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REVIEW DEVIL MAY CRY 4 |
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PUBLISHER
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CAPCOM
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DEVELOPER
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IN-HOUSE
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GENRE
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ACTION
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PLAYERS
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1
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PRICE
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£49.99
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RELEASE DATE
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OUT NOW
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You’re going to get it, and you’re going to
love it because, basically, it packs more
glowing fistfuls of sheer entertainment
than any other game on the PS3. But be
warned: it’s an inexcusable pain
in the arse when it wants to be.
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SCORE
04/FEB/08 |
89% |
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Devil May Cry 4 is a stupid bitch.
And we don’t mean that in the
kind of offhand way you’d use
it to describe a promiscuous
millionaire heiress, or a call centre advisor
at a British telecommunications fi rm or,
y’know, your nan. We mean it in a very
carefully thought-out, deliberate way. It’s
stupid and it acts like a bitch, therefore it is
a stupid bitch. But you’d no doubt like a bit
more explanation than that, so we’ll start by
explaining why DMC 4 is stupid.
The story, the setting, the characters – all
utter, utter nonsense. You couldn’t count all
the WTF (as in ‘Why, That’s Flabbergasting!’)
moments on all your fi ngers and toes, even
if you were a demon with loads of fi ngers
and toes. Virtually nothing that happens in
DMC 4 happens for any good reason, unless
perhaps you count ‘for the sheer hell of it’ as
a good reason. DMC 4 certainly thinks this
is a perfectly good reason and actually does
make a pretty persuasive case for it, too.
Most, although not all, of the idiotic garbage
you’ll come across here is the kind of idiotic
garbage that manages to be irresistibly
brilliant because of, and not despite,
its own complete and total lunacy. The
‘SoBadIt’sGood-o-Meter’ we’ve assembled
for you over the page should give you an idea
of what we’re talking about, but really that
just represents the tip of one exceptionally
silly iceberg.
So yes, for the most part Devil May Cry
4 – like Forrest Gump, or a Big Brother
winner or something – somehow manages
to make blithering witlessness into an
endearing quality. But there are occasions
when you just wish you could get some
sense out of it, so that you might be able
to fi gure out what you’re supposed to be
doing. It’s on these occasions that you
wonder is it being genuinely dumb… or is
it just being a bitch? We suspect the latter,
and here’s why...
It’s unreasonable, inconsistent, illogical,
temperamental, unforgiving, aloof and
unfair. It takes your devotion for granted
and forces you to prove yourself worthy to
play it, not just by demonstrating skill, or
even persistence, but by demonstrating
your tolerance for being wilfully messed
with. It seldom tells you what it wants from
you, and insists on punishing you harshly
for failing to read its totally illegible mind.
It’ll have you running in circles trying to
fi gure out which hoop it wants you to jump
through next, then, when you do, it tells you
to jump back through it. Only when you turn
around it’s moved the hoop and it won’t tell
you where to, because if you don’t already
know then you don’t deserve to know,
because if you really loved it like you should
you’d just know, okay!? Yes, Devil May Cry
is a stupid bitch. But it’s a really hot, stupid
bitch. Really, really hot.
Devil May Cry 4 thinks it can get away
with using exactly the same environment
for three ‘different’ levels – making you
play through it forwards, backwards, and
a horrible combination of forwards and
backwards in which the exit to each area
leads to the entrance of a completely
different area to the one it should. And
there’s a reason it thinks it can get away
with it – it can. It can, because it’s amazing
and it knows it. Honestly, what a bitch.
We don’t want to call the combat in
this game perfect, because we want to
keep our hope alive that videogames will
keep getting better in every way for the
rest of our lives, but we really can’t think
of anything that’s wrong with it. No one in
the world does melee combat better than
Capcom – fact. Street Fighter, Onimusha,
Viewtiful Joe and, of course, Devil May
Cry. To call the combat in these titles
well balanced would be a disservice. It’s
not just balanced, it’s poised. Elegantly
poised. In Devil May Cry 4’s case the
combat is spectacular to look at, incredibly
fl uid to play and, most importantly and
impressively, designed so that frantic
button bashing is never, ever your best
option. That’s not to say you won’t fi nd
yourself button-bashing from time to time
– it’s the natural beat-’em-up refl ex after
all, and it can sometimes be fairly effective
– just that a more considered, disciplined
approach is always rewarded, usually with
immediate and abundant effect.
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For those obsessive, hardcore types
there’s oodles of depth waiting to be
plumbed and mastered through hours
of repeated play throughs, but the real
beauty of DMC 4’s combat system lies
at its simplest level, where anyone can
appreciate it. It’s not just about the moves,
combos and controls, but also the way
your enemies, and the scenarios in which
you encounter them, are designed to
encourage you to vary your methods
and techniques. What works when you
fi nd yourself surrounded by a large gang
of mannequins will be useless against a
pair of airborne wraiths, and vice versa.
As you progress, you won’t just meet
enemies that are tougher versions of
ones you’ve already faced, you’ll meet
completely different enemies requiring
completely new techniques. And we don’t
just mean buying a new move or two.
While most individual moves in DMC 4 are
pretty useful in themselves, you have to
experiment, combining them with other
skills and methods, in order to unlock their
full potential. There are no set, sequential
combos – this ain’t Tekken – it’s up to you
to fi gure out which works best with what
against who, and doing so is a remarkably
accessible and rewarding process.
Want some examples? Of course you do.
We’ll begin with the land sharks. You fi rst
meet these fellas in a tunnel, visible only by
their large dorsal fi ns zipping around all over
the place, walls and ceilings included. You’ll
soon discover that they’re too nippy to get
with your sword or grab moves, but draw
your pistol and start letting off some rounds
into a fi n and you’ll notice it’ll slow down.
Patiently walk towards it while continuously
shooting until you’re close enough for a
grab and/or sword strike and bingo… you’ve
caught yourself a fi sh. Well, it’s fi sh-ish.
Next up, let’s talk guardians. These guys
carry long lances and thick shields, so they
do heavy damage, have long reach and
are totally impenetrable, but only from the
front. So you need to get behind them. You
could just run around them, as they can’t
turn quite as fast as you can run, but this
is quite slow, could make you vulnerable
to other enemies and, apart from anything
else, doesn’t look very cool. Grabbing one
by the face with your extendable spectral
arm and pulling yourself over the top of it, on
the other hand, looks very cool. Especially
if you then repeatedly stab it through the
belly with its own lance. The icing on this
beautifully brutal cake is that you can then
use the lance to launch your victim across
the room, causing severe damage to any
others foes that might get in the way.
What we really like about these examples
is that they require you to think about what
you’re doing, but the solution is satisfyingly
simple in both cases. And what we especially
like about our second example is that it
takes full advantage of Nero’s ability to grab
stuff and to fl ing himself all over the shop,
often at the same time. Yes, some of the best
things about DMC 4 are things that new
hero Nero brings to the table. In what will
probably be a major relief to long-standing
fans of the series, Capcom has handled
the tricky business of introducing a new
character masterfully. We’re not going to
bang on about how no one in the world
introduces a new character like Capcom
because we’ve gone down that kinda road
once already, but it’s probably a fact, too.
Anyway, Nero is both just enough the same
as Dante, and just enough different, which is
exactly what any DMC fan in his own mind
would want. We’re even going to stick our
necks out and say we like him more. His
Devil Bringer arm (or ‘grabby hand’, as we
call it), combined with his overall speed and
agility makes his style of play especially fl uid
and intuitive – fast and frantic, without ever
becoming too chaotic or confusing.
The grabby hand is used in two main
ways. If you activate it while targeting an
enemy it’ll reach out far in front of you and
grab your target, then either pull it towards
you or pull you towards it. This alone is
classic Devil May Cry – a simple device
with tons of different uses. You can use it to
leapfrog the armoured guardians, or to pluck
fl ying enemies out of the air, or to bring a foe
you’ve just smashed across the room back
to your feet so that you can continue the
same combo on it. Basically, it’s fantastic.
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Even better are the moves you’ll pull off
when you go, go grabby with an enemy
in front of you, but not targeted. Exactly
what happens will be dependent on what
kind of enemy it is, and what it’s doing, but
whatever grab move you do, it’s sure to be a
joy to behold. The lance blast is a favourite,
but Nero can also perform a double suplex,
a fl ying uppercut, a devastating powerslam
and a good, old-fashioned pick ’em up and
swing ’em around yer head. Purists may say
that making such powerful moves available
at the tap of a single button is simplifying
matters too much, and they may have
a point, but it sure is fun, and there is a
downside to grab moves anyway. They’re
slow and tend to break up the fl ow of your
combos. The art of working a combo into
a grab move and continuing the combo
after the grab is one that will take practice
to master. Yet again, a simple addition that
presents potentially enormous depth.
But if you’re not some sort of scoremongering
perfectionist would you really
give a fl ying fart about
the length of your combo
anyway? Well yes, you
certainly ought to. See,
the higher your combo
the better your rank at
the end of each stage, and the better your
rank the more Proud Souls you earn and
it’s Proud Souls – and not Red Orbs – that
you use to buy new skills in DMC 4. Red
Orbs are still used to buy items, but if you
wanna get skills you gotta have soul. Using
separate currencies is a positive change as
you’re now no longer forced to make the
hard choice between fancy new moves and
boring, but essential, health power-ups.
The new system forces a budget on you for
each type of purchase, but it’s a welcome
enforcement. It’s also worth noting that you
can now sell everything at the same price
you pay for it, allowing you to ‘shop with
confi dence’ and making the upgrade system
much more fl exible than ever before.
Proud Souls become even more
important when you switch to playing as
Dante at about the game’s halfway point.
He might not quite have Nero’s fi nesse
and agility, but he does have a lot more
options when it comes to combinations
of fi ghting styles and combat gear. At fi rst
Dante feels somewhat limited and clunky
– the uber-sour orange juice, to Nero’s
refreshingly minty mouthwash – and
his introduction to proceedings marks
something of a slump in the game’s overall
quality, coinciding as it does with the worst
of the backtracking, aimless trial and error
and, y’know, bitchiness. But at the end
of each of his stages, Dante gets a new
weapon, each more extravagant than the
last, and each turning the fun factor back
up another notch. We still, on balance,
prefer Nero’s slick simplicity, but anyone
who fancies experimenting and tinkering
ad infi nitum with different Dante setups
will be in hog heaven by the end of the
game. Even if you don’t unlock any super,
special secret stuff you’ll have four different
swords, three different guns and four
different fi ghting styles, all of which work
differently in combination with each other.
The possibilities are huge, if you really want
them to be. If you don’t you can still have a
great time just keeping it simple.
If only the same clarity, simplicity,
fl exibility and expansiveness that make
the combat and upgrade systems so
sublime had also been applied to the
level design, we would have had nothing
to complain about and this review would
have concluded in a pure, unreserved
recommendation. Instead, what we have is
a game that, at times, actually makes you
resent it for being so good. If it weren’t for
the outrageous, action-packed cut-scenes,
the truly fl awless combat and the promise
of ever more enticing unlockables, you’d
happily just put it down and tell it to piss off.
You wouldn’t even call it a cab.
But this is Devil May Cry. It doesn’t work
like that. You’ll beg it to stop messing with
you, you’ll demand to know why it has to be
so cruel, and you’ll protest that it isn’t fair
and you don’t deserve to be treated this
way, but whatever you say or do, one fact
still remains: you want more.
While we’re confi dent that the vast
majority of gamers will willingly ignore,
tolerate, forgive and turn a blind eye to
DMC 4’s bitchiness while playing it, we can’t
justify doing the same in reviewing it. For
this reason it does fall just short of Play’s
‘must-have’ watermark of 90%, but we’d
still ultimately consider it a must-have. Just
know that it’s a must-have that wilfully and
gleefully frustrates you, annoys you, wastes
your time and makes you suffer pointless
tedium for no good reason.
Gavin Mackenzie
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