Showing posts with label Devil May Cry. Show all posts
Showing posts with label Devil May Cry. Show all posts

Tuesday, 12 March 2013

DmC Devil May Cry vs. Metal Gear Rising: Revengeance

Okay, let me just get this out of the way before I begin - I never was a fan of Raiden from Konami's Metal Gear Solid series.

I was introduced to him via Playstation All-Stars Battle Royal, and his cold, self-assured blandess immediately made me dislike him almost instantly. On top of that, Yahtzee Chroshaw's mostly negative review of-

...Oh, wait, I've done this before, haven't I?


So here's Metal Gear Rising: Revengeance, a game that many people have been comparing to DmC Devil May Cry ever since the conception of both, because fanboys will argue over anything given the chance. It doesn't help that both are action-based hack-and-slashers starring borderline-pubescant, unlikable protagonists with a pencheant for over-the-top violence and cringe-worthy dialogue, nor that both games were outsourced to a third party because the original producers couldn't trust themselves to do anything with it. But it does help that the both of them have significantly different feels, when one gets right down to it, and it also helps that when two similar games come out, for some strange reason people are only prepared to buy one or the other, rather than have both (thank you, CeX vouchers!). So because I don't know any better, let's compare the two games and find out which of these is "best"!


Steel Komodo presents:
DmC Devil May Cry vs. Metal Gear Rising


Plot!
DmC loses several million points right out of the gate by being written by Temmem Antoniades, who, as we have established, is a self-righteous prick with all the empathy a glass of water conjures. From then on, it's pretty much downhill - the dialogue often descends into foul-mouthed teenage back-and-forthing which, while funny in a ridiculous kind of way, makes Joss Whedon's constant parade of one-liners look like Shakespeare. The social commentary is about a subtle as a sledgehammer to the face, as the organization which Dante must take down to ensure humanity's freedom might as well have been called Nox Fews, and on top of that not a single character is relatable in any measure, and you know something is wrong when you hate your player character more than you hate the giant, vomit-spewing maggot demon you're supposed to be fighting.

MGR's plot, by comparison, is a lot stronger. By Kojima standards, it's pretty simple - Raiden good, war bad, kill cyborgs - but has enough intruige and curveballs to keep the player interested. There's a host of intruiging and likeable characters, each with quirks beyond "wears a silly hat" and "swears all the time", that I found myself getting oddly attached to - we transition from the somewhat psychopathic yet informative Doktor easing us into tutorials to the reassuring tones of Boris to give us mission directions, with geeky nerd girl Courtney to save game progress and comedic foil Kevin to tell us why we should give a shit. Drama and laughs come from all sides, and one truly feels that there is an appreciable threat that we need to hunt down and eliminate, not some nebulous corporate miasma that we only tangientally grasp. Definitely better than most of Kojima's efforts, which apparently were desperate attempts to stop making Metal Gear games, I've read.

DmC: 0
MGR: 1

Protagonists!
Dante and Raiden - two malnourished teens with giant swords, bland personalities and odd dress sense. The two make an interesting contrast of each other - on the one hand, a cybernetic ninja with traditional honour values who fights PMC's because it's his job, and on the other, a half-demon slacker who fights demons because he's got nothing better to do that day. One dresses in what can only be called a metallic fetish outfit complete with high-heels and ass-hugging bodysuit, whilst the other wears the first wifebeater, coat and jeans he could find that morning. It's like a metaphor for class separation, if you'll forgive the amount of pretentiousness in that sentence.

In all seriousness, though, I think I prefer Dante over Raiden here. Okay, so he spouts off F-Bombs and punches out bodyguards like a sulky teenager who isn't getting his own way, but there was a very clear sense that he's facing something huge that he can only barely comprehend. The demonic foe is huge, omnipresent and pretty much hates him on sight, and there is a real uncertainty at times if Dante can even take on something so big it literally controls most of humanity behind the scenes, like a mouse trying to fight a humpback whale. Raiden, however, is backed by a technologically-advanced PMC with loads of money in their pockets and all the latest gadgets, and can cut entire buildings apart with a single swipe of his sword. It's hard to root for someone who doesn't feel like he can be threatened by anything, and that's why Dante is (relatively) more relatable than Raiden despite his constant abuse of the word fuck.

DmC: 1
MGR: 1

Combat!
Let's talk about the big gimmick of MGR first - Blade Mode. Once you've stuck an enemy, you can hold down Left Trigger and slow down time, allowing you to rattle the Right Analog Stick about and dice the foe into pieces. A blue meter beneath Raiden's health bar slowly decreases as you slice, and once it runs down you exit Blade Mode and can't use the slow-mo feature the next time you activate it. You get more points for the more pieces you cut an enemy into, and if you cut at a specific location you can then press B to follow up with the Zandatsu, which allows you to recover health and energy and nets you even more points. It feels awesome when you get it right, and the game makes a big thing of how you can cut practically anything with it, which must have been a programming nightmare - kudos to the man who managed to get that working!

However, Blade Mode only works when the game isn't asking you to make precise, fine movements. This is the sort of game where you can be surrounded by soldiers and helicopters vomiting missiles and bullets from every direction, and you can't stop to be accurate or else a Gekko might sneak up and stick his foot up Raiden's arse. But then the game asks you to precisely slice a hand off certain soldiers to obtain data, and even the Zandatsu requires that you precisely target a small orange box on the victim's stomach, and Blade Mode itself is inexact and wild by nature. It's entirely possible to waste your entire energy bar trying to strike a specific point on the target which won't hold still long enough for you to do so, and this is extremely aggrivating as well as flow-breaking.

It doesn't help that combat itself is rather awkward and sticky, and lacks the flow one expects from a hack-and-slasher. Every fight consists of the following, ad nauseum: beat an enemy long enough to render him vulnerable, dice him up with Blade Mode, perform Zandatsu, rinse and repeat. I don't know why the ability to perform actual air combos has to be bought as an upgrade, but the designer needs a slap in the face for that, because I only found this out when my attempts at dicing an opponent in midair failed because what I thought was the launcher can't be comboed from. There's nothing akin to DmC's chains or dash strikes to keep up the pace of battle, and so there's always a period where you'll be running around trying to find that one last enemy that keeps shooting you from really far away. And when you have a game mechanic (i.e., the parry system) that can be outwitted by rubbing the controller on your knee, then it might be worth not bothering at all.

DmC has it's combat down right - you have a variety of weapons that can be chained together for mind-buggeringly long combos, you have a mechanic that lets you jump from one enemy to the next to keep the flow going, and it's generally more fast-paced and frantic. It's basically being about the beauty of combat itself, rather than trying to build up to a spectacular end result that gets boring and stale after you've turned an enemy into prawn salad for the umpteenth time. On top of that, whilst Raiden is pretty much stuck with his sword and can only use rocket-launchers for the occasional hard-to-hit enemy, Dante wields things like flaming gloves and a scythe that can be swapped between during combat to adapt for every challenge, making you feel untouchable.

Also, where the fuck is dodge?! This might sound petty, but I won't apologize for having gotten used to being able to leap out of the way of a sneaky chainsaw attack coming from the corner of my eye. In MGR, if an enemy attacks you from behind whilst you're busy with his mate, you might as well have your cyber-trousers around your ankles.

DmC: 2
MGR: 1

Upgrades!
Okay, MGR definitely takes the prize for this one, because the benefits that might be had for having multiple weapons in DmC are compounded by the upgrade system being like an overly-complex DnD sheet. You acquire upgrade points based on how well you do in combat, but they come so sparsely that you have to think very hard about which skills you want to buy, especially early in the game when you have no idea if Trillion Stab is better than Bullet Rain or so on. On top of that, you have to level up your skills as well as buy new ones, but all your attacks are equally effective on the hordes anyway, so any upgrades to attack damage or speed don't seem rather pointless when you can just stunlock the enemy to death and get equally productive results.

MGR's upgrade system is much more refined: you have a currency, which you earn from killing all enemies, and you buy skills and upgrades with that currency like a shop of murder. And more to the point, each skill feels absolutely nessecary - Raiden needs all the edge he can get against things like unmaned helicopters, robot wolves and giant metal dinosaurs. All the skills in DmC are just more stylish ways of inflicting damage, and whilst there's nothing particulary wrong with that you could potentially proceed through the game without even buying all of them, which strikes me as missing the point somewhat. In a hack-and-slasher, the player needs to evolve in order to take out an increasingly dangerous threat, and there's nothing threatening about a giant demon that can be defeated by abusing the basic combos without any hinderance.

DmC: 2
MGR: 2

Exploration!
This one I agonized over a bit, because both titles have considerable flaws in this aspect. On the one hand, MGR's story focus means that exploration is severely limited, each level being mostly linear with little to no deviations in the path between battle arenas as a consequence of trying to show off epic setpieces. On the other hand, DmC's exploration is hampered by the game's obnoxious habit of blocking off areas in a level that require you to return after obtaining items from later levels, forcing people to replay the first few handfuls of missions in order to get 100% completion on them. This meant a lot of umming and hawing on this subject.

But in the long run, DmC gets the prize because at least there's actual exploration in it. Most importantly, there's an actual reason to do it - finding the keys and challenge doors to find the neccesary upgrade points one needs to make Dante stronger. On top of that, finding all the Lost Souls nets you a bonus amount of currency, which one needs to buy items to keep going in the game, and all MGR has to offer you is rocket launchers. Not a bad reward, but when ammo is scarce due to the focus on melee combat, rockets are pretty much a liability.

DmC: 3
MGR: 2

Setpieces!
Of course, what would a hack and slasher be without fancy environments to hack apart your foes in? MGR  does a good job of creating high-octane action by having sequences where Raiden runs along a moving train, down a collapsing clock tower while fighting a Metal Gear RAY and battling enemy cyborgs on top of a stormy tower. But the trouble with these is that they aren't exactly awe-inspiring or original - they feel like sequences ripped from a Borne or Bond movie that we've seen a hundred times before. The environments themselves are nothing to write home about, either, mostly consisting of ruined streets or military bases and little else besides. On top of that, the dull, greyish-brown pallette means that no matter how exciting the cutcenes get, they lack a certain punch that just  a bit more vibrant colour could have added.

DmC, however, takes the proveribal chocolate cake when coming up with environment design. When Dante is propelled into Limbo, the realm of the demons that lies just behind the human world, everything turns red and hazy and gains a clear desire to murder the poor drifter in violent ways. The scenery itself shifts and rips in desperate attempts to kill Dante, glowing letters flashing accross the landscape to try and demoralize us. And from murderous carnivals and a run-down mansion decaying with age, we move to hopping up floating boxes in a demonic drinks factory to swinging through corridors fromed from bombastic news logos. There's even a sequence during the battle with evil newscaster Bob Barbas where Dante is monitored by a news camera as he dices up enemies, complete with scrolling text below filled with blatant lies about how handsome the villain is. They're silly, they're unique and they're fun, which is more than can be said for Street #124 Raiden is running down.

DmC: 4
MGR: 2

And the winner is...


DmC Devil May Cry
 
So there you go. In my own opinion, DmC  is a much more interesting and unique game than Metal Gear Rising. Of course, this is just my opinion - both games have their merits, and one could arge that there's a place for both games on any gamer's shelf, regardless of dumb fanboy wars or negative press. DmC does some things better, and MGR does other things better, and it all boils down to what you as a consumer want from your hack-and-slashers. So if you have the disposable income, get either game you fancy, because they're both great on their own merits and one shouldn't let petty arguments and personal feelings stand in the way of their overall quality. Who knows? Perhaps if they were to combine, they could produce the greatest game in the hack-and-slash genre to ever exist, dethroning God of War from it's throne of skulls and decapitations.
 
Also, to the Metal Gear fanboys who I know will be off to humiliate themselves in the comments by saying MGR should have won this...
 


Tuesday, 5 March 2013

Majora's Mask - A Retrospective

Well, it's that time of year again. That time where the new releases list dries up like a river in the Sahara desert because all the big titles have been shoved back to Quarter 4 for various asinine reasons (I promised to myself I wouldn't mention Rayman Legends at this point oh bollocks). That time of year when we have to fall back on pre-owned titles to get our jolt of adrenaline that comes from money exchanging hands, or play through games already on our shelves just to stave off the boredom that comes with the long wait. And while I'm easily prepared to do the former, my natural state of "cannot be arsed" usually overrides such commitments, whilst my uni life demands I live on a strict budget in order to keep myself in pocket throughout the year, so a Metal Gear Rising review may not happen just yet.

So, fuck it. I'm going to take Option Number 3 - clamp my hands over my ears and gush about a really old game I really, really like!


See, The Legend of Zelda: Majora's Mask is not merely a game I think is good. Majora's Mask is my personal reminder that, for all the samey, linear war shooters on the one side and the condescending, half-arsed puzzle games on the other, gaming as a medium is still worth defending. It's solid proof that games can have both an engaging story and good gameplay without selfishly sacrificing one for another, and it's also a sterling example of taking an established trend down a different route can have unexpected and surprisingly outstanding results. Which is a shame, since every Zelda title (apart from Wind Waker, in my opinion) has mostly been stumbling about, trying to emulate the success of the original without grasping exactly why it worked in the first place.

From a non-gushy, cold and critical standpoint, Majora's Mask has actually aged very poorly. This was the days before the Nintendo gurus had managed to work out proper skeletal animation, so all the characters looked like poorly-made origami blobs held together with Pritt-Stick. On top of that, the graphical updates cobbled onto the Ocarina of Time engine meant that use of the Expansion Pack peripheral was mandatory, otherwise you ended up with flat textures, shitty draw distance and zero lighting effects. Gameplay, meanwhile, is barely evolved from OoT's template, and somehow manages to feature the worst qualities of both old and new Zelda's alike - I forgot how bloody annoying getting every mask in the game was, or how much Tatl grated on my nerves. At least Navi didn't call you a spacker every opportunity she got.

Also fuck this guy. Fuck him sideways.
But where Majora's Mask shines is in the story aspect. Think Bastion meets Looper with a smattering of the Sword of Damocles and that's the game's setup - you have a clock at the bottom of the screen that slowly counts away the three in-game days before the fucking moon crashes down onto the land of Termina and kills everything in it. This adds a sense of urgency to the quest that Ocarina  severely lacked - in that game, there seemed to be no real reason to hurry up and sort out the mess Ganondorf made of everything. Here, we have a clearly defined goal that needs accomplishing, bolstered by the threat of an honest-to-buggernuts apocalypse looming over our heads with that horrible, nightmare-inducing gurn on it's face. Either we save the world one dungeon at a time or we all die in a firey blaze of terror and pain.

The result is a surpsisingly dark and heavy atmosphere and tone that most Zelda games don't seem to have anymore. As the days tick away, you get to learn more and more about the people around you and see how they react to the looming threat bearing down on them. Unlike Ocarina, where the NPC's were mostly there to provide silly dialogue, every character has a name and a personality, and it's fascinating to watch how their attitudes and personalities change as the threat of inescapable death grows ever bigger. Mutoh, the head carpenter, grimly accepts his fate, whilst the postman cracks and becomes a sobbing wreck looking for a way out. You become severely attached to the characters as you do your best to prevent their demise at the hands of this terrible force of nature, which is something most modern Zelda's haven't done to me for a while.

And it's not just watching how the side characters react to the changing of days, either. You get to see snippets of their lives as well, building a vast and richly-detailed world in compasion to the almost empty vastness of Ocarina's Hyrule, which to me always felt somewhat depopulated. You also get to interact with them and influence their lives as well, such as solving Enid Blyton mysteries, infiltrating pirate strongholds or protecting a farm's livelihood from bandits and aliens. And the takes on the different races are surpsingly unique - the Deku are xenophobic dicks, the Gorons hold races, the Zoras love music and an entire ancient empire also gets worked in somehow. It's one of the few games where I give a toss about the side characters, and that's rare.

...No comment.
The time travel mechanic adds another layer of depth to the story as well. Giving the player the ability to rewind time back to the first day seems ripe for abuse at first, but then you kick that ripeness out of the way by removing the player's collectables with every jump. Combine this aspect with the relatable characters and the result is a haunting moral dilemma that forces the player to balance emotional attachment with logic and reasoning. Suppose they fail to save Romani Ranch from the aliens - do they carry on, having to bear the failure for the remainder of the adventure? Or do they rewind time to try again, sacrificing their hard-earned progress to try and redeem themselves? Sometimes, you don't need a binary morality mechanic to force the player to make hard desicions - a magic ocarina is often enough.

I was being facetious earlier - while the gameplay is still built on the classic Zelda formula, enough is done to elevate it above the standards set by Ocarina and make it fresh and original. The masks lend themselves to some creative puzzles and solutions, such as using the silly pig mask to sniff out mushrooms for a healing medicine, the Mask of Truth to pick out the winner for the dog racetrack sidequest or the Zora Mask to navigate underwater passages and kill giant eels to save Zora eggs. It's not gimmicky like Skyward Sword's dowsing mechanic which exists only to showcase the Wiimotion Plus - it's woven neatly into the story and never feels out of place. Also the new Ocarina songs are woven well into the narrative, with creative applications such as calming down a giant, ice-breathing Goron or serenading a Zora lady to make her speak again.

And lead a chicken parade, if you had the time.
...Yes, those do sound odd, taken out of context, don't they? I guess it speaks to the wealth of imagination Nintendo had back in the day, and it just goes to show how something like this wouldn't get made today unless it had a feature to showcase it's console's big gimmick. There are some delightfully oddball moments in the game to juxtapose the heavy atmopshere, such as finding some toilet paper for a disembodied hand, staying up all night listening to an old lady's story, or impressing snooty street artists with interprative dance moves you learned from a ghost. That's the kind of wackyness you'd expect from a Paper Mario game, and yet Majora's Mask pulls it off with such gusto you can't help but applaud it. If only Nintendo would try such things again, rather than the endless fetchquests they seem content to make us do nowadays.

So there you go. A game that I would heartily reccomend to anyone in a heartbeat - not so much on the gameplay, as good as it is, but soley on the story aspect. If Ocarina of Time's story was a King Athur story - an epic romp through a fantastical world, then Majora's Mask is a Harry Potter novel - more focused and with greater intruige and better characters. One could perhaps blame it for the mountains of dialogue and sidequest overload of moden Zelda titles, but that's Nintendo trying to ham-handedly capture the spirit of both this and OoT without understanding the subtleties. And in doing so they've been churning out games that, while great on their own merits, can't simply hold a candle to what somebody managed to squeeze onto a now-obsolete cartridge.

So let me clue you in, Ninty - Majora's Mask worked because it was so off-the-wall compared to pervious titles, and perhaps you should try thinking outside the box the same way you did with this one. Ressurrect that old plot for Link's Crossbow Training, where Link jumps into the future Terminator style. Try a steampunk setting so we can ride in airships and have cars powered by coal, or a spaghetti-western with lasso's and shootouts. Or, if you really want to alienate your hardcore fans, go the DmC route - outsource it to a western developer and tell them to recast Link as a dark-haired emo who punches out bodyguards with one hand, knocks back whiskey with the other and takes a drunken piss on the classic Link outfit in the opening sequence.


...On second thoughts, maybe don't do that.

Monday, 25 February 2013

DmC Devil May Cry - First Impressions

Okay, let me just get this out of the way before I begin.

DISCLAIMER: I am a twenty-year-old, slighty pudgy nerd stuck in a rented apartment in the middle of England with nothing but this internet connection and a slightly unhealthy obsession with Maltesers to keep him going through every day. I have no links to Capcom, Ninja Theory or any big gaming company involved with the development of DmC Devil May Cry you care to name, because I'm not cool enough for that. So there is no possible way I could have been "paid off" to say the things about DmC that I am going to say - I have always been and will continue to be an impartial speaker, with no general bias towards any perticular property, console or company that exists. Anyone who wishes to insinuate otherwise can direct their enquiries to the nearest ravenous, man-eating predator.

Right, that's that. Also, let me get this other thing out of the way - I never was a fan of Dante from Capcom's Devil May Cry series.

I was introduced to him via Marvel vs. Capcom 3, and his cocky, one-liner-shooting smugness immediately made me dislike him almost instantly. On top of that, Yahtzee Chroshaw's mostly negative review of Devil May Cry 4, as well as a mish-mash of conflicting evidence, implanted me the subconcious message to avoid any game in the series the same way I avoided Final Fantasy games back then (until Crystal Chronicles: Echoes of Time, that is, but shut up). From getting my ass handed to me to fuzzy second-hand comments about which game was the best and how technical you could get with what seemed to be dumb, over-the-top anime games, I just thought to myself for the longest time that the Devil May Cry series just wasn't for me.

So when Ninja Theory got torn apart for changing a lot of things in their reboot of the franchise, I was left kind of lost. Sure, Dante looked different. Sure, the world was different. Yes, creative director Tameem Antoniades was kind of a prick when you get right down to it. And yes, F-Bombs and Sniperbortions were being thrown around like the ball pit balls in Charlie Chalk's Fun Factory and the writing was juvenile as fuck. But I didn't really understand the outrage the fans were spewing onto the internet. Dante was still an unlikeable prick, even if he had been listening to Linkin Park for a bit and cutting his hair, and the game was still an over-the-top hack-and-slasher. What were people getting so mad about?

So today I toddled down to my local games retailer and bought a copy to see what the fuss was about.


So what's the story? Well, in this alternate-universe prequel-reboot... thing, Dante is living in a trailer and just trying to get through life with as little fuss and as much booze and angel stripper shagging as possible. Unfortunately, he just so happens to live in a city controlled by demons, who are keeping the public stupid via soft drinks and a terrible Bill O'Reily impersonator, and something about our hero(?) rubs them the wrong way enough for them to suck him into the alternate world of Limbo and send a giant monster after him to blow up his house. After dealing with that mishap, Dante is taken by a mysterious woman named Kat to meet his brother Vergil, leader of the terrorist organization known as Anonymous The Order, who reveals that there may be more to Dante than he realizes...

So going into the game, I could most definitely see why hardcore fans of the original games might bring out the pitchforks and torches. Not only has Ninja Theory seen fit to change Dante's design (on Capcom's suggestion, ironically enough), they also changed his character from a confident, self-assured badass to a whiny, self-important bellend. Tameem took every opportunity to insult the fans at every turn, claiming he had no respect for the original quadroligy  and that his story would "stand among the greats" despite... well, Sniperbortions. The change from Capcom's MT Framework to the Unreal Engine was seen as a downgrade by the technical fans, who claimed that the drop in framerate would cut out the depth of the combat. And on top of that, the writing is crap even by Capcom standards, and considering Street Fighter X Tekken reduced Kazuya to spouting cliche'd villainous one-liners, that's saying a lot.

So yes, I can perfectly understand why this game should get the flak it-


I AM THE FUCKING GOD OF HELLFIRE

...Woah, I do apologize. It's just that after experiencing the combat of DmC, I've developed the uncontrollable urge to bellow such lines at the top of my voice.

DmC, in my mind, stands next to Max Payne 3 as one of those games where, if you get it right, you feel like an untouchable god among men. It's the sort of game where you can walk into a room full of slavering demons and, a minute of button-pressing later, you can walk out again completely unscathed and feeling like a badass, with only the blood stains to tell the story of how you should not be fucked with ever. It's stylish, fairly simple to grasp, and once you truly get the hang of it it's a satisfying as wrestling open a particularly stubborn bottle top, although my Darksiders playthroughs might have helped pepare me for this game to a degree.

See, the game is obsessed with style. You build up "style" by chaining together successful combos, and the higher your style ranking at the end of a fight, the more points get added onto your score at the end of the level. You also get rewarded with currency and upgrade points to spend on new abilities, and if you get struck, you have to build up the style meter from scratch, and may not get as many rewards as before. So the idea is to basically be an untouchable badass who cuts apart anything that looks at him funny, flitting from mook to mook like an enraged butterfly on a sugar rush and busting out unimaginably crazy attacks. If you seriously don't find something awesome about keeping an enemy afloat with a constant stream of bullets, then it's time to re-assess the way you look at things.

But what DmC brings to the table are the interchangeable fighting modes that grant Dante different weapons and abilities to use in combat. In his standard mode, Dante wields his familiar sword Rebellion and uses his twin pistols Ebony and Ivory for long-ranged attacks. Pulling Left Trigger activates Angel Mode, where Dante uses the Osiris scythe for crowd control and fast, multi-hitting strikes. Pulling Right Trigger, inversely, acivates Demon Mode, where Dante's attacks with the giant hammer Arbiter are slow yet can shatter any defense. Both modes also feature different grappling techniques that allow you to deal with pesky airborne or far-away enemys and extend combos - the key is switching between the two modes to build up the style meter effectively.

And when you get it right, it feels fucking amazing. Here's a combo I'm very fond of at my current stage in the game - rush in with the Trillion Stabs, pull the enemy back with the demon chain, dice them up with the scythe, uppercut them into the air, perform a special move that's basically a rising tornado of bullets, dice them up some more, yank them back again, then smash them into the ground with the axe. The length of that sentence alone should tell you that the number of ways to inflict major pain on the demonic enemies you encounter is enough to keep things Schadenfreude-tastic, and I haven't even progressed that far in the game yet. There should be a law banning this kind of catharticism in the world.

And there is a feature in this game I will happily debase myself in gratitude for in future hack-and-slashers, and that's the "Try" feature in the shop. In games that allow you to spend points or whatever on buying new moves, I tend to get flummoxed by the array of choice I have, unsure wherever to pick the arm blades or the glidy-wings and wherever it's going to bite me in the arse later. Thankfully, DmC's shop grants you the ability to go into the game's Training mode to test out the move before you purchase it, allowing you to figure out if you could naturally work this move into your repitoire. Oh, yeah, and there's a training mode as well, which is also cathartic, but more in the punching-bag sense of whaling one this one unfortunate demon over and over until your thumbs hurt.

That said, practicing flashy combos in a white void against one enemy is one thing. Trying to remember your elaborate sequence of grapples, slashes and bullet bonanzas in the middle of a crowded room full of various types of jerks is another. Due to the huge variety of nasties all closing in to take a bite out of Dante's underfed arse, I tended to panic and mash buttons like Woody Woodpecker, occasionally pulling out the chains or hitting dodge when my Spider-Sense kicked in. I guess all that gushing about the flowing and intuitive nature of the combat is invalidated now, but it's this same button-mashing instinct that tends to get me through most fighters, so it seems to be working out fine here. I still get, like, B's and A's on the style meter.

So yes, DmC Devil May Cry can be called a lot of bad things. You can call it a catastrophic abomination that takes a dump on everything that was good about the previous games. You can call it a childishly-written lump of bad dialogue that reads like a 13-year-old's fan fiction fever dream. You can even call it another in a long line of Capcom's big blunders after the whole Mega Man and Street Fighter X Tekken debacles. But there have been few games I have ever played where I can cry "Giant Hary Bollocks to story and character development" and go smash someone's face apart in a kickass manner. One of those is Saints Row The Third, and the other is DmC.

So if nothing else, I can reccommend this game on the strength of it's combat and maybe the platforming sections, but I haven't played far enough to talk much about those. Maybe my not playing the previous games invalidates my opinion and secures me a spot in that special Hell nerds condemn people to for not agreeing with their views, but I'm having so much fun right now I simply don't care, so suck it, haters. If you're determined enough to overlook the troubled development history, unsubtle social commentary and flimsy writing of DmC, or never really cared about the franchise and just want to hit things with various kinds of metal stick, then I definitely say it's worth a


EAT SWORD YOU DEMONIC FUCKWITS

...That's it. Where's my cider?