DmC: Devil May Cry review

It ain’t easy being Dante, particularly with the family strife surrounding this demon-hunter. In the Devil May Cry series, he’s had to deal with being born of a demon father, while often battling his sometimes-friend-sometimes-foe brother, Vergil. His corporate parent, Capcom, seems to be a constant target of fans’ ire, and the drastic changes made in DmC have drawn even more scorn. The surprising thing is, it all works. Handing Ninja Theory (developer of the superb action/adventure Enslaved) this revamp was smart: the surface changes lead to a more varied world and relatable characters, while the action itself is a benchmark for the genre.
Much in the way that the original Xbox’s Jet Set Radio Future essentially told the same story as its Dreamcast predecessor, but with a more refined package, DmC keeps the series’ central plot intact while improving everything around it. You’re still guiding Dante, a half-demon, as he slices, dices, and shoots hell’s toughest creatures in a quest to save humanity and learn more about his own origin. However, Ninja Theory has brought the game into the modern age. While we dug the solemn, dry humor of OG Dante (who looked like a weird hybrid between an anime character and an extra from The Matrix), DmC’s Dante is a bit easier to root for. He’s cool but doesn’t try too hard, with quips and taunts that land far more often than they miss. His skinny jeans, gaunt appearance, and spiky hair look more in line with a hipster you’d find in Brooklyn or San Francisco, but he manages to pull it off while still seeming like a warrior. The surrounding cast is more appealing, too, looking like actual people instead of weird monsters. (But don’t worry: you’ll still find plenty of those to slay.)
Dante’s hookshot makes platforming a bit smoother and a lot cooler-looking.
While the previous Devil May Cry games firmly rooted themselves in gothic architecture and dark, moody settings, DmC displays far more variety to great effect. Cities teeter between the chaos of Limbo and the beauty of modern design, and with everything from still-spooky underground lairs to more modernized offbeat locales (like a demon-filled nightclub) to a hellish office complex to the inside of a FOX News–style broadcast, DmC recalls 2011’s Best Art Direction winner El Shaddai: Ascension of the Metatron. As in that game, you’ll constantly push ahead to see what new visual style the game will throw at you next.
Not only is the journey easy on the eyes and ears, but it’s also a whole lot of fun to play. The game offers five unique melee weapons (two lighter “angel” weapons, two heavier-hitting “demon” alternatives, and the series-standard sword), each presenting a far different combat experience. You also get three guns to wield, and while they still pack a punch, they’re less important for juggling enemies to continue combos than they were in Devil May Cry 4.
The Eryx gauntlet is Dante’s most powerful weapon.
The Demon Pull and Angel Lift are the main reason for minimizing the importance of Dante’s firearms: these hookshot-based moves have become even more integral to the game than they were last time around. Being able to yank enemies from afar and pull Dante into the air to attack flying hostiles opens up the combat in a big way by keeping the action constant; it also makes platforming fun for the first time in franchise history, thanks to all the aerial acrobatics you can pull off as you dart across memorable hellscapes. Keeping true to the fluid combat, it’s super-simple to switch weapons using the D-pad, while trigger-pulls imbue your non-firearms with angel and devil powers (including ice-based attacks and heavier, fire-focused moves).
When our biggest complaints come from being pulled away from the game — via upgrade screens with too many choices, or the huge number of cutscenes that pepper the 10-hour-or-so campaign (which could’ve used a bit more actual playtime) — that’s the mark of an amazing experience. While the year’s next big hack-and-slash game (Metal Gear Rising: Revengeance) promises a bit of innovation in the genre, DmC’s near-perfect execution has set a devilishly high benchmark for Raiden to swing for.
Continuing combos in the air is easier than ever but still super-satisfying.
PUBLISHER: Capcom • DEVELOPER: Ninja Theory • ESRB: Mature • MULTIPLAYER: None • ACHIEVEMENTS: Devilish • COST: $60 • RELEASE DATE: January 15, 2013
+ The series’ combat at its best, backed by a wide variety of weapons and moves.
+ Good music and great visuals, with a (mostly) excellent modernized story.
– Campaign’s a bit too short and not particularly innovative.
? Can the sequel pit new Dante against the OG demon slayer?
9.0