Reviews from

in the past


i'd wager there are many who try to undertake a more fair critical analysis when writing about this game. for the sake of transparency, let's just say i can't. this isn't about a stringent inability to separate art from the artist, this is about my inability to separate art from its era.
- it is emblematic of a dark period in capcoms oeuvre, in which they repeatedly made awful creative and financial decisions in an attempt to both maximize revenue and appeal to western markets
- it is easily one of the most repugnant, misogynistic games ive ever played; it possesses some of the worst writing ive ever seen in a game while still supposedly aspiring to shakespearean greatness. none of its musings on society ever come together nor can it be enjoyed as a charming romp when so little of its characterization is either endearing or palatable
- the calvacade of capital G Gamers who were thoroughly unimpressed by this title inspired a desperate and petty form of tribalism from the likes of varying industry figures that continues to resurface to this day...
- ...which, inadvertently, largely reminds of a kind of rampant xenophobia that existed in the seventh generation of games, a quiet dismissal of anything japanese in the medium and a refusal to engage with their works on sincere grounds (look no further than the original niers critical admonishment). ninja theory felt completely comfortable disparaging and blaspheming the original franchise that they now held the keys to in an era where inescapable indie 'beloveds' like jonathan blow and phil fish rallied to antagonize an entire country's output to the medium
- ninja theory had zero right to patronize or criticize, by the way, given that itsuno had to babysit them to teach them anything at all about proper enemy design, combat design, and so on and so forth. their action game couldn't even be considered average until the release of the special edition
- honestly think the games environments look like dogshit, considering it's the one thing everyone is unanimous in praise of. 2000s movie poster type bullshit

a stark reminder of an awful time to be a participant in the medium and the sole reason i refuse to be accessory to ninja theory in any financial capacity. sacrilege if im being real. hilarious that dmc5 reconciles with this games western sensibilities to often brilliant effect by comparison

Play it in Spanish for the true experience

God bless Harmony Korine's DmC!!!!!!

Fashion Model Cole Mohr stars in a fascinating time capsule of the last dying gasp of the late 2000's misanthropic Hot Topic nu-metal scene that existed between the downfall of VH1 and the looming rise of ~ influencer culture ~ !!!!!!!! SKRILLEX IS MY LIFE and the CW's Supernatural RULES and iM noT a PaWn 2 MaSs mEdiA and vocally slut shaming Paris Hilton/the Kardashians and wanting them to Graphically Die is mega awesome and ok actually!!!! if this came out 3 years later it would have like a Swaggy Kpop Raver vibe and if it came out now it would probably just be Assassination Nation or Euphoria!!! it is a total reflection of such an era-specific "atrocious corporate content 4 edgy teenz" attitude and i LOVE THAT ABOUT IT as an anthropological artifact AND as like a bizarro world version of the original DMC series and its own dedication to (an also very strange concept of) sTyLE!!!!!! IMO this is a legitimately interesting, if kind of vomitous and inexcusable, piece of the cultural record because of how well it encapsulates all these puerile and venomous trends across SO many axes!! We need 2 maintain a historical record of our aesthetic crimes so as never 2 repeat them!!!!

also it's pretty decently put together and a totally solid action game!

As much as I have to begrudgingly thank this game for giving DMC5 certain ideas that would blossom into great mechanics, enemies, bosses, etc. later on, I also gotta say: fuck this game.

Just, outright. Think of any glaring problem with a game from the 7th gen - mechanically, in presentation, narratively, thematically, in interviews - and it's probably either in this game or is brought up in other reviews here. This isn't just a bad DMC game, but a bad game in general; the dated tone even for 2013, the lacking gameplay feel, the shallow (shallow =/= simple, this however happens to be both) general story, the honestly disgusting character writing, the tedious enemy and boss design, even the concept of Capcom asking Ninja Theory to make an "Americanized DMC" - even when DMC was one of their most distinctly "American" franchises to begin with - because DMC4 didn't make incredible bank (see: Resident Evil-level, since DMC4 sold 5mill which is not bad at all!). This is an absolute snapshot of what the medium was like back then, and it isn't a pretty one.

edit: okay this game's sole good aspect is the combichrist music, "what the fuck is wrong with you people" has been stuck in my head since I finished, but that is the ONE inch I will give this game and even then that song is not in the best place in game

This review contains spoilers

"Our Dante's going to be way cooler than Japanese Dante. Gay cowboys aren't cool. You know what is cool? Tyler Durden from Fight Club. He's so cool."
- Ninja Theory (slightly paraphrased)

This is an absolutely fascinating video game, in which most of the damage it dealt to the brand was not through any direct part of the game, but simply the way in which it was marketing leading up to release. You can actually kind of see within the game the way they tried to course correct and embrace the source material near the end, but the damage had already been done. Sad thing is, it's not entirely Ninja Theory's fault - Capcom were the ones pushing HARD for a "westernised Devil May Cry", in what was an uncomfortably racist era of gaming that came to a head with Capcom's own Keiji Inafune declaring "Japan is over" in 2012. It's rumoured Inafune himself was a big factor in rebooting DmC like this, among other properties. Whatever you think of the end result, it's a fascinating glimpse into what could've been what may have become the new normal for Devil May Cry, and similar IPs.

As for what I think? I think the game is kind of alright. I'd even say I liked it more than DMC4. That being said, I think I know which one I'd rather have seen a sequel to, and I'm glad I'm living in that timeline.

STORY

So, to call this the elephant in the room would be putting it lightly. The story is probably the biggest sore point (other than the marketing and PR) that led to the complete rejection of this by fans, and for good reason. While basic elements of the lore remain similar, many finer details are changed. Some of these feel like changes for the worse, such as how Dante and Vergil are now Demon/Angel hybrids as opposed to Demon/Human, and how only someone of that breed can kill the Demon God Mundus. It's lore as a structure to dictate the plot, as opposed to lore that gives flavour to the story. Perhaps I'm talking out of my ass, but changes like that aren't just "different", they're lesser.

As for the actual story and characters, it's a bit of a mess. Dante is a really cool guy, he swears, he has SEX with WOMEN and don't need no-one's help. He wears a British flag on his jacket because he's cool and anti-establishment - it almost reads like parody and I'm still not certain whether it is or not. If it is parody, the game sure forgets about it quickly. He's recruited to fight the demons by The Order (definition of a placeholder name that stuck), consisting of Kat, a young woman with a tortured past that is brought up once and never has any real meaning again, and their leader Vergil, who is gasp Dante's long lost and forgotten twin brother. I'm guessing Dante never read the Divine Comedy, I mean, he's just too cool to read. Vergil, who continues the trend of Vergil voice actors being former Power Rangers, is a mild guy, and essentially the polar opposite of Dante. Right down to being completely powerless and useless in almost every single cutscene in which he's placed in danger. As for the rest of The Order, uh, well...they consist of a bunch of nameless extras who are first seen being gunned down halfway through the game while Kat cries about them being her friends.

Let that set the tone for how this narrative is approached.

The Order opposes Mundus, who was an unfathomably powerful Demon God who can't be completely killed...at least, he was in Devil May Cry 1. In DmC, he's just a bald white guy. Sure, he's still technically a Demon God underneath, but here's the kicker - the setting of DmC is a world in which the demons have infiltrated, and have total control of. The news is all edited and has an intentionally biased narrative against Dante and co., cameras watch every street (and yes, all the cameras are secretly demons), and then there's the number one energy drink brand, which is secreted directly from a succubus demon and is described by Kat as "lobotomy in a can". Even the advertisements for the drink are one step away from literally saying "we're DEFINITELY NOT evil! Nope!".

If you take this aspect of the plot and take it at face value, this is a completely deranged far-right conspiracyshit rhetoric, and one that hit very close to home - literally, considering I live with someone who genuinely thinks exactly these things. Vergil is absolutely someone who complains about "wokeism" online.

Now, not to exclusively compare the story to the regular games, but one thing gets me here. While I like this perspective of "what if Devil May Cry, but more grounded and closer to home?", the main appeal of Devil May Cry is how larger-than-life everyone is. DMC3 sees the likely deaths of thousands off-screen, but it's all in the background because it's not about how demons are affected the regular, mundane world, but about Dante, his crazy style and near-indestrucability, and how he fights his equally outlandish opponents. DmC takes these fundamentals and creates a story where...everyone's JUST a guy. Dante's just the cool guy, cool like the guy from Fight Club. Vergil is literally a guy, all the way until the final couple of missions. Kat is just a normal girl who spends most of the game as either emotional support, in peril, or not there, but a big driving point is that she's just a human. DMC3 did that whole thing much better with Lady - that's not me wishing DmC was more like DMC, this is me wishing DmC was good.

Despite the effort to create this grounded world run by demons, nothing is ever explored. The game sprints from one target to the next, never taking much time to dwell on how the world is shaped by the secret invasion - except for in the energy drink factory, which was embarrassingly heavy-handed. You never get much of an impression of these villains before they're immediately thrown out of the picture. It feels as if a lot was cut from the story, and maybe there was. A particular sore point was during a scene that lives in infamy; while exchanging Lillith (who's carrying Mundus' child and future heir) for Kat (who had been captured earlier) on a bridge, Vergil suddenly aims his FAMAS and directly shoots the unborn child. The result enrages Mundus, leaving thousands likely dead from his outburst, and endangers Kat's life (as she was nowhere near making it back to Dante and Vergil at the time). Vergil justifies this with "having no choice" (killing the unborn child and triggering Mundus' outburst leaves him vulnerable) despite Dante's protests, and...that's it! No further discussion! Next we see them, they're buddied up and taking on Mundus' base of operations together! It's a glaring hole in an already shaky narrative - and Ninja Theory agreed, because the remaster 2 years later added an entire new cutscene addressing exactly this. So I can't help but wonder exactly how deep into the worldbuilding they could have gone.

The story comes to a dreadful conclusion - after Vergil finally does literally anything at all and helps Dante kill Mundus, he pulls the ultimate gotcha - he was secretly planning on usurping Mundus and ruling humanity all along. Now, it wasn't exactly an out of nowhere heel turn, but the way he suddenly ramps it up at the very end feels like a desperate attempt to shoehorn in a Dante vs Vergil boss fight for the sake of it, rather than wait for a sequel (or god forbid, flesh the story out better). It's not even a good fight! But more on that later.

While going over the story, I just realised I never mentioned Phineas. He's the only named person of colour in the game, and he's an imprisoned demon who gives Dante a fetch quest, exposits, and is referenced exactly once afterwards. Everyone else I can remember was white. Between this and the whole anti-Japan stuff...man, this was a horrible time for gaming, huh.

I didn't think I'd have this much to be saying about the story, so I apologise for going on so long about it. But what ties all these elements together is the writing itself. I'm not sure what's up here, but I've never seen a script in my life that's so utterly British without trying to be - but it's being read by people doing American accents. I assumed the voice cast was American, but turns out Vergil's VA is from New Zealand and Dante's is Australian. Do you have any idea how much better these clunkily written swearing tirades would sound if they had kept their native accents? Alas, the voicework is stiff and uncharismatic. It doesn't help that Dante's "cool" insults and quips (which are way too frequent) don't land, but they're read in such an awkward matter, as the American accent does not lend itself well to British speech patterns. Seriously, I've never heard an American use "smashing" as a synonym for "good". For "having sex with", perhaps, but I digress. Vergil's VA gives a mostly lifeless performance, as if warming up while reading the script, and the director went "Perfect! Next line!". Mundus sounds deeply tired, to which I relate, but it's not a terrible performance altogether.

I really don't mind the concepts here, and the direction of certain cutscenes perfectly matches the tone they were aiming for, but it fails to total the sum of its own parts, either from neglect or whatever other excuse it could be. And one last little note about the story; throwing in a direct jab at the original games (A white wig lands on Dante's head, perfectly mimicing OG Dante's hair. He sees his reflection and discards it, claiming "not in a million years".) is a really, really dangerous way to start your story after the PR stuff. It's a cheeky jab that ends up being a brick joke, as Dante's devil trigger turns his jacket red and hair white, which later becomes his default look at the very end of the game. There's genuine appreciation for the original in there, but between Capcom's mandates and whatever the hell was up with the legendary "Dante is" conference, no wonder nobody stuck around to find out.

GAMEPLAY

Gameplay is what people mainly come to DMC for - not to downplay the story, but it was clear DmC put far more stock into its story than the classic DMCs. That said, it didn't entirely slack in the gameplay department either.

COMBAT

But hold your horses, don't praise Ninja Theory just yet. Their prior games are notorious for poor combat, so it was no surprise that Hideaki Itsuno, Mr. Devil May Cry himself, had to swoop in with a team of Capcom's finest and salvage the combat into something resembling the series. Dante still wields Rebellion, and swings are responsive. The moveset is expanded not through red orbs or the weird pride souls of DMC4, but a new skill point system earned for getting a certain amount of experience from kills and finishing levels. Its a decent system for unlocks, and you'll have most of each weapons' moveset unlocked by the end. For each weapon, Y is a light attack, and B is a heavy. A is jump, while X is a bit of a wildcard. While it's typically assigned to your firearm of choice, things get crazier when demon/angel mode are introduced.

By the end of the first third, Dante will have access to Demon and Angel mode, and a respective new weapon for each. Accessing these modes is achieved by holding Left Trigger for Angel mode, and Right Trigger for Demon mode. This changes Rebellion for one of the two weapons of each types you unlock over the course of the game, and can be switched between with the D-Pad. Angel weapons hit weaker and faster, with a wide range suited to crowd control. Demon weapons, meanwhile, are slower and heavier, and reward precise timing. It's a pretty clearly laid out system, if sacrificing the more personal feel for weapons in traditional DMC games. That being said, having to hold down the corresponding trigger whenever you want to use the weapon felt a little disorientating. This only gets more complicated when the grapple hook is factored in.

Early on in the game, Dante gets a grapple hook, clearly inspired by Nero's stretchy arm from DMC4. Functionally, it serves a similar purpose - pull enemies around, and grapple to parts of the level. Implementation, though, was not exactly great. As far as combat goes, what grappling does depends on which trigger you hold. It replaces the firearms button, and if used in Angel mode, it pulls you towards the enemy - the reverse is true for Demon mode. So you really need to think about which type of grapple you want to use - want to grapple towards the enemy to deliver an uppercut with Eryx? You've gotta switch triggers crazy fast. Other than the awkward trigger shifting, it's fun to use in combat, but, well, I'll get into the rest when I discuss level design.

One last thing about the combat is using the bumpers for a quick dodge. DMC traditionally either lacks this, or locks it behind a specific style. So to have this ability always available ...takes virtually all the challenge out of the combat. As soon as you nail how to dodge every attack, you'll never get hit enough for it to matter (and there are plenty of measures even if you get in danger). You can even combine it with the triggers to trigger effects like slowdown when executing a perfect dodge, Bayonetta-style. It's a fun addition, but completely overpowered.

One last thing to note is Devil Trigger - when activated, it causes Dante to regen health for the duration, and immediately suspends all non-boss enemies in mid-air, taking increased damage from aerial combos. I found this utterly bizarre and used it more for the health regen than for killing enemies, as I never saw the need to have to kill enemies by entirely taking away their abilities to fight back.

Overall the combat is fine, it's fun even, but the enemy quality leaves little in the way of variety to how you approach fighting them, and having so many crazy abilities at your disposal without restrictions leaves it feeling like a pale imitation of what Devil May Cry combat really means. Sure, it holds up on its own, but it's not as satisfying. I mainly used Eryx because the long wind-up versus the massive damage felt the most rewarding of all the weapons. If nothing else, they nailed how DMCs gauntlet weapons traditionally feel.

LEVEL DESIGN

As for level design, well. Let's push aside the visuals for later, and talk purely about how they're arranged as areas for the player to traverse. In a word? Thoughtless. Every now and then there may be a decent gimmick, but it's mostly corridor after empty corridor. Sometimes there are hidden paths that lead to collectables, but it's mostly just basic areas that offer no interesting terrain or hazards. I'd say the highlight is right near the start of the game, where there's an amusement park ride that you can uppercut demons into, and later on where there's a passing train that serves the same purpose.

Things become more depressingly repetitive once the grapple is unlocked; now, half of the mundane corridors are replaced with what are essentially quick-time events where Dante grapples from point to point, often switching between the Demon and Angel modes mid-swing. Fun the first time? Sure. How about the tenth? Fiftieth? Two hundred and seventy sixth? Boss fights aren't safe from overuse of the grapple either. I'm pretty sure I ended up using it more than any other weapon, through mandatory platforming alone. Certain ENTIRE LEVELS are just extended quick-time events that blend cutscenes with constant grappling, all the way to the end screen. Come to think of it, this might be the first Devil May Cry game to NOT stop you from throwing yourself into a bottomless pit - previous games always had an invisible wall against any ledge that doesn't lead to another area. This time, you can (and probably will) fall during combat, at the cost of a small chunk of health. It's not a big deal, but it felt a bit annoying when arenas contain such bottomless pits.

Also, remember puzzles? Yeah, there's like...one in the entire game, and not a hard one by any stretch. I see where they were coming from, gamers HATE puzzles, but including a single one feels weird, like it's almost a cheeky reference and not something actually thought out. The REAL challenge is finding those collectables - lost souls that give red orbs, secret doors that lead to secret levels that reward Dante with a health upgrade...and the keys to unlock those hidden doors with, because that's what the game needed. Extra busywork for the things that are already hidden to begin with. Finding them would provide the game with much needed replay value - WOULD. Instead it doesn't - these things are typically hidden at a point where the path branches. However, the instant you unknowingly head down the path that leads to the next part of the level and NOT the collectible, the path will almost immediately be blocked off for the rest of the level. There are these untelegraphed points of no return absolutely everywhere, and it sucks the fun out of hunting for these secrets.

BOSSES

Bosses in DMC came in two flavours - Epic, or What the Fuck Am I Doing With My Life. DmC has but a single flavour; "cinematic". You're basically asked to hit the glowing weakspot over and over, until you can trigger a cutscene that deals the REAL damage. People seem to really praise some of the bosses here for reasons I cannot entirely comprehend. Chief among them is Bob Bargas, the demon in charge of the Fake News. Now, his fight is visually great and all, but like...it's not good?? He simply spews parkour challenges out while you manoeuvre around to the glowing weak spot and get 10 seconds to spam Rebellion before the pattern repeats. This is occasionally broken up by having to wait through a horde of basic mooks while unskippable dialogue plays out. This is actually a common problem with the bosses of this game - segments where you basically have to wait through a segment that you can't deal damage in, that takes little to no skill to get through - simply stalling for time and padding the fight.

I think that actually sums up my main issue with the game design here - it's built like a rollercoaster. Sure, all the scripted sequences will get you the first time, and it'll seem like a blast when you don't know what's coming, but it'll turn into annoying and unskippable padding on future playthroughs.

VISUALS

I finally get to talk about a part of the game that I actually, genuinely like. This game looks fucking sick. You've got all the grimy urban locales, and as basic as they are they fit the vibe of the game perfectly. But then there's Limbo, the fucked-up demon version of the world, and it kind of blew me away when I first started playing. The oppressive red glare, the swirling effects that surround Dante, the way objects shrivel upon approach, and that's before they start fucking with the geometry. Levels often suddenly splinter and break apart into floating chunks of concrete, rocks and sometimes entire buildings, and the amount of care and detail that went into animating every inch of these hellscapes never got old to me.

Perhaps a more repetitive part of the imagery within Limbo are the weird, glossy black rocks that appear all over the place. While it does form a decent layer of the corrupted and deformed design of Limbo, a lot of sequences will involve running down a corridor only for the route to immediately be blocked off by these rocks that suddenly spike up out of nowhere. As such, it's easy to associate one with the other, and they become like a kind of sub-plot device to stop the player from going out of bounds.

Graphics in general are pretty good, for a game of its age. There are a few issues with texture pop-in within cutscenes, and the game will swap between in-engine and pre-rendered cutscenes on a dime, which is impressive if not for the sudden halved framerate. While I have grievances with the character designs themselves, the graphical fidelity with which they are realised is pretty good. The way in which the artstyle shifts in Devil Trigger is also pretty mesmerising. I have to hand it to Ninja Theory, they really did cook here. I'd love to see a non-DmC game that uses this kind of style - I've heard Hellblade has a decent amount to offer on that front? But that's for another time.

CONCLUSION

DmC is frustrating in that it's built on a bad foundation, but with genuine attempts to build something great on top of it. Unfortunately, it doesn't live up to its namesake in terms of style or substance, but substitutes this for some pretty wonderful positives of its own. It's cursed to forever live in the shadow of its namesake, but to be fair it did very little to successfully break out of that shadow by itself. Ultimately, DmC: Devil May Cry is not a bad game, but it absolutely lacks the elements that could ascend it to be a truly great game. I'd take this any day over DMC2, and even over DMC4 personally, but an embarrassing story and limited upper potential for the combat holds it back hard. I feel like I could talk more about this game if I thought long and hard, but this review is long enough as it is and I wanna stop thinking about it already...and move on to Vergil's Downfall, which I'll review separately. I can't imagine how that waste of space sinks any lower, but I'll certainly see.


Under appreciated Masterpiece.
- Kazuhira "Yiğit" Miller

This game feels like it was designed solely by SpikeTV.

as fun as accidentally shooting yourself with a nailgun

Better than everyone says, but worse than everyone else says.

Gameplay e Trilha sonora dispensa comentário, história bem sessão da tarde, um tanto quanto fraquinha, mas legal.

o design desse dante é mais bonito que o dante emo

one of the most insufferable games ever made i hate british people

I think if this game was called literally anything else besides "Devil May Cry", people would have almost no issue with this game. From a pacing and consistency perspective I think its better than most in the genre.

Essa foi uma das gameplays mais satisfatórias da minha vida. A luta final ficou muito foda (absolute cinema). Rockzão estralando nas lutas uma orquestra pros meus ouvidos

the part with the wig is one of the most disrespectful cutscenes i've seen

this game answers an important question: what if devil may cry hated women

obnoxious writing, easily one of the grossest and most sexist games ive ever played and the gameplay isnt even that good. also vergil looks so fucking stupid with that hat

NUNCA PERGUNTE AO FÃ DE DMC O QUE ACONTECEU EM 2013

Pra quem não é (eu), o jogo é muito divertido. Levou hate por se tratar de um Dante totalmente diferente, mas um jogo bom com personagem descaracterizado continua sendo bom.
Conseguindo colocar na cabeça que se trata de um universo paralelo, se consegue aproveitar muito do que o game tem a oferecer.

I'm not mad. I have no anger. This is just fucking sad.

DmC: Devil May Cry is not a bad game, and that is its biggest downfall, as it remains far from a good game. I went into this hoping to at least get some ironic laughs while playing through it in a VC. And we absolutely did. It was great, making fun of Donte's models, the stale animations, some of the stupidest writing in a AAA game.

But then we stopped laughing. It stopped being fun.

This game is trying to push the envelope. It's trying to truly redefine what Devil May Cry will be. And yet it tries nothing. Absolutely nothing. There ARE original ideas, but the execution fails to create anything deep. Yeah, the Angel and Devil system is cool, but it hinders combo creativity when one of many angel/demon enemies appear and require you to use only one or two weapons. The grapple system is cool, but there is nothing else to them, nor is the areal combat interesting in the slightest.

Hell, I'll even go out on a whim and say that Vergil could have been an interesting character. He's always dealing with problems from the background, using others to achieve his greater goal while sitting in relative safety. Him being a coward deep down, culminating with him desiring to control others for his goals instead of joining them in freedom, could have been interesting. Hell, it could even justify his piss-easy boss, as he was never really fighting like Dante was. But not only is he, like every other major character, bland at best, but he also never establishes why he doesn't trust humans, or why he even wants to control them in the first place. He is a twist villain who exists solely to have an "equal" as the final boss. Because that's what Devil May Cry 3 did, and everyone liked it then, so why try to create something original when you can reuse ideas from older games without thinking about why those original ideas worked?

Dante is just lame in this game. It's not even that he makes jokes likely written by a 7th grader who just discovered porn, he's just so fucking dull. He has his very sparring funny lines, but that's it. He's not even cringy. He's just boring. Kat is just the token girl, and gets little characterization when she's not being useful. Mundus is probably the "best" character in this game, and only because he actually manages to have a fucking stage presence. He feels like an actual character instead of some college students the director found at the last minute.

The gameplay itself is... fine. Absolutely fine. Hell, I can consider it good or better than the other games in some areas. For example, I like having all weapons be available at all times without a menu. No need to only carry two at a time, just select a toggle, maybe press a direction on the D-pad, and bam. But what does this mean when the combat provides no new weapons in the second half? Or hell, no interesting challenges? The game has a really cool idea where the world itself shifts to impede Dante's quest, taunting him, and having the potential to create unique battle scenarios. But this game almost never takes any advantage of it. Nearly every battle is on flat, unmoving ground. Verticality doesn't exist, you will never find an enemy above you attacking from a range that you can grapple to because there is no land above to begin with. Wanna know what also doesn't exist? Enemy variety. The game rarely introduces a new minor enemy. Combine the repeats with the uncreative level design, and you have a recipe for battles blending in. The combat itself though is fine. It's just DMC3, but with slower, less fun enemies, and low challenge. I had my fun with it in the first half, but they never throw any fun new gimmicks into the game to keep the variety high. It is completely passable, and that's it.

The best part of this game is probably the soundtrack. It's not even that amazing, but it is at least a shining piece of bronze in the pile of tin foil. Not much I would listen to outside the game, but it's different from the mainline games in a way that provides genuine positive uniqueness instead of trying and failing to imitate the original.


This game is not bad. From an objective standpoint. A robot will give this game a 6/10. But I'm not a robot. I really started getting sick of this game by the 2/3rds point. I stopped caring about style or score because I realized I am never coming back to this game. The gameplay is fine. It can be mildly fun. But there is nothing else going for this game. The script fails to even be funny bad at its most tryhard, it's just one of the worst AAA scripts I've seen. I love games that try so hard and fail so hard. This game does neither. It barely tries and it barely fails. I feel like this game needed a sequel badly, something to cook on the few good ideas from here. But am I glad that we just got DMC5 instead? Absolutely. This game doesn't deserve heaven or hell. It deserves to rot in limbo.

4/10. There are some parts that are good, but the painful sub-mediocrity of everything else drags it down.

As a sidenote, a lot of people judge the game poorly on how it's an insult to the old games. Honestly, I don't care about how the old games relate to this. I didn't make any mind of Inafune because I didn't need to. This game is trying to be new, I'll judge it as if it's new.

Also thanks for the code, Josh

"If it wasn't titled DmC, you would have liked it"
Oh, so I'm guessing the name change would also take away the copious amounts of sexism, the despicable characters, the obnoxious writing, and horrendous boss fights. Okay, fam

This review contains spoilers

There's a scene in the game where Mundas bangs his wife or whatever and they're fully clothed while doing it. Did not expect a Ride to Hell Retribution tribute, 12/10

To get the obvious out of the way, this isn't a good Devil May Cry game and the writing in general trying to make the characters edgelords made going through the story a little hard in places.
There are other decisions which were questionable, like Dante's redesign making him look more akin to a highschool jock. And not to mention the game's ending. That came out of nowhere and was a travesty.
There also were some occasionally annoying camera angles which made things a little frustrating. Luckily, most of them were only present in mission 17.
Although it happend rarely, enemies got stuck in certain places and that make a few combat segments a little awkward.
Then there was the issue of being able to accumulate a high amount of style points simply by button mashing, which indirectly discouraged coming up with cool combos and sticking to more basic moves instead.


With that said, if you can ignore that this game is called Devil May Cry and try to treat it as its own thing, it's pretty enjoyable gameplay-wise. I personally had a pretty good time at least.

You have a pretty good variety of weapons and the game throws new stuff at you pretty often, which means it never gets monotonous.
Some weapons might not be your thing and that's alright, as you can, in most instances, remove weapon upgrades from one weapon and place them on another if you don't quite enjoy what you invested in.
While the overall combat isn't as deep as one might be accustomed to from this series (don't expect to be making that DMC5 combo video we all saw in this game) there are still some pretty neat things you can do with all the weapon variety.

The Overall level design is good. Areas, more often than not, have some pretty cool set pieces and visually look good.
Opinions, from what I've read, seem to be mixed on the platforming sections but I personally enjoyed them.
Bosses also felt fun to play against.

Overall, not a good DMC game, but a good game( though still with a bad story) when you try not to pay attention to the franchise it belong to. You could say that that puts it in the category of games like Quake 4 and Doom 3, in a way.

Josh warned me and I didn’t listen

A ideia deles tirarem sarro da própria franquia não me desce, o combate é divertido mas tudo sobre o plot é tão de mal gosto que eu não sinto a menor preocupação com a reputação desse jogo, principalmente sendo a versão mais seca do jogo, no lançamento foi muito fraquinho.

Whine, whine, whine. Bitch, bitch, bitch. That’s all fans ever do these days. Instead of embracing a new take on a series and trying something new, they want the same damn thing over and over again. I have never heard a fan base cry over a game as much as DMC and over just the character redesign at that. Just because he doesn’t have white hair doesn’t make him a bad character…or that man bra. Ninja Theory did an amazing job with this game and it has all the greatness from past games, fluid animations, slick controls and combat, fun boss fights, and an engaging story. In fact, the character designs in this game are so much better than past games. It’s the whole “breath of fresh air” thing going on.

The game is great, quit your complaining
The story at least sticks to the lore of previous games. You start out with Dante coming out of his trailer and a mysterious woman named Kat is telling him to run. You are stuck in Limbo. This is the main world you will play in where the environment constantly shifts around you. It’s very interesting and fun and is a nice visual treat. You learn about Dante and Virgil’s childhood as well as their father Sparda. Exploration requires some platforming via the two Angel and Devil whips. Pulling platforms towards you or jumping around in the air to different floating platforms. Not a single level is the same so the game is never visually tiring. DmC doesn’t really focus on puzzles which are good because most people play these games for the action, and boy is it good.

I can understand this game not being AS hard as previous games, but play it on higher difficulties, there, problem solved. Moving on, the combat system is very fluid and pretty deep. There are four different weapons you will acquire, two angels and two demons. The Eryx is similar to the Beowulf gauntlets, and Arbiter which is a demon scythe. The angelic scythe is Osiris while Aquila is two fast-moving glaives. There are three weapons you can use which are Ebony & Ivory pistols, Kablooey, and Revenant which is a shotgun. Kablooey shoots darts that explode when you detonate them making it the most powerful gun in the game. Of course, your standard weapon is Rebellion which is a fast-moving mid-range sword. The weapons handle excellently and are really fun use.

PC has some better visual flair
The game still uses the Stylish system when fighting. Going from Dirty to SSSensational. I was never able to get past SSadistic even when I tried hard. You are rated just like previous games and penalized for dying and using items. The same orb and star system are here. You also get to use Devil Trigger which regenerates your health while throwing all enemies in the air for a limited amount of time. Saving this up for tough fights like bosses is crucial. The controls are really smooth with one button being held down to activate either demonic or angelic weapons. Switching between each is fast and easy. You can also use your demonic whip to pull enemies toward you or the angelic one to pull yourself toward enemies. You eventually unlock more combo moves and then you can really have at it. The fight system feels great and is silky smooth, I don’t know what all the fuss is about. Honestly it feels more fluid than past games.

There are hidden areas throughout the game which are key doors that have special missions. Finding the keys is tough, but you get health fragments to increase your health bar. You can also buy these in the shop but each one will cost more red orbs like in the past games. Honestly, the game feels very similar to the past ones, the only difference being in what you see in the game. The boss fights are amazing and are challenging on their own, but look unique and have a very disgusting demonic style to them. I loved fighting the bosses and are one of the best features of the game.

Combat is fluid and silky smooth
When it comes to visuals the PC has some nice flair to it. Better lighting, anti-aliasing, HD textures, and it can run at 60+FPS which is actually a huge step up over the consoles. This alone makes it the superior version even without the flair. Of course, this was made for consoles so there are a few ugly spots here and there, but overall it looks great. I love the art style and the voice acting is superb. Even the facial animations are very well done. I honestly loved how Ninja Theory redid Dante and Virgil, I just like them better in this game. People need to just stop complaining and sit down with this game without a bitter taste in their mouth beforehand.

Overall, DmC is an excellent game and my expectations were met. I feel it is better than previous games, but of course, the previous games do hold a special place for me. It’s time to move on though, it’s sad that a fan base can’t accept change because they want the main character to have white hair, or the combat didn’t kill you 500 times on the first level on easy difficulty. Grow up and get over it is what I say. The past games are still there, DMC was in no way ever “ruined” or “doomed”. I hope Ninja Theory makes a sequel and continues giving the middle finger to the fans who show no love or support.


This game fucking blows until you unlock Aquila and Eryx then it becomes ok! I totally checked out on the plot tbh, but I liked the news anchor guy a lot. Made a really good level and fight. But this game just isn't DMC. Besides the blatant hatred for its source material, it's just not as fluid or complex or fun. I had no fun combos going except one projectile stun into SPIIIIIN with Aquila. That was fun, and I liked knocked people off the ground with Eryx and spiking them into pits. That was about it. Very happy this reboot attempt died.

esse jogo é odiado sem motivo, zerei umas 2 ou 3x e tudo funciona muito bem nele, tem chefes memoráveis, uma dificuldade boa, e é um hack n slash muito bonito e divertido

Devil May Cry is an awkward weebslop series made by auspecial people and for auspecial people. DmC: Devil May Cry, on the other hand, is the feverish dream of a drug addict who has old blueprints of their high school lying around. We can borrow the nomenclature of YouTube's famous verbal blackface actor and call this a Kirkbride-type reboot. The Kirkbride mindset delineates the rarest way to reboot a series. It involves deep study of the source material, making new connections that are best seen through amphetamine-induced hyperconcentration - a phenomenological dance with schizophrenia, giving neuronormies novel ways to access the text of reality. DmC: Devil May Cry is a forbidden experiment with this dark creative impulse and, as a result, legions of straight edge mouth breathers have made their dissatisfaction known.

Having decided that profanity and cigarettes are cool, DmC provides a welcome surrealist punk twist on an aesthetically barren universe. When your frame of reference is shallow due to your sensory processing differences, subtle aesthetic clues like the overuse of expletives may be lost on you - leading to a childish outcry that the Succubus encounter is 'edgy' and 'forced.' While this, of course, describes an intentional characteristic of the stand-offish dialogue, no amount of creative license can justify failing to replicate award-winning performances known to the original series. Did anyone else get goosebumps when sXe-Dante yelled: "I should have been the one to fill your dark soul with light!" Simply epic.

None of that can be found in DmC: Devil May Cry. We instead find a frighteningly bold aesthetic direction - one that can induce symptoms of sensory overload if you have forgotten to take your Abilify. You will spend most of the game interfacing with the real-world by proxy - residing in 'Limbo,' which will bathe the world in orange and teal to maximize that pre-vaporwave vibe. It is admittedly true that every design decision feels carefully considered by an intelligent - and suspiciously neurotypical - mind, but much like a gifted child who screams when the coffee maker has moved to the other side of the countertop, fans of the original series can only notice one thing: nu-Dante is a different character.

This mind-blowing exposition of such a subtle design change aside, many fans of the original series will admit that while, yes, DmC delivers a killer soundtrack, innovative visuals, prescient environmental storytelling, and an impressively cinematic take on moment-to-moment gameplay, it has one unfortunate flaw: the fighting mechanics are simple this time around. While in the grand scheme of things this objection is akin to complaining that Call of Duty 4 fails to sport an Arena FPS weapon arsenal, I have been assured that this is a deal breaker. I suppose one can tolerate the sterile and bland environmental palette of Devil May Cry 3 when the world is but an excuse to achieve your 9-step combos.

DmC: Devil May Cry is ambitious, daring, and incomplete - Ninja Theory would not find their footing until Hellblade: Senua's Sacrifice. Sparks of their future brilliance can be found in this controversial entry, however, knocking over the rigidly designed sand castles of people who adhere to strict male social roles. If you want to deeply appreciate the fact that gamers despise art and desire only an industry of consumer wish fulfillment, give this game a spin and then speak about your experience online. You have nothing to lose but your sense of kinship with other human-beings.

I play this game and think “man, people were way too harsh on this game, this is really fun” but then a cutscene starts and I begin thinking people weren’t harsh enough.