[HEADING=1]DmC: Devil May Cry[/HEADING]
Due to the Tesco in my area selling the game before the release date, I managed to get DmC 3 days early. Having played the thing from start to finish on "Nephilim" difficulty (One up from normal, but to Devil May Cry players, it may as well be called easy), I can tell you that overall, I'm quite impressed. Don't get me wrong, I have my gripes but as a complete package, the thing works. Without running around for collectibles or forcing myself to get a SSS rank on every mission got through the 20 mission campaign in about 12 hours. The game does a good job of introducing new gameplay elements over time and by the 10th mission the difficulty spikes quite harshly. Now we've got the little introductory crap out of the way, let's get into the details.
Graphics/Art Design/Environments
Yes. Just yes. This game is beautiful. Almost all of the missions have their own colour pallet are extremely varied. For those who got pissed off with "Devil May Cry 4's" lazy copy-paste effort, consider this a huge point in favour of "DmC: Devil May Cry". I can't stress enough how good this game looks, and the PC version will blow the consoles out of the water in this department. However, with this game being developed on the Unreal Engine, there are a few recognizable issues. Some textures look like total arse, that is, if they decide to appear at all. Texture-popping is semi-frequent and shadows can be extremely choppy. If you've been following this game even remotely closely, you'll have seen some of the fantastic concept art floating around. For those who haven't, here are some screenshots and concept art.
Story
It's good. Not fantastic or particularly memorable, but interesting enough that you keep playing. Ninja Theory's focus on character development means that you won't be just skipping cutscenes to get to the next fight. At least, I would hope you didn't skip them on your first run through. While I appreciate the white-haired 'camp as the rainbow' Dante as much as any Devil May Cry fan, Ninja Theory's Dante is fun to watch in a different kind of way. He starts out as a totally unlikable, misanthropic and selfish bellend, living in a dirty-ass trailer & refusing any help he is handed, but becomes something more akin to the Dante we all used to know. There's something very "Hero's Journey" about this iteration of Dante. I'm going to deal with this issue now though...the dialogue is really annoying. I have no problem with the use of expletives in fiction, but this game overdoes it for the sake of overdoing it. No, I'm not referring to this:
While that video is the worst it gets in the game, it doesn't stop throughout. Only once did I find the use of swearing necessary, but also hilarious. A recurring enemy that you never manage to kill appears again in one of the later missions, blocking your path when speed is necessary, to which Dante says "Oh, fuck off!". Couldn't have put it better myself. If you wish to read on about the final mission of the game, do so at your own risk. I'm including this section for those who have most likely already spoiled things for themselves by reading leaked achievement lists and so on.
Gameplay
This is what you're all really concerned about, isn't it? I'm not going to sugarcoat it. DmC: Devil May Cry is a quite a step down from previous entries. The majority of the game's boss fights fall flat, using cyclical attack patterns that can be learned quickly. The Succubus fight in particular is cakewalk, even on Son of Sparda difficulty. Many are concerned with the "lack" of weaponry in this iteration, but I can assure you that isn't a concern. With so many moves available to you and weapon-switching mapped to the D-PAD of your controller, having any more than 2 angel & demons weapons respectively would be extremely hard to wrap your head around. I mastered everything there was to know on the demo, and believe me I'm still confused at the moment. Another worry is the apparent lack of enemies on screen, which I can yet again debunk. In fact, it is only on the second mission that you are assaulted by a horde of Stygians (Oil Creatures).
This can cause a few clusterfuck issues when enemies above are launching bombs and you're trying to keep away from chainsaw-wielding monsters below. While running at a consistent 30 FPS, some moves feels very clunky. The 'Roulette Spin' for example has forced pauses between every collision. Make no mistake, it has been designed as such, I assume this was to make it easier for more casual players (after all, this reboot was about refreshing the franchise) to swap between moves mid-combo. The PC version looks as if it will eliminate most of these problems though, as the 60+ FPS capabilities make every move look smooth. Jump cancelling is a joke, and hardly contributes to your style. The mechanic simply exists for people like you and I to showboat with. I'd also like to put your minds at ease regarding the platforming. Combat comes thick and fast. Platforming is now your "in-between" part, whereas with previous entries you were rushing to the nearest Divinity Statue to by the 'Speed' skill and make it to the next battle. While only having two platforming options (Angel and Demon grapples), they are designed in a way that has you changing hooks mid-platform to get where you need to go. This, coupled with environmental factors make for an engaging and somewhat challenging little distraction. My apologies for how poorly structured this section is, but there is just so much to cover.
The game is set to feature Bloody Palace mode as free post-release DLC, with the Vergil's Downfall DLC making its way to XBLA/Playstation Store in Q1 of this year. Of course, I'll have to wait a bit longer for that.
As I have no gameplay recorded myself, watch some of the press material and make up your own minds.
I hope this impromptu post of mine has been entertaining at least, if not informative. Feel free to make your thoughts about this reboot known on this thread, as I am probably in a good position to answer any questions you may have. Thanks for reading!
Due to the Tesco in my area selling the game before the release date, I managed to get DmC 3 days early. Having played the thing from start to finish on "Nephilim" difficulty (One up from normal, but to Devil May Cry players, it may as well be called easy), I can tell you that overall, I'm quite impressed. Don't get me wrong, I have my gripes but as a complete package, the thing works. Without running around for collectibles or forcing myself to get a SSS rank on every mission got through the 20 mission campaign in about 12 hours. The game does a good job of introducing new gameplay elements over time and by the 10th mission the difficulty spikes quite harshly. Now we've got the little introductory crap out of the way, let's get into the details.
Graphics/Art Design/Environments
Yes. Just yes. This game is beautiful. Almost all of the missions have their own colour pallet are extremely varied. For those who got pissed off with "Devil May Cry 4's" lazy copy-paste effort, consider this a huge point in favour of "DmC: Devil May Cry". I can't stress enough how good this game looks, and the PC version will blow the consoles out of the water in this department. However, with this game being developed on the Unreal Engine, there are a few recognizable issues. Some textures look like total arse, that is, if they decide to appear at all. Texture-popping is semi-frequent and shadows can be extremely choppy. If you've been following this game even remotely closely, you'll have seen some of the fantastic concept art floating around. For those who haven't, here are some screenshots and concept art.


Story
It's good. Not fantastic or particularly memorable, but interesting enough that you keep playing. Ninja Theory's focus on character development means that you won't be just skipping cutscenes to get to the next fight. At least, I would hope you didn't skip them on your first run through. While I appreciate the white-haired 'camp as the rainbow' Dante as much as any Devil May Cry fan, Ninja Theory's Dante is fun to watch in a different kind of way. He starts out as a totally unlikable, misanthropic and selfish bellend, living in a dirty-ass trailer & refusing any help he is handed, but becomes something more akin to the Dante we all used to know. There's something very "Hero's Journey" about this iteration of Dante. I'm going to deal with this issue now though...the dialogue is really annoying. I have no problem with the use of expletives in fiction, but this game overdoes it for the sake of overdoing it. No, I'm not referring to this:
Awful. Just awful.
While that video is the worst it gets in the game, it doesn't stop throughout. Only once did I find the use of swearing necessary, but also hilarious. A recurring enemy that you never manage to kill appears again in one of the later missions, blocking your path when speed is necessary, to which Dante says "Oh, fuck off!". Couldn't have put it better myself. If you wish to read on about the final mission of the game, do so at your own risk. I'm including this section for those who have most likely already spoiled things for themselves by reading leaked achievement lists and so on.
They didn't fuck Vergil up. He still has his same lust for power, only it is expressed in a way that this universe allows. After defeating Mundus, Vergil claims that the world is "ready for us to rule" ('us') meaning the Nephilim). He goes on to explain how humans are fragile and require protection. Obviously Dante (now having become the Dante we all used to like so damn much) thinks this is a bad idea, and their rivalry begins. My God, it is fantastic. Unlike in "Devil May Cry 3" where you're having badassery overload and can't contemplate anything other than kicking Vergil's ass, DmC: Devil May Cry is damn depressing. The whole game explores Dante & Vergil's relationship, making Vergil a likable character only to turn it on its head and force you to fight him. The whole encounter feels tense. It's cinematic in a way that doesn't deny you gameplay options, and it feels much more like a "duel" than it does in Devil May Cry 3. Neither Dante nor Vergil really want to deal the fatal blow.
Gameplay
This is what you're all really concerned about, isn't it? I'm not going to sugarcoat it. DmC: Devil May Cry is a quite a step down from previous entries. The majority of the game's boss fights fall flat, using cyclical attack patterns that can be learned quickly. The Succubus fight in particular is cakewalk, even on Son of Sparda difficulty. Many are concerned with the "lack" of weaponry in this iteration, but I can assure you that isn't a concern. With so many moves available to you and weapon-switching mapped to the D-PAD of your controller, having any more than 2 angel & demons weapons respectively would be extremely hard to wrap your head around. I mastered everything there was to know on the demo, and believe me I'm still confused at the moment. Another worry is the apparent lack of enemies on screen, which I can yet again debunk. In fact, it is only on the second mission that you are assaulted by a horde of Stygians (Oil Creatures).
This can cause a few clusterfuck issues when enemies above are launching bombs and you're trying to keep away from chainsaw-wielding monsters below. While running at a consistent 30 FPS, some moves feels very clunky. The 'Roulette Spin' for example has forced pauses between every collision. Make no mistake, it has been designed as such, I assume this was to make it easier for more casual players (after all, this reboot was about refreshing the franchise) to swap between moves mid-combo. The PC version looks as if it will eliminate most of these problems though, as the 60+ FPS capabilities make every move look smooth. Jump cancelling is a joke, and hardly contributes to your style. The mechanic simply exists for people like you and I to showboat with. I'd also like to put your minds at ease regarding the platforming. Combat comes thick and fast. Platforming is now your "in-between" part, whereas with previous entries you were rushing to the nearest Divinity Statue to by the 'Speed' skill and make it to the next battle. While only having two platforming options (Angel and Demon grapples), they are designed in a way that has you changing hooks mid-platform to get where you need to go. This, coupled with environmental factors make for an engaging and somewhat challenging little distraction. My apologies for how poorly structured this section is, but there is just so much to cover.
The game is set to feature Bloody Palace mode as free post-release DLC, with the Vergil's Downfall DLC making its way to XBLA/Playstation Store in Q1 of this year. Of course, I'll have to wait a bit longer for that.
As I have no gameplay recorded myself, watch some of the press material and make up your own minds.
I hope this impromptu post of mine has been entertaining at least, if not informative. Feel free to make your thoughts about this reboot known on this thread, as I am probably in a good position to answer any questions you may have. Thanks for reading!