*Xbox 360 version tested*
The seething internet rage over My Chemical Dante was embarrassing. Though I admit, I was more in the line of the silent minority that collectively shook their head and face-palmed in derision at how Capcom decided to outsource one of their fan favourite franchises to Ninja Theory, who to be honest haven't put out any bad games, just nothing in decent in terms of combat technicality of the Devil May Cry series (I'm purposely leaving out DMC2) as DMC3 is still seen as the pinnacle of 3rd person action genre, with Bayonetta definitely up there.
Not only that, the staple of the series as been 60fps and with the shift to a different developer, that would also change to 30fps... "say wuut?!" yes, more fan-boy rattle throwing ensues...
Though with the various trailers showing off the combat mechanics and playing the demo upteenth times, my view has changed. Now having played a large slice of the game, my personal grievances have been somewhat allayed.
So here we are, Devil May Cry, with its distinct slightly comical/ camp one liner edge is still there, but more in the tone of a dead pan british comedian, rather than over-cheesed Americana. There's some nods and references the games of old which you'll pick up on if you've played the series enough.
Story
Well, it kind of glossed over me.
There's real world, there's 'Limbo' you fight demons, and Mundus apparently.
Many will know that the series has never been one for serious storylines, as DMC's ending had Dante escaping an exploding castle via a Bi-plane... C'mon, everyone saw that coming! However Ninja Theory are doing away with throwaway plotlines in favour of a more thoughtful telling of the Sparda sons genesis and how they came to be.
Really, they shouldn't have tried. DMC is best with dodgy videogame scriptwriting from the year 2000.
Combat
Now, how well does this inferior 30fps hold up? well, not bad. It's certainly Ninja Theory's better attempt at making a combat game.
With weapon changing relegated to the D-Pad now (instead of the shoulder triggers from prior DMC games) it can be a little awkward trying for flash combos on the fly.
There's a few button changes series veterans will notice. The move 'high rise' (launcher) has been given it's own button (B/ Circle) and to do 'Stinger' (before it was R1 + towards opponent + Y/ Triangle) has been given the command towards > towards + Y/ Triangle. Along with that the Left and Right triggers are weapon modifiers, as holding one trigger will either bring up a different weapon. Left trigger (Angel) is the quicker/ lighter damage, and the Right trigger (devil) is slower more powerful. What also made the series popular is the 'styles' Dante could use, such as 'Gunslinger' and the godlike 'Royal Guard'. Unfortunately, they're gone
Regular string ground combos do seem to follow a set path.
Mainly:
Combo #1: Y, Y, Y, Y
or
Combo #2: Y, Y (pause) Y, Y, Y
Air combos work similar.
Now, with combo #2, you can for the second string after the (pause) hold the Angel or Devil weapon modifier to continue. Likewise, you can start the combo with either Angel/ Devil weapon, and finish off with Rebelllion, or start with Devil and end with Angel. Of course you can experiment with say for example: Y, Y > stinger > launcher > whatever.
Much like DMC3, the enemies (from what I played) seem to only attack when in view on camera (which would help having off-screen projectile annoyances) though I need to test this more.
The one disappointment has been some of the eccentric boss designs the series has been known for. By my count there's only
littered throughout the 20 chapters. And speaking of stages, they seem to be quite linear with little deviation (much like before) though take a little stroll down a side alley and you'll hit upon a locked door which in turn completing it's little side mission, will grant you with a segment of health/ Devil Trigger pickup. You know the score.
Whilst there' no QTE events e.g. Asuras Wrath, you could construe that using the 'Angel Lift/ Devil Grab' at certain junctures could be seen as QTE-ish. But mainly they're used in free flowing action and don't pop up requiring split second reactions.
A couple things I do miss, is the enemy targetting, as sometimes the camera can get a bit too close to the action. Also I miss the taunt button.
Graphics
There's some things that are jarring such as a muted colour pallette (which seems to come with the territory with Unreal Engine) and the lack of anything that jumps out at being really unique. In terms of stages, I feel there's a bit too much platforming/ Angel Lift & Devil Grab segments to be enjoyable enough. Just my opinion. Aesthetics wise, it depends on how much you like the look of 'Limbo' with it's mass of floaty rock platforms with Onyx effects. Though stage #14 is quite lovely, with a nod to
. But other than that, it's business as usual for otherworld stage design 101.
With regards to character design, well, it's already been well documented, but the 'reboot' Dante is serviceable. The supporting cast (bar Vergil) is somewhat forgettable.
Same goes for enemy designs, which are nothing too special. Most displaying some sort of blank mannequin cross breeded with organic mess.
Final Thoughts
Now, as long as you have lowball expectations, you might be pleasantly suprised. Just don't go into the game hating it, and you might like it. Yes, they might've destroyed the Dante you love, but at least give the game a chance as it's not that bad.
Just better than average.
The seething internet rage over My Chemical Dante was embarrassing. Though I admit, I was more in the line of the silent minority that collectively shook their head and face-palmed in derision at how Capcom decided to outsource one of their fan favourite franchises to Ninja Theory, who to be honest haven't put out any bad games, just nothing in decent in terms of combat technicality of the Devil May Cry series (I'm purposely leaving out DMC2) as DMC3 is still seen as the pinnacle of 3rd person action genre, with Bayonetta definitely up there.
Not only that, the staple of the series as been 60fps and with the shift to a different developer, that would also change to 30fps... "say wuut?!" yes, more fan-boy rattle throwing ensues...
Though with the various trailers showing off the combat mechanics and playing the demo upteenth times, my view has changed. Now having played a large slice of the game, my personal grievances have been somewhat allayed.
So here we are, Devil May Cry, with its distinct slightly comical/ camp one liner edge is still there, but more in the tone of a dead pan british comedian, rather than over-cheesed Americana. There's some nods and references the games of old which you'll pick up on if you've played the series enough.
Story
Well, it kind of glossed over me.
There's real world, there's 'Limbo' you fight demons, and Mundus apparently.
Many will know that the series has never been one for serious storylines, as DMC's ending had Dante escaping an exploding castle via a Bi-plane... C'mon, everyone saw that coming! However Ninja Theory are doing away with throwaway plotlines in favour of a more thoughtful telling of the Sparda sons genesis and how they came to be.
Really, they shouldn't have tried. DMC is best with dodgy videogame scriptwriting from the year 2000.
Combat
Now, how well does this inferior 30fps hold up? well, not bad. It's certainly Ninja Theory's better attempt at making a combat game.
With weapon changing relegated to the D-Pad now (instead of the shoulder triggers from prior DMC games) it can be a little awkward trying for flash combos on the fly.
There's a few button changes series veterans will notice. The move 'high rise' (launcher) has been given it's own button (B/ Circle) and to do 'Stinger' (before it was R1 + towards opponent + Y/ Triangle) has been given the command towards > towards + Y/ Triangle. Along with that the Left and Right triggers are weapon modifiers, as holding one trigger will either bring up a different weapon. Left trigger (Angel) is the quicker/ lighter damage, and the Right trigger (devil) is slower more powerful. What also made the series popular is the 'styles' Dante could use, such as 'Gunslinger' and the godlike 'Royal Guard'. Unfortunately, they're gone
Regular string ground combos do seem to follow a set path.
Mainly:
Combo #1: Y, Y, Y, Y
or
Combo #2: Y, Y (pause) Y, Y, Y
Air combos work similar.
Now, with combo #2, you can for the second string after the (pause) hold the Angel or Devil weapon modifier to continue. Likewise, you can start the combo with either Angel/ Devil weapon, and finish off with Rebelllion, or start with Devil and end with Angel. Of course you can experiment with say for example: Y, Y > stinger > launcher > whatever.
Much like DMC3, the enemies (from what I played) seem to only attack when in view on camera (which would help having off-screen projectile annoyances) though I need to test this more.
The one disappointment has been some of the eccentric boss designs the series has been known for. By my count there's only
littered throughout the 20 chapters. And speaking of stages, they seem to be quite linear with little deviation (much like before) though take a little stroll down a side alley and you'll hit upon a locked door which in turn completing it's little side mission, will grant you with a segment of health/ Devil Trigger pickup. You know the score.
Whilst there' no QTE events e.g. Asuras Wrath, you could construe that using the 'Angel Lift/ Devil Grab' at certain junctures could be seen as QTE-ish. But mainly they're used in free flowing action and don't pop up requiring split second reactions.
A couple things I do miss, is the enemy targetting, as sometimes the camera can get a bit too close to the action. Also I miss the taunt button.
Graphics
There's some things that are jarring such as a muted colour pallette (which seems to come with the territory with Unreal Engine) and the lack of anything that jumps out at being really unique. In terms of stages, I feel there's a bit too much platforming/ Angel Lift & Devil Grab segments to be enjoyable enough. Just my opinion. Aesthetics wise, it depends on how much you like the look of 'Limbo' with it's mass of floaty rock platforms with Onyx effects. Though stage #14 is quite lovely, with a nod to
. But other than that, it's business as usual for otherworld stage design 101.
With regards to character design, well, it's already been well documented, but the 'reboot' Dante is serviceable. The supporting cast (bar Vergil) is somewhat forgettable.
Same goes for enemy designs, which are nothing too special. Most displaying some sort of blank mannequin cross breeded with organic mess.
Final Thoughts
Now, as long as you have lowball expectations, you might be pleasantly suprised. Just don't go into the game hating it, and you might like it. Yes, they might've destroyed the Dante you love, but at least give the game a chance as it's not that bad.
Just better than average.
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