparda, DmC seems to take most of its narrative cues from the classic Roddy Piper movie, They Live. Humanity is being kept docile and unwittingly enslaved, Earth's "reality" little more than a mask for a Hellish alternative world full of subliminal messages and twitching abominations. Dante is one of only a few capable of seeing the world as it really is and entering the twisted mirror world of Limbo, where messages like "OBEY" hide behind advertising posters, and consumer products are revealed for the monstrous intoxicants they really are. DmC lays the satire on thick -- perhaps a little too thick -- skewering the finance industry, FOX News, and consumer culture with little mercy and less subtlety. At the heart of this is Dante -- an angrier, more aggressive, less camp take on the iconic protagonist we've come to know who, over time, becomes no less affable for all his differences. The story is as silly as a Devil May Cry story's always been, but thanks to some solid voice acting and terrific motion capture animations, it remains believable and suffers from no deficit of enthusiasm.  While DmC retains much of the aesthetic charm of the series, there are many differences under the hood. DmC is a quicker game overall -- its combat is less methodical and precise, though not as deep as a result. Progression through a chapter is likewise lacking in obstacles and puzzles, but instead emphasizes swift traversal and platforming. As much time is spent navigating ever-twisting corridors and chasms, grappling and gliding through the air, as it is hacking demons to pieces. Again, this will disappoint some gamers, but others -- myself included -- shall appreciate a title that feels overall less ponderous and more fluid.  The foundation of Dante's adventure is the ability to embrace both his demonic and his angelic qualities. By simply holding the left or right shoulder buttons, Dante is able to access angel and demon weapons respectively. In his normal form, Dante wields his traditional sword and twin pistols. His angel form eventually utilizes a scythe and whirling blades designed for crowds of enemies, while his demon form can access a brutal axe and a pair of molten fists that deal huge damage at a cost to speed. Dante can also grapple enemies, a'la Nero from Devil May Cry 4, and again his two forms utilize this ability differently, with the angel grapple pulling our hero toward opponents, and the demon grapple pulling enemies towards him. As the game progresses, Dante's on-the-fly form changes are increasingly emphasized both within combat and without. Aside from recurring enemies displaying immunity to certain weapon types, there exist floors that deal damage to Dante if he's not in the right form, and various grapple points that must be dragged or clung to, with the player often required to change form and grab obstacles multiple times in mid-air. These requirements give platforming sections a more thrilling edge than they'd otherwise have, though I feel Ninja Theory could have made them even more demanding than they are. They look and feel great, but I was always waiting for something incredibly complex from the environments, and never quite got them. That said, optional secret missions can be unlocked to explore the concept further. These timed missions demand certain activities be completed utilizing specific forms, or really expand the platforming into something more taxing. Players are rewarded with health boosts after completing every four secret missions, though finding the keys and the doors required to discover them is a challenge in and of itself.  With access to so many instantaneous weapons, switching combat styles to rack up bonus points has never been easier, and even a moderately skilled player will be casually grabbing "SSS" rankings provided they keep it varied. Again, if one's joy came from feeling accomplished in these rankings, this will be a cause for consternation. For those who want a lot of weapons with which to beat the stuffing out of hordes of enemies, DmC has them supplied to an ample degree. It's a solid combat system, one that definitely fails to reach the levels of depth found elsewhere in this particular series but, in all honestly, stands head and shoulders above the majority of most action games.  What Ninja Theory may have lost in the streamlining of the combat, it more than makes up for in terms of atmosphere and level design. Limbo, inspired as it may be by eighties sci-fi films starring Scottish wrestlers, is as twisted and oppressive as it is colorful and varied. While Dante fights through each chapter, the world contorts around him, hateful messages popping up on walls and floors, encouraging Dante to fight back by yanking debris and pulling himself toward higher ground. The way in which the environment serves as both a narrative device and dynamic obstacle course yields elegant results, making DmC's twenty levels some of the most intriguing and original I've seen in quite some time.  Nowhere is this more evident than with the bosses. From a foul-mouthed vomiting succubus to the cackling digital head of a demonic Bill O'Reilly substitute, each boss battle is bombastic, memorable, and gloriously stupid. Many of them provide environmental puzzles as well as combat challenges, blending the two gameplay elements remarkably well as Dante swings from platform to platform before seizing an opening in the foe's attacks and closing in. Like elsewhere in the game, many of these huge fights focus on Dante pulling objects or pulling himself, a focus that brings some delicious imagery during one particularly motherly battle.  The artistic stylings of Ninja Theory, previously showcased in Heavenly Sword and Enslaved: Journey to the West, are surprisingly well adapted to the Devil May Cry universe. While the clashing colors and animation styles bear Ninja Theory's unmistakable signature, the various demonic entities all retain a classic flavor, treading the line between "cool" and "unsettling" while boasting no shortage of visual intimidation. The aforementioned environments really run with this style, and areas such as a glitzy, near-psychedelic demon nightclub and a section taking place within a Raptor News logo are difficult not to fall in love with.  The game's soundtrack evokes memories of Devil May Cry 3, providing some shameless background combat tunes, most notably from growling makeup aficionados Combichrist. Like any good DMC soundtrack, the music does a terrific job of getting one in the right mood, expertly punctuating the decadent scenes of violence with equally indulgent rock.  There is an argument to be made that, when judged alongside the rest of the series, DmC is a bad Devil May Cry game. The suggestion may be debatable, but there's a potential case to be made. It's more streamlined, it's not as challenging, and ultimately it has stripped away what a significant portion of the fanbase love most of the series. However, even if one sides with the argument that this is a bad Devil May Cry game, that does not preclude it from being deemed a terrific videogame on its own merits, and in my estimation, that's exactly what DmC: Devil May Cry is.  You can argue DmC's merits as a Devil May Cry entry all the live long day. You can bicker over whether or not it deserves the share a name with the series' frankly spotty past. This, however, is not an argument I choose to indulge, because the bottom line is that DmC: Devil May Cry is a beautiful, bold, and supremely enjoyable videogame in its own right. It deserves to be praised. Action games may come deeper and harder than this, but few are as pleasurable.   [Check out our complete coverage of Devil May Cry, including the controversial design overhaul. -staff ed]
DmC reviewed! photo
Dante's Winferno
DmC: Devil May Cry is an insult. It insults the fans, who have loyally supported Capcom through thick and thin, and it insults the legacy of a most respected action series. Ninja Theory has spat upon one of the last pure name...


DmC will get Bloody Palace mode for free after launch

Don't go beating the main campaign too quickly now
Jan 09
// Jordan Devore
For better or worse, with the direction DmC: Devil May Cry has taken, I would have figured the series' popular Bloody Palace mode would be an obvious inclusion; something familiar for long-time fans to fall back to once every...

A new DmC: Devil May Cry trailer appears

Watch Dante walk a lot
Jan 04
// Chris Carter
If you like walking, you're in for a treat. With a trailer that rivals even the Lord of the Rings franchise on "most steps taken per running time," you'll get to see Dante walk around as the world turns to Limbo City around ...

The DTOID Show: Adam Sessler's 2013 Gaming Predictions

Dec 28
// Tara Long
It's our last Destructoid Show episode of 2012, so filling in for Max today is Adam Sessler, whose name I am in no way ashamed to peddle so long as it drives views to this post! (Plus, who doesn't love a good predictions epi...

A new gameplay video surfaces for DmC's Vergil

'dat jacket
Dec 27
// Chris Carter
In case you didn't know, Vergil will be featured in the upcoming DmC: Devil May Cry by way of downloadable content shortly after the game's release. Now, you can see him in action in the above video, busting out his stylish ...

Get DmC, plus Devil May Cry 3 and 4 for $60 on Steam

Or you can get just DmC for $49.99
Dec 18
// Hamza CTZ Aziz
DmC: Devil May Cry is available for pre-purchase on Steam right now for the surprising price of $49.99. And as a added bonus, you'll be given the costume pack downloadable content for free with your purchase. Or you can take ...

60 fps+ DmC Devil May Cry hits Windows PC Jan. 25, 2013

Here are the system requirements
Dec 13
// Dale North
Capcom has dated DmC Devil May Cry for PC; the digital download will be available on January 25, 2013. This is how you can enjoy the game at 60 fps or even higher. Developed by QLOC S.A., DmC features full AMD support, includ...

Impressions: DmC: Devil May Cry demo

Nov 29 // Chris Carter
In case you're interested: The demo is available right now on the Xbox 360 and PS3. It involves two missions: Under Watch (a standard level that teaches you how to play), and Secret Ingredient (a short boss battle). The Good: The combat system is Ninja Theory's best yet. After the appallingly bad combat system in Enslaved, I was expecting a lot less from DmC. Thankfully, it seems like Capcom's co-development has rubbed off, which gives me hope for their future games, even if they aren't brought back for a potential DmC 2. Gameplay wise, this is not a repeat of 2003's Devil May Cry 2 -- even solely based on the demo, it's heaps better. Visually, it's also a lot more interesting than Devil May Cry 2; for better or for worse. So don't worry: barring some disaster, this isn't in danger of being the worst Devil May Cry game Capcom put out. Combat flow works, for the most part, in reference to the framerate. I was really worried that the Unreal Engine would throw a wrench in the mix and make advanced combat unplayable, but I really wasn't too worried here after playing it for a few hours. Capcom's "tricks" seem to work really well, and most of you have nothing to worry about.The vast majority of people who play the game shouldn't have issues with the 30 FPS limit -- but for the rest of us who are looking for more depth, I'll get to that later. DmC looks like how Devil May Cry 4 should have looked, so consider me impressed. The colors really pop, and the art team did a bang-up job. Very rarely do I just stop and look around in a game, but I love the bright shades of green/blue/red juxtaposed to grey.The new enemy designs dared to be different, and I like how Ninja Theory was able to inject their own personal vision into the game without "stealing" previous assets on a constant basis, like the Marionettes. The story has promise, and allows for a larger group of people to enjoy the franchise. In previous Devil May Cry games, you were pretty much screwed if you weren't a fan of classic over-the-top action films. Here, Ninja Theory has lowered the bars of entry to allow pretty much anyone to come in. Yes, it may be a bit hokey (V for Vendetta versus Fox News), it seems to have a bit more depth than your average over-the-top action flick. The Bad: I was completely taken aback at how appallingly bad the writing was. The one-liners weren't particularly clever like they were in past games, and the excessive use of cursing (which I'm normally always down for) in the boss battle portion of the demo was a real turn-off.As community member SephirothX found out in his community blog on the same subject, this is the first in-house writing project by Ninja Theory -- which might explain why it's a little rough around the edges. Dante has already been irreverent once (he was "Young Dante" in Devil May Cry 3) -- it worked then, and I don't see it working here. The demo may only be a glimpse at what is yet to come, but I did not like any of the game's characters. Dante isn't offensively bad (he's kinda meh, really), but Vergil felt pretty flat, and Kat felt way too "damsel in distress-ey." I really hope that there's a bit more depth here in the final version. I long for strong females like Lady, and wacky characters like Jester. Hopefully they show up at some point. So how about that frame rate? As I mentioned above, 30 FPS isn't really that much to worry about if you're a casual fan. But on higher difficulties, it may prove problematic. For example, in Devil May Cry 3 there's a style called Royal Guard. In exchange for greater firepower, swordplay, and movement, Royal Guard would allow you to block attacks with pinpoint framerate accuracy. I'm talking like half-second or less windows.It was a fan-favorite amongst gamers who played on higher difficulties, and it worked at a picture-perfect 60 FPS rate. In DmC, I'm worried about difficulties like "Hell and Hell", where Dante dies in one hit (but his enemies don't). Will the game really work as intended (Let's just say I'm glad Bayonetta was 60 FPS) when you're surrounded by a large number of enemies? I guess that's a question for 2013. Limbo, the spirit world of DmC, and its constant shape-shifting gets old very fast. Alright, we get it -- the world morphs and it's not what it seems. What would have been a really cool gimmick for a small portion of the game ends up seemingly becoming the setup for the entire game. It got old in the demo, and I hope the final version doesn't overuse it. Enslaved didn't need gimmicks to create an amazing, living, breathing world that you wanted to be a part of. The game is a bit too easy. Before you say anything, realize that Devil May Cry has always been a franchise built for everyone -- Ninja Theory is not doing anything special making the series more "accessible." Since the very beginning, Devil May Cry has offered something called an "Easy Automatic" mode, that acclimated new action fans to the mechanics, and helped them along their way. On the flipside, the series has also traditionally offered a difficulty called "Dante Must Die," which basically translates to "Very Hard" in other games. Some games even go beyond this, and offer crazier difficulty options. DmC looks to continue this tradition, but sadly, even the Son of Sparda difficulty (unlocked after beating the demo on Hard) doesn't present a real challenge. Most enemy attacks are widely choreographed (some with a ridiculous gleam of light), and you do way too much damage in the boss fight for it to really be considered a challenge. The lack of a hard lock-on system is another issue that may bother some people on higher difficulties, and hinder progress. The controls are needlessly complicated. "Wait! But I thought you just said the game was too easy!" Well, when I say "complicated," I don't mean the controls are too hard -- I just mean that they weren't designed very well. In DmC, the developers thought it would be a good idea to make the left trigger (L2) launch angel weapons, and the right trigger (R2) launch demon weapons. Fair enough, on paper.But when using an angel boost (a mission critical move previously called a Trickster style "Sky Star" air dash in DmC 3 and 4), you have to hold down the left trigger and press A. This continues into another rather large gaming concept. To use your hookshot in order to pull out ledges or platforms, you use RT+X. To climb/swing to them, you use LT+X. Simply put, why do these ancillary movement functions need to be mapped to two different buttons?Why can't ledge pulling and grabbing be the same button? It feels pretty off-putting to have to juggle controls to do things like swing on ledges during a boss battle when the boss is completely open. It's not challenging or taxing -- it's just not fun. Overall: Honestly, despite my reservations, I expect DmC to do modestly well at a bare minimum. I think most fans aren't going to care about the changes, and most gamers won't notice the lack of technical nuance in the combat system. The Devil May Cry series has also never been bulletproof. Many people are quick to point out that the first game hasn't aged well, the second game was fairly mediocre and lacking in heart, and the fourth game had major design issues. Plus, no one ever expected it to be on the same level as Devil May Cry 3 (which I consider the greatest action game of all time). Given the fact that the game doesn't have to be revolutionary and adding in a checkered past, this could easily be Ninja Theory's big break -- a collection of lessons they learned from making sub-par action games for many years. At the same time: we all know how Capcom rolls. If it doesn't sell like gangbusters, they'll find some excuse to either put the franchise on the shelf, or retire it. The near-launch DLC announcement already has me worried. So for the sake of one of my favorite franchises, I hope Ninja Theory does right by it in the end.
DmC demo impressions photo
Something good, something bad
It's been about a week since Ninja Theory and Capcom made the DmC: Devil May Cry demo available for public consumption, and I've had quite a bit of time to reflect on it, as well as replay the classic games that made Devil Ma...


What did you think of the DmC: Devil May Cry demo?

Nov 21
// Hamza CTZ Aziz
The DmC: Devil May Cry demo is now available in the US, Europe, and Japan on both Xbox Live and PlayStation Network. The demo consists of one area where you have to get through a level, and another that sees you fighting this...

Kat and Vergil detailed in DmC 'making-of' vid

Don't blink or you might miss five cuts
Nov 16
// Conrad Zimmerman
Capcom has released a new behind-the-scenes interview video featuring the actors playing Kat and Vergil in the upcoming DmC: Devil May Cry. Sage Mears and David Del Lautour seem like earnest professionals talking about their...

DmC: Devil May Cry demo coming this month worldwide

November 20th in the US and EU
Nov 14
// Chris Carter
It seems as if a demo is finally at hand for the extremely controversial Ninja Theory-developed DmC: Devil May Cry. You'll be able to download a trial version on November 20th in Europe and North America (for 360; PS3 is...

Vergil confirmed for DmC: Devil May Cry as DLC

DLC free for GameStop pre-orders
Nov 12
// Dale North
A post-launch DLC pack for DmC: Devil May Cry has Dante's lovable twin brother jumping in as a playable character. Capcom says that Vergil's downfall will be available after launch for $8.99/720 MSP, and that pre-o...

DmC uses Unreal techniques to feel faster than 30 fps

Style over substance?
Nov 05
// Jordan Devore
Having previously spoken with Capcom about DmC: Devil May Cry running at 30 frames per second as opposed to the series' traditional 60 fps, we heard that "it still feels really good" from Capcom Japan producer Motohide Eshiro...

The DTOID Show: Skyrim: Dragonborn, GTA, DmC, Wii U & THQ

Also, it's my birthday and I'm dressed extra stupid.
Nov 05
// Max Scoville
Hey gang! It's my birthday! Go birthday! Also, Tara's out sick, so Anthony Carboni guest-hosted. Or substitute-hosted, I suppose. Go Anthony! Big news today is Skyrim's Dragonborn DLC, which looks really friggin' cool. Grand ...

DmC: Devil May Cry Son of Sparda Edition revealed

Things available for money
Nov 05
// Jim Sterling
The ever-wise All Games Beta has discovered an image of the limited edition for DmC: Devil May Cry, known more impressively as the Son of Sparda Edition.  As well as flashy packaging, the special edition features the Sam...

DmC: Devil May Cry will feature four extra difficulties

Heaven or Hell mode returns!
Nov 01
// Chris Carter
One of my favorite parts of getting a fresh new Devil May Cry game is working my way up to Dante Must Die mode (read: Very Hard) and beyond. There's something about the Devil May Cry series and its harder difficulty modes tha...

Rebuilding Dante in DmC: Devil May Cry

Oct 19 // Jim Sterling
"We actually started with some concepts that were a lot closer to the original Dante, but Capcom were very keen that we took our own direction with the character and really started from scratch," explained Matthews. "So our first step was to think about Dante’s history, where he grew up, what his motivations are, what he’d been through and build an idea based on that. Attitude is critical to Dante and it’s something that was a focus in the design. Dante has been through tough times and this is reflected in his outlook on life. He looks rebellious, because he is rebellious. "Creating Dante involved a lot of people on both the Capcom and Ninja Theory teams and the character went through a number of iterations. The importance of a protagonist is so great that it’s well worth putting in the time to get it right." The watch-word for DmC is "contemporary." Capcom's desire from the start was to have a new Dante that reflected the modern world, for better or worse. The publisher very much wants to continue to crack into the "Western" market, but unlike other Japanese publishers, actually drafted a Western developer into the mix, rather than simply guess what Western gamers like and work from there -- a practice that hasn't worked out too well for some games. "Very early on in the project Capcom asked us to think about what Devil May Cry would be like if it was a contemporary movie, and that is a mindset that has stayed with us throughout development," explained Matthews. "We wanted to take what was at the heart of Devil May Cry and bring it into the here and now and give the franchise a wider appeal in the west. For example, music remains a very important feature of Devil May Cry, but we’ve taken music that is cool now rather than just replicating what was cool when the original games were made." The current Dante didn't go through too many design overhauls since inception, with Ninja Theory remaining fairly committed to the character. Instead, Matthews says the studio has worked on "finessing" him over time, with Capcom apparently giving the team a lot of freedom to work its own ideas into the Devil May Cry series. Ninja Theory believes it has a clear and solid vision for what DMC is all about, and remains confident that it can only add to the series, rather than take anything away.  One thing Matthews is particularly proud of is the design of the environments. While everybody focuses on Dante, nobody talks about what have been some pretty interesting environmental designs, featuring a world that twists and morphs around the player, and with threatening messages glowing oppressively on walls. Part of the design, according to Matthews, was to explain some of the gameplay mechanics from a narrative perspective.  "In the original Devil May Cry games Dante would be trapped in an environment by demon doors, giving him a limited area in which to fight demons," he said. "It’s a staple part of DMC. We wanted to find a reason for Dante being prevented from moving forward and came up with the concept of the world being alive and trying all it can to stop Dante in his tracks. The idea really grew from there. We wanted the world to feel like it is bursting with anger and venom towards Dante and the messages [are] one of the tools the demons are using to throw Dante off his pace." Of course, no explanation, no motivation, no amount of promise will assuage some of the fans out there, who remain angry at the overhaul and the "Westernization" of Devil May Cry.  "It’s natural for people to fear change, so it is understandable," admitted the developer. "But we feel we've made a game that the fans will really enjoy, so if people are still unsure, then get the game in your hands and feel it for yourself. If you play it and don’t like it then fine, but give it a chance. The downloadable demo will be out before the end of the year, so everyone will have the chance to make up their own mind by playing it first for free." Addressing specific points, though choosing not to get too deep into them, Matthews said that combat would be as deep as players like, stating DmC is "about figuring out the weaknesses of enemies and selecting the right tools for the job, whilst performing as stylishly as possible." For those worried about the combat being too shallow, Matthews countered by promising a "huge" amount of depth. He also empathized with fears about the framerate, but promised the game would be fluid and smooth, and that the team made it a "real focus" for development.  In truth, nothing was said that would really provide much comfort, as the developer seems quite guarded when it comes to addressing specific fears from fans. Any attempt to draw much more was met by the watch-phrase -- "play it." I suppose that's a fair enough statement from a developer who knows no amount of words will lay the rage to rest.  As far as Dante's "asshole" attitude is concerned, the developer said it was all part of the character progression. Though some fans have found the new character repugnant in his cocky ways, Matthews suggests that, "the Dante you see at the beginning of the game might not be the Dante that you see at the end. With no hope and nothing to live for wouldn't you be an asshole? If you’re given a reason and purpose in life maybe you’d change." Of course, there's always concern when a traditionally Japanese series is given over to a Western developer. Silent Hill has been out of the hands of Japanese game makers for many years now, and the fanbase has gone pretty much nuts after several sequels of often dubious quality. DmC is being presented more of a collaborative effort than one publisher farming out its property to a studio, and Matthews believes this dynamic will make for a much better game.  "Capcom have always given us their full support and they've always pushed us to follow our creative instincts. Capcom chose us because they felt that in partnership we could make a better game together than they could alone. They have allowed us on the inside and taught us a lot, particularly about combat design, something that they of course have an amazing heritage in. I’m sure some Eastern/Western partnerships may not be so open, but any problems relating to cultural differences have been easily overcome, partly down to the mutual respect between both teams." And what about Japan's reaction to DmC? We all know how Western fans feel about the game, but does Ninja Theory have any insight as to how it's performing out in Dante's homeland? "From what I hear it is going well," Matthews answered. "I’m told that Dante has proved to be a big hit with the Japanese ladies!" Well then!
DmC interview photo
Ninja Theory talks overhauls and backlash
DmC: Devil May Cry has been controversial to say the least. Ever since Capcom announced a new game, developed by Ninja Theory and starring a redesigned Dante, fans have been furious, declaring this a grand travesty ...


DmC: Devil May Cry is getting a demo

Ninja Theory's action skills will be put to the test
Oct 15
// Chris Carter
It appears that Capcom is going to either quell or spread the fan outcry once and for all, as they're planning on releasing a demo for their upcoming polarizing Devil May Cry reboot/not a reboot in the near future. The d...

DmC's new Dante is blatantly better than old Dante

Oct 10 // Jim Sterling
He has black hair The old Dante was undeniably awful because he had white hair, which made him look like a doddery old Granddad. Oh, be careful with your bad hip, Dante, you stupid old piece of shit. The new-look Dante features black hair in a fashionable style, because he is hip with the times and speaks out to the youth of today. I don't know about any of you creaking, ancient farts, but I live in the world of the now! I watch televisual shows like Bang Bang Theory and Come on Honey's Boo-Boo. I don't have time for some useless old duffer who can't even pull his trousers up without getting a hernia.  Sorry to break it to you World War II veterans out there, but we've moved on from the Devil May Cry that you played before going over-the-top to shoot the French with your bayonet. Pensioners like Old Dante, Old Snake, and Old Sephiroth need to be taken out back and shot. The future is vital, beautiful, black-haired youths. Forever.  He was designed by a Western developer Japanese game studios just can't make videogames. I have to agree with Phil Fish on this one. Not a single good videogame has ever been made by a game studio in Japan. The biggest problem is that they draw everything like those silly cartoons they have over there, the ones where women sound like they're getting fucked by a cactus all the damn time, and everybody has eyes so big they could blink and cause a hurricane. I'm sick of the anime crap found in games like Super Mario Bros. and Silent Hill, with all the spiky hair, pretentious prattling about love, and flashy bright backgrounds that are used as a gauche substitute for artistic talent.  Fortunately, we have loads of artistic talent in the West, which is where the new Dante has been designed -- thank you, The One True Christian (not Shinto) God. Not only did Ninja Theory fix the hair, it gave him updated and sensible clothes -- the kind of clothes regular joes like me wear all the time. He no longer looks like some big-eyed, spiky-haired, squealing anime girly-girl, which is what every single character drawn by a Japanese "artist" looks like. Especially that Shigeru Miyamoto character -- who the fuck drew him? His jacket is a better shade of red The original Dante's jacket was more of a Fire-Brick shade of red. A decent shade of red, I'll grant you, but it's not in my top ten shades of red. If you're really asking, the ten best shades of red are as follows: Cardinal Amaranth Scarlet Electric Crimson Venetian Red Carmine Rosewood English Red Persian Red Sangria The new Dante's jacket is more in a Venetian Red shade, which is smack-bang in the middle of my top ten. Meanwhile, Fire-Brick is probably ranked 12 in my list. This is proof that the new Dante is better.  He won't fill your dark soul with light In other words, he won't pull this shit: [embed]235681:45230:0[/embed] You know, they say there's a lab somewhere, where researchers show this scene to rabbits, and the rabbits laugh. That's right -- bunny rabbits, unable to grasp the very concept of humor or irony, have been shown to spontaneously grow awareness of the hilarity in that scene, and start making noises approximate to laughter. It's like a series of short, wheezing sniffs. This scene is such a joke, and old Dante is so fucking ludicrous, that not even rabbits respect him. That's not even me saying it, that's the research! I'd let him fist me I'm sure we all have a shortlist of people who, in the right context, would be welcome to fist us should the desire be brought up. Now, it's never a long list (we're not animals), but it is out there, for every single one of us. The new Dante is on mine, because, well ... look at him. Show me the person who can resist that, and I'll show you someone who's clinically dead.  The new Dante is about ten times sexier than the old one, and I think we've all learned by now that the hotter a character is, the better it is overall. Videogames have taught me that if I don't want to stick my penis and/or vagina in something (or have something stick its penis and/or vagina into me) then I can't connect with it on an emotional level, and therefore cannot play the game. This is why I can barely get five minutes into Ico, but have spent a cumulative thirteen years playing Ridge Racer.  Old Dante is to new Dante as Gary Busey is to the Sistine Chapel. He can fill my dark hole with white, if you catch my drift (anus with semen). He's better written One might argue that you cannot judge the entire characterization of a protagonist based simply on a few trailers. You can't, but you can do something even better -- simply assume things, and then judge the entire plot off the basis of what you just made up.  Based off of my extensive assumptions, I've concluded that DmC: Devil May Cry is a better written game with deeper characterization than any of the other Devil May Cry titles. There's this particularly excellent scene where we find out that the new Dante has struggled for most of his adult life with acute gout, and this has been responsible for most of his unpersonable behavior. He breaks down and admits his condition in a tearful scene, just after he's rescued adult actress Penny Flame from the clutches of Vampire Billy the Kid, before that woman from Murder She Wrote wakes up and reveals it was all a dream ... or was it!? Then Penny Flame shows us all her buttered scones.  Isn't that an awesome scene I just imagined? Proves my point entirely! I mentioned the fisting bit, right? It's worth mentioning twice. Up to the shoulder, son.  Resident Evil 6 Really, after Resident Evil 6, would YOU trust Devil May Cry in Capcom's unbound hands? I wouldn't. Resident Evil 6 has been proven Official Bad, as demonstrated by the fact that some people on Metacritic said so. In fact, if you discount all the positive reviews, a damning 100% of all reviewers HATED the game and wants it go GO AWAY VERY QUICKLY FOREVER. We can't afford to just ignore those kind of diabolical statistics, guys.  Ninja Theory, meanwhile, has only ever produced successful masterpieces. If we apply the same standards we applied to Resident Evil 6, Heavenly Sword currently stands at 100% on Metacritic, as does Enslaved: Odyssey to the West. Simple probability algorithms states in plain black-and-white that Ninja Theory is a better studio than any developer managed by Capcom. Again, don't get mad at me, I'm just reading off the unbiased facts.  The stats don't lie, and nor do I -- DmC is blatantly better than any other Devil May Cry. The new Dante is the best videogame character ever, and if you disagree, you're a dogfucker.
DmC > Devil May Cry photo
Proving superiority through SCIENCE
Ninja Theory's redesign of Dante in DmC: Devil May Cry is easily one of the most controversial overhauls in gaming history. Lengthy arguments have been made, explicitly detailing why the new Dante is such a bad character, and...

DmC: Devil May Cry's pre-order bonuses detailed

Oct 09 // Hamza CTZ Aziz
[embed]236321:45358[/embed] [embed]236321:45359[/embed]

You ready for some exciting weapon skins that don't really do much other than change how things look?! Well that's what Capcom is offering for those that pre-order DmC.  Pre-order at Amazon and you'll get the bone theme...


Hideki Kamiya on DmC questions: 'GET THE F*CK OFF'

Platinum Games director wants the fans to step off
Oct 02
// Jim Sterling
Hideki Kamiya is a man responsible for a lot of Capcom's success, being influential in the creation of Resident Evil and Devil May Cry. His work as director for that latter game, however, seems to have caused him to go ballis...

What gamers say about DmC: Devil May Cry's latest trailer

So much tasty rage
Sep 23
// Jim Sterling
DmC: Devil May Cry is easily one of the most controversial releases in a good long time. Although a large section of the fanbase has been slowly won over by Capcom and Ninja Theory's promotion, there is still a highly dedicat...

The DTOID Show: Halo, Revengeance, Half Life 3, & DmC

Sep 21
// Max Scoville
Hey everybody! I'm back from my travels in the far east to host another fine episode of The Destructoid Show. Today we talk about a random rumor about Half Life 3 being open world, Tara runs down what's new in Halo 4, Metal G...

TGS: DmC: Devil May Cry gets an unpopular trailer

It's got a lot of fisting in it though
Sep 20
// Jim Sterling
The above trailer currently has 609 dislikes compared to 370 likes on Youtube. Something tells me that, two years later, people are still sore. That DmC just can't catch a break with fans.  I'm still pretty pumped, myse...

gamescom: Here's what Vergil looks like in DmC

Aug 18
// Dale North
Capcom has shared some images that show what Vergil will look like in DmC: Devil May Cry. Above you'll find a render of his actual character, and in our gallery you'll find a cool artwork piece.  All you'll get now is a ...

gamescom: DmC: Devil May Cry keeps on getting better

Aug 17 // Dale North
I'm not here to preview DmC again for you, but I am here to tell you that it's even better than the last time I played it. I immediately noticed that they've tuned the timing for the combat. Attacks rolled off the fingers much faster than ever before; it's much faster now. Of course, this being the beginning of the demo stage, I was just swinging and shooting into nothingness, but when I was finally able to connect with enemies, combat felt really nice. Again, it's super fast, and impressively tight. Mind you, I had no beef before. It's just way better now.  This demo build let me play with Dante's demonic gauntlets, called Eryx. They were armed opposite the super-juggle-y angelic scythe, Osiris. Together they made quite a pair in normal combat, though later in the stage some larger enemies would only take damage from one or the other (demonic or angelic), which forced me to break them up.  Even alone, Eryx is a lot of fun. The gauntlets mix up the combat flow a bit as they hit a bit slower, though also a bit harder. What's great is that the attack buttons can be held down to charge, and then released to send a punch or uppercut. Charging an uppercut to a fiery maximum and having it land takes a long time, but it was always a thrill. To jump overhead, charge, and land with a downward punch feels incredibly powerful. You can almost feel enemies' innards shatter when you connect. The platforming elements of DmC have also improved. One of my only real concerns was how unforgiving past builds were in trying to get around in some of the more demanding platforming segments. Of course, some of this was user error, as DmC has you using grappling hooks, moving platforms and mid-air dashes alongside standard running and jumping to get around. They're not making it easy on you, and that's fine, but I did question some of the timing and feel in the controls.  It seems better now. A new stage I played in this build was set in an area made of broken, upside down bridges that Dante had to work his way through. Jumps and double jumps were sufficient only for the first few platforms. After this, his grappling hook was required. Platforms farther out require all that Dante can give, which means that he'll have to run to the end of a platform, double jump for as much distance as possible, and then use a mid-air dash called an Angel Boost to close the gap. The feel of coming off from a double jump into a boost feels more reliable now. I still fell to my death a few times, but I'm not blaming the game in these cases.  I really dig some of the platform play I saw in this stage that has you using the grappling hook to pull yourself toward an object and then Angel Boosting through a portal to get across longer distances. Again, this just feels good. It looks really cool, too. With all the jumping, boosting, flying, falling and other types of platforming, this stage really had me in a place where I was physically leaning back and forth, as if my shifting would have me just making the next jump. When you have the physical feeling of catching yourself from just barely making it across a gap in a game, you know you're really into it.  One last note. This demo gave the first hint of this new Dante showing compassion. I won't ruin the story for you (mostly because I don't have the full scope of it), but in everything I've seen up until now has shown him being an asshole. For the first time, in this demo, he shows some caring towards suffering people. Interesting stuff for sure. I'll echo what both Jim and I have said earlier once more. If you've somehow decided that you don't like this reboot, or that you cannot stand this new Dante, still, you're missing out if you don't at least try it. It may not be what you're used to, but you shouldn't write it off just for that. I think Ninja Theory has something special here, and I can't wait to play more. 

Being one that writes about games for a living, I'm in a rare position that has me playing some games as they're being made, letting me sort of follow its development along the way. Ninja Theory's upcoming DmC: Devil May Cry ...

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