Iain goes from Zero to Nero.
Silliness. Silliness with limitless guns and unlikely swords. That’s pretty much what it comes down to, but then that’s all it has ever been with the Devil May Cry games but that hasn’t them stopped being (with an exception, of course) exemplary examples of the genre.
It’s always been enough to make me dubious though. I remember a mate of mine getting impossibly hyped up over the release of the original back in 2001 and not seeing what the appeal was. I’m not entirely sure what it was that put me off though, the gothic excess of the universe should have been right up my late-teenage-angst-living-is-pain street. For whatever reason, I just wasn’t feeling it. Then the release day rolled around (nowhere near soon enough for my now mouth-foamingly fanatical friend) and I got a chance to see it played, still fairly indifferent, but I had to admit that it was...cool. It oozed cool. That definable kind of cool that Tarantino movies are renowned for. It was also hard. That definable kind of hard that diamonds are renowned for. More on that later.
If it ain't broke...
Now on the fourth game on the series, after a sequel that everyone hates and a prequel that was hailed as a return to form, and the formula is still much the same. Only this time, you’re not Dante. At least, not at first and not for most of the game. It’s not the radical departure that some people were expecting though. Sure, the new hero Nero has some interesting new tricks up his demonically enhanced sleeve that give the combat a nice twist, but it’s still very much in the same vein as the previous games.
So like in the previous games, the focus is the aforementioned cool. Every aspect of the game world, from the environments to the characters, their movements and paraphernalia has been brilliantly crafted and stylised with the specific intention of wringing every possible drop of cool from them. This is particularly evident, as ever, in the flamboyant combos. Anyone familiar with the franchise will be able to recall the deadly one-two of sword blows and gunplay that has defined the series so far and will be instantly at home with the new additions. Namely Nero’s Devil Bringer arm, which can be used to devastating effect against normal demons but is the key to some absolutely brutal sequences in the boss battles.
Silliness. Silliness with limitless guns and unlikely swords. That’s pretty much what it comes down to.
It succeeds in adding more depth to the already satisfying combo system from the previous games and allows for many more new and improved “whoa” moments. In fact, it quickly becomes so much of an integral part of the gameplay that when it’s taken away from you about halfway through it almost feels unfair. You’ve been so used to having this awesome power at the touch of a button that it takes a while for you to remember that Dante has access to equally awesome power, but it’s not the same at all and has to be employed in a completely different way.
The sections with Dante see a return of the styles system from Devil May Cry 3, with you being able to switch between Gunslinger, Trickster, Sword Master and Royal Guard on the fly, using the abilities that each style grants to take advantage of the situation and trying to negate the disadvantages as much as possible.
Precision control
Each style is mapped to a direction on the d-pad, which while a solid concept, is sullied somewhat by the shoddiness of the Xbox 360 directional buttons. Sure, it’s fluid when it works but it’s always a bit of a gamble as to whether it’ll register the right direction and put you in the correct stance. You’ll be glad to know that there are no such issues with the PS3 version however.
DMC 4 is unashamedly “hardcore” in most of its sensibilities.
Earlier, I mentioned the difficulty of the previous games. Devil May Cry 3 in particular was known for having an especially unforgiving learning curve. Devil May Cry 4 on the other hand, has definitely gone towards the easier end of the spectrum. Whereas before you were only offered Easy mode as an act of pity if you repeatedly got your butt handed to you, there’s no such concessions here, Easy mode (or “Human” difficulty) is available right from the off. While for some people (myself included, I’m only slightly ashamed to admit) will appreciate this others will find the general downturn of the games toughness slightly hard to swallow. DMC 4 is unashamedly “hardcore” in most of its sensibilities, but anyone who revels in the term should be able to breeze through it with little trouble on the harder of the two difficulty settings available from the start.
So it’s more accessible for newer players (and the rubbish established ones, like me) but loses the hardcore edge that it had in previous games. That’s pretty much all it loses though, and everything it gains more than make up for that.
GAME's Verdict
- Combat is as deep and satisfying as ever.
- Absolutely beautiful, visually.
- Extremely well produced cut-scenes.
- The second half of the game is the same as the first, just backwards.
- It's almost too easy in places.
- Some really, really frustrating puzzles.
Review by: Iain Thomas
Version Tested: X360
Review Published: 07.03.08