Finishing this game actually burnt out
the pleasure centres of our brains. We’re
unable to enjoy anything else in life now
and instead spend our time wallowing
in misery.
SCORE
15/JAN/08
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DEVIL MAY CRY 4 COMMENTARY VIDEO
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When Devil May Cry first
appeared on the scene in
2001 it arrived bearing a
truckload of admirable qualities. From its
excellent gun and sword combo system
to its stunning bosses and ranked level
breakdowns, which loved telling you
how rubbish you are for not finishing
the mission in 0.2 of a second in a
flurry of 1,000 hit combos. It managed
to achieve an elusive balance between
being both satisfyingly traditional, while
at the same time was charged with
perfectly pitched levels of intoxicating,
stylish action. Strangely, and most likely
due to a change of developer, its sequel
was, well, how can we put this? Utter
pants. But with DMC 3 learning a great
deal from DMC 2’s failures, all was
right with the world again and another
wonderful Devil May Cry game landed
in our laps, the trilogy becoming a bit
like a sh*t sandwich. With really nice
bread. Devil May Cry 4 has a lot to live
up to – so is it the even numbers that
are cursed, or does Devil May Cry 4
buck the trend?
The Devil May Cry series has long
defined what it means to be tall,
stylish and as camp as a Christmas tree
– its effeminate hero ensuring that the
player experiences the double-edged
sword of being both the best in the
business at kicking demon arse, while
also knowing how it feels to look like
a trainee hairdresser. But wait! For the
first time in the series since its debut,
you have a whole new persona with
which to stylishly dispatch the awaiting
hellspawn. It’s just as well really (sarcasm
mode engaged), because we were all
getting rather fed up of controlling the
same tall, poofy, snow-white coiffured,
sword and gun wielding ponce in a red
jacket, so luckily, along comes Nero; a
tall, poofy, snow-white coiffured, sword
and gun wielding ponce in a red jacket.
But Nero has an extra trick up his
sleeve in the form of his cannily named
Devil Arm. Now, we could sit here and
accuse Capcom of getting lazy at this
point, with both its near-identical new
hero and its decision to name his new weapon by taking a leaf from the guys
responsible for naming the anteater,
but to be honest, so much of DMC 4
is so damn fabulous that such petty
criticism is ill-advised. Besides, we’ll get
into more petty criticism later on, but in
the meantime, the Devil Arm basically
boils down to the ability to grab your
enemies and toss them liberally about
the environment, or, in the case of
heavier enemies, to use them as an
anchor point to throw yourself around
and attack from the rear. Nero can also
use it to latch onto specific parts of the
environment in order to either gain the
upper hand in battle, or to get to high,
previously unreachable locations. It’s a
mechanic that feels incredibly intuitive
and activating the Devil Arm becomes
second nature in a fight, more often
than not, just to see what happens.
So there’s this organisation of religious
nutters, right? Nero is a disciple of this
bizarre faith, in which their elderly leader
wants to become a god. Nero is put
on the tail of Dante with the mandate
to duff him over, by Credo, a sort of
general of this religious organisation’s
army. Credo’s sister, Kyrie (conspicuously
pronounced Key-rye-ay), is Nero’s main
crush, but she’s too busy singing Ave
Maria to crazy Japanese-cum-English
lyrics to give him the time of day. Then
there’s this German-sounding chap
who’s sort of a mad scientist with a
stutter and inconceivably big and shiny
lips. He spends his time crossing human
souls with demon ones in a series of
bizarre experiments which have made
him, Credo and the big boss into
powerful… erm… bosses. If all of this
sounds utterly bonkers, don’t worry
because simply put, it is! To be honest,
the plot is barely understandable by a
Western audience, but is no doubt exactly the kind of thing that’s likely to
go down a storm in its native Japan.
Somehow though, Devil May Cry 4
manages to provide more charm than
outward frustration at its nonsensical
narrative. All you really need to know is
that it allows for some breathtakingly
cool cut-scenes, which, as in previous
instalments in the series, are told through
the use of the in-game engine. And, it
will have you playing as both Nero and
Dante for equal portions of the game.
Job’s a good-un.
Even by the standards of previous
outings for the series, the bosses of
Devil May Cry 4 are a sight to behold.
Usually eschewing the hackneyed ‘hit
weak point at right time’ approach to
boss combat, Devil May Cry 4 instead
gives you free run to knock ten bells out
of each of these behemoths in whatever
manner you think best. And we have to
give even further credit to Capcom for
proving that you don’t need any quicktime
events to make the player feel damn
cool when making mincemeat out of your foes. Quick-time events truly are the
curse of modern gaming and believe it
or not, finding an action-adventure title
that doesn’t actually use them is a very
rare thing these days. However, that
rarity is tenfold when you are executing
cinematic takedowns using only the
battle mechanics at hand, while still
managing to look cooler than Kratos.
In an industry in which we’re all looking
for the next big thing – awaiting
innovation from developers to push
gameplay further and further into new
territory, it almost feels odd to love DMC
4 for being pretty much the antithesis of
this rationale. Although staples such as
finding the red key to open the red door
have been disguised by acquiring certain
powers to proceed, these old-school
mechanics are there for all to see, even
with ancient concepts, such as saving the
girl from the cackling bad guy, brazenly
in place, yet showing none of their age.
Also, boundaries that appear until you
vanquish all of the enemies in a particular
area don’t, as you might think, act as a
source of frustration. Instead they push
the buttons of the completionist inside
all of us, the one that gains just enough
satisfaction out of knowing that we
haven’t left any stone unturned.
It’s a game world that revels in its own
traditionalist perfection, encouraging the
player to explore, while at the same time
managing to keep them tightly focused
on the job at hand. And while the reuse
of many of the game’s locations
may seem lazy to some, instead it’s
simply a more Metroid-like approach
in which you’ll find yourself not being
able to get past a certain obstacle, but
later acquiring a power that makes the
association between ability and impasse
immediately click. The game itself, as well
as being split into the usual structure of
20 or so bite-sized missions, is also split
into two very distinct halves. For the first
ten missions or so, you’ll be controlling Nero, but then, something happens to
him and you’ll be forced to take on the
role of franchise favourite, Dante.
It really is a credit to Capcom that each
of these ostensibly identical characters
plays so differently. Initially, on taking
control of Dante for the first time, the
sudden lack of Devil Arm almost gives
you a kind of ghost-pain that’s normally
associated with a missing limb. But,
where the Devil Arm once made its
home on the B-button, Dante has other
tricks up his demonic sleeve.
Previous generations of the series
have followed a pretty similar path in
terms of weapons and upgrades, usually
introducing a new weapon or two
halfway through the game. The problem
there is that usually by that point, you’ve
spent so many of your souls (the upgrade
currency gained from vanquishing
enemies) on the sword and gun that you
started with, that beginning the whole
upgrade process on a new weapon from
scratch, rather than further increasing
the power of your default arsenal, usually
failed to appeal. Forcing the player to
take control of another character halfway
through the game is actually a pretty
subtle way in which to get around the
problem. It entices you to begin the
upgrade process again from scratch, but
carries over all of the souls you collected
using Nero to re-allocate afresh. And,
where previously we’d get the odd extra
weapon thrown at us, DMC 4 simply
inundates you with them from this
moment forth. And oh, what weapons.
To name but a couple, how would sir
like to try these? Gilgamesh is a sort of armoured kung fu suit, incorporating
spiked iron fists, spiked iron boots and
a metal mask that, to be honest, makes
Dante look so good, you’re going to let
some wee come out when you see it in
action. Our favourite by far, though, has
to be Pandora, the demon suitcase. The
first time you get to use it, you’ll wonder
what the hell you’re supposed to do with
a damn suitcase, but one cut-scene later
and you’re going to be gagging to try it
out. It’s basically a gun, but that doesn’t
even begin to describe its awesomeness.
We don’t want to spoil it for you though,
just get yourself to mission 12 and have
a look-see.
Visually, we can honestly say that Devil
May Cry 4 is one of the best-looking
titles on the Xbox 360 to date. Big
words, we know, but its visuals show
a finesse in animation, character, and
artistic design that opens holes in much
of the competition. All of the characters
are brilliantly realised, while the
environments are rich both in depth and
detail, providing an all-round visual treat.
So, finally, let’s get on to the petty
niggles. Before we do, though, we’d like
to point out that when reviewing any
game, if there are issues that need to be
mentioned, each has to have a degree of
scale. The following are extremely minor
and while none do enough to spoil the
game in any way, they are nevertheless
worthy of mention. For starters, the
soundtrack. One could say that Japanese games simply have a different cultural
compass, and that would be entirely fair
comment, but in this game, every fight
is accompanied by the same, pumping
J-metal track. In previous iterations of
the franchise, this was also the case,
but we guess it's just not our cup of
tea. It’s easy for the player to forget
that they are listening to the same tune
over and over without lyrical content, but when you constantly have a gravelly
death-metal voice shouting “the time
has come and so have I” into your ear,
it eventually starts to grate. Luckily, you
can switch the music off, but taking this
road is at the cost of a certain degree
of atmosphere during the stages of the
game in which you’re not fighting.
The camera system on offer is a
strange hybrid of player control for large,
open areas and fixed or AI-controlled
in more enclosed corridors. No camera
system is perfect, but you’ll sometimes
find yourself getting your arse kicked by
off-screen enemies and when getting
from A to B, pushing the stick to move
to the next screen will sometimes be
hampered by the camera angle doing
a complete 180, with you suddenly
finding yourself moving in the wrong
direction. Finally, the game takes delight
on making sure that you’re not entirely
sure if you’re going the right way; this
is something that’s going to rile some
people, but our point of view is that if
you don’t like mazes, don’t play games
that employ them.
Like we say, though, these issues are
minor and will do nothing to ruin your
enjoyment of what we can honestly say,
is the best DMC yet. Satisfying, cool, and
damn good fun.
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson