Retrospective: Devil May Cry 4
The lost boys.
At first glance, it's easy to think of Devil May Cry 4 as a soulless cash-in. Between its uninspired level design, confounding camera, and new protagonist who looks almost identical to series' hero Dante, it would seem as if Capcom had drawn too often from the same well. As Eurogamer pointed out in its 2008 review, DMC4 "feels like a high-def re-skin of a 2001 game design". It's no wonder Enslaved developer Ninja Theory has been hired to breathe some new life to Capcom's flagship demon hunter.
While Capcom was happy to continue pumping out sequels, series' creator Hideki Kamiya abandoned it soon after the first Devil May Cry. Not content to retread old ground, he sought to bring his madcap sensibilities to games like Viewtiful Joe and Okami.
It wasn't until 2010 that he returned to the third-person hack-and-slash genre with Bayonetta. Prior to its release I asked Kamiya what he felt the biggest difference was between DMC and Bayonetta, to which he replied, "With Devil May Cry we did everything we could do at the time - with Bayonetta, we want to make the best game we can now in this environment."
Bayonetta certainly felt more contemporary. Trimming the fat of unnecessary puzzles and fetch quests, crafting a camera that could keep up with the game's occasional liberties with gravity and the addition of slow-motion helped it scratch that progressive itch that DMC4 had seemingly abandoned.
It's a good thing Dante isn't real, lest he steal my girlfriend. And your girlfriend. And everybody's girlfriend.
But for all Bayonetta's razzle-dazzle, I felt like something had been lost along the way, and while DMC4 resembled an unimaginative iterative sequel - the kind Capcom is notorious for milking (cough Mega Man cough) - it unexpectedly withstood the test of time better than Kamiya's spiritual successor by ignoring more recent design trends.
Symptomatic of its time, Bayonetta was a more forgiving game overall. With mollycoddling checkpointing that respawned players midway through boss battles at full health, even the hardest setting allowed you to inch slowly forward.
Earlier Devil May Cry titles had the exact opposite problem, and dying on a boss would send you all the way back to the beginning of the level. You could buy continues to circumvent this, but doing this often required endlessly grinding for red orbs.
DMC4 struck a delicate middle ground, where checkpoints existed few and far between - though it at least had the decency to place them before boss fights. Revisiting it now it feels harsh losing 10 minutes of progress, but it toughens you up until sequences that you previously struggled through become a breeze.
DMC4's bosses are a highlight. They better be as you face off against them thrice.
At least when you did die it was a hero's death, for DMC4 was one of the last games of its kind not to have quick-time-events. You could only die in battle, and not just because you missed a button prompt during a cut-scene.
Ever since God of War and Resident Evil 4 adopted QTEs as part of the action game vocabulary they've become the norm. Their presence in Bayonetta was among its least appealing concessions to modern standards as one missed button press would result in an instant death, mucking up your score for the rather lengthy levels.
Going back to DMC4 today, it's refreshing to play an action game where whittling a boss' health down to nothing means your part is done. From there you can just lean back and bask in the glory of a cut-scene where your avatar does the rest. It may not be interactive, but it allows you to catch your breath after intense battles.
Since you're not on edge waiting for prompts, it's easier to appreciate the cinematics. The script may be drivel with acting that makes Brian Blessed seem subdued, but its choreography is inventive. There's an almost Fred Astaire-like quality to Dante and Nero's graceful moves and cocky taunts, as they express themselves better through fighting than talking.
While Bayonetta is also well known for expressing herself with her body, Dante beat her to the punch as a protagonist who flaunts his sexuality, especially unusual for male characters. Not aimed at anyone in particular, he just likes to make love to the camera. Upon getting a new weapon, he recites a soliloquy about his dick: "First I whip it out, then I thrust it, with great force. Every angle, it penetrates. Until, with great strength, I ram it in. In the end, we're all satisfied."
Despite this blunt innuendo, the game is surprisingly chaste with relationships and never gets past hand-holding. It treats sex like a child who doesn't fully understand what it is, but still likes to snicker about it.
Bayonetta adhered to the mantra of "bigger, badder, and more badass" taking not only the bombastic sexuality up a notch, but adding a dizzying array of weapons and moves at your disposal as well. This made it easy to feel overwhelmed and instead rely on the same few combos just as a tourist would only learn to say "Excuse me" and "Which way to the bathroom?" Even after beating Bayonetta on its hardest setting I never got the impression that I'd become fluent in her unique brand of combat.
DMC4 took the opposite approach and chose to scale its arsenal back considerably since its predecessor. Instead of dumbing things down, it makes up for it with quality over quantity. Primary player character Nero's sword, the red queen, comes equipped with a motorcycle engine (yes, really) which, if revved at just the right moment during a swing, glows bright red and deals extra fire damage for its next attack. It makes every slice a timing-based mini-game which makes Gears of War's similar reload mechanic feel lethargic in comparison.
Doc warned me this could create a paradox.
More innovative was Nero's "devil bringer," a glowing blue spectral claw that can be used as a lasso (sound familiar, Bulletstorm?). Being able to yank enemies towards you cuts down pesky walking time and drastically increases momentum in a series already known for its lightning fast action. Having such immediate access to the entire playing field was a masterstroke and it's a wonder why this hasn't caught on to other action games.
Comparatively, Bayonetta's major addition to the genre was "witch time", a period of slow motion triggered by successfully dodging at the right moment. It was a great mechanic, but was bewilderingly disabled from its unlockable harder difficulties. Crafting a harder challenge is admirable, but omitting the game's most notable feature took away much of what made it special.
Where Bayonetta lost its identity upon repeated visits, DMC4 reclaimed it. Perhaps the game's most criticized aspect was that a majority of its second half was a retread of the first. The primary difference was you played as Dante and the levels were structured differently, but environments, enemies and bosses were largely the same. Adding insult to injury, on the initially available difficulty settings Dante is grossly overpowered making the second half feel anticlimactic and half-assed. It's only upon a second playthrough on harder difficulty settings that these chapters come into their own.
Maybe putting a motorcycle engine in a sword as big as me wasn't the brightest idea.
Here, Dante's stages are significantly more challenging and it becomes apparent that you need to play vastly differently with him. Without the aid of the devil bringer, you must master the minutia of his move set to develop new strategies. It becomes clear that the first time around was little more than a tutorial to Dante's quickly expanding arsenal. Upon replaying these stages on harder settings, utilizing all his unlocked weapons becomes necessary. Once you realise this it no longer feels like lazy recycling, but instead makes you appreciate how well designed the enemies are to be balanced against two such different fighters.
DMC4 may not have been the bold step forward for the genre Bayonetta was. It lacked the latter's hyperbolic flair, wicked sense of humour, and insurmountable depth. Instead, it evolved along a different trajectory where its sophistication was obscured from plain view. Its harsh checkpointing, refusal to succumb to QTEs, and limited move set made it a curious blend of streamlined modern accessibility with vintage punishing sensibilities.
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Comments (69) Latest comment 1 year ago
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not that I consider Witch time a balance feature.
also, my opinion no one cares about: Bayonetta > DMC 1 > DMC 4
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I felt so cheated and ripped off by this game. As much hate as they get for this incredibly lazy design decision it's never enough.
They probably came up with the idea of a second character when they realized the game was too short. I can almost see the genius having the idea: "hey, let's introduce another character and make the player go through the game twice, once with each!" Brilliant!
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Now I read this; "First I whip it out, then I thrust it, with great force. Every angle, it penetrates. Until, with great strength, I ram it in. In the end, we're all satisfied."
In any case I found the demo uninvolving compared to the lunacy of Bayonetta. Will give it another try on the strength of this retrospective.
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I do prefer the speed and mayhem of Bayonetta, wife bought me it on a whim for my birthday last year and the first time I played it all that was going through my mind was WTF but in a good way (I wasnt actually that fussed when I seen the reviews I must admit). I also like the fact that combos can be pulled off easier with reminders on the loading screen of what you have unlocked and how to pull them off. Single button presses with a flick of the right stick, timing is easy to pull off.
Cant go wrong with DMC4 or Bayonetta, both great games in their own right with decent set pieces and bosses.
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In the whole scheme of things only 2 is worse than 4. It thought it was actually serious stuff instead of camp. And yeah, the game is hugely inflated.
And god, if you make cutscenes make them interesting, half of them were so fucking talky long it breaks the flow of the game.
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never played the 2nd game as it was widely known of as a bit rubbish...
3rd one was pretty good, arguably as good as the 1st game, but it was so god damn hard because of that mess up with the difficulty settings. Still some cool weapons and epic battles.
I played some of the 4th game, while not awful it felt like it hadn't really moved on... Graphically it really is beautifully built, and a SOLID 60fps like ALL dmc games should be.
As for the new one - Ninja theory - 30fps is not good enough. Make this the first game on your table that runs how it should do and plays how it should do. I dont care about how many realtime hairs are on dantes chin.
Make it all run at 60 and i'll give it a try.
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Played both DMC4 and Bayonetta, only managed to finish Bayonetta, I really tried to like DMC4 and to some extent I did but the puzzles and giant frogs just put me off in a way no other game has done in a long time. Bayonetta was far more streamlined and dare I say, casual.
Just to mention it, the God of War Trilogy are in my opinion just better games. And the usual complains about easy and shallow combat is easily fixed by increasing the difficulty.
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I don't think that will happen. Tough who knows but I believe if it would come for the PC it would have been announced by now.
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This is misleading. Bayonetta has two unlockable difficulties, and standard Witch Time is only disabled in one of them. And, as has already been pointed out, there are accessories you can equip to get it back if you absolutely couldn't play NSIC without it.
Personally, I really enjoyed using the Evil Harvest Rosary on NSIC to leave a trail of bombs behind me as I dodged enemy attacks.
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/ Ken
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Absolutely not. On the hardest difficulty, a fully upgraded Pandora's box (not sure about the name, it's been a while) crushes absolutely everything and requires zero skill (you summon a turret that launches auto-guided missiles in all directions).
Save a couple holy waters+continues for Nero's difficulty spikes, try not to go insane while slogging through the overwhelmingly stupid board game (mission 19, took me 3 hours because I was VERY unlucky with the dices), and there you go, achievement unlocked.
EDIT: the 7/10 review was spot on IMO.
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Either that or Devil May Cry 5 is released then. Frankly Devil May Cry 3 is the best in my opinion introducing the style system and a plethora of varied enemies, weapons and bosses. And it was filled with the best type of cheesy story as well.
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I can see the value in a retrospective on a current generation game - a lot of people own the hardware neccesary to play it and it's really easy to pick up cheap. Give it a few years and that may not be the case.
Something doesn't have to be old to be viewed retrospectively, in retrospect drinking that milk that had been sat out since yesterday was a bad idea. I don't need to wait a few months before I can discuss that.
I must say that this article was more DMC4 v Bayonetta, which in itself isn't a bad starting point for a new feature. Old genre stalwart v young upstart.
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And this bit:
"But for all Bayonetta's razzle-dazzle, I felt like something had been lost along the way, and while DMC4 resembled an unimaginative iterative sequel - the kind Capcom is notorious for milking (cough Mega Man cough) - it unexpectedly withstood the test of time better than Kamiya's spiritual successor by ignoring more recent design trends."
Stood the test of time better? Are you telling me Bayonetta feels dated compared to DMC4 now or something? If that's the point I can honestly say I disagree. DMC4 didn't really do new stuff, it's a bit of a boring retread compared to the reinvention of Bayonetta.
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The worst one I bought this generation.
Hated the confusing camera-angles, above all else.
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Maybe Ninja theory will breathe new life into the series with their prequel, but who knows, i'm hopeful after witnessing the series potential
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I have zero expectation of Ninja Theory doing the series any justice. That won't stop reviewers creaming their shorts over the motion captured, ill balanced, repetitive drivel on show though.
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DMC 3 remains the best 3rd person actioneer ever. Utterly hoses on Bayonetta and Ninja Gaiden.
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The same applies to the depth of moves in the system. Bayonetta is so deep that you can complete it's hardest mode only scratching the surface, yet the toolbox is flexible enough to allow effective play easily by mastering just a few of its components. That's not to say there's nothing to be gained by further mastery but it is again, another option.
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I did not like this game enough to play it through again for a 7th time. Pretty good, considering there is no other game I have that I could stand to play through 6 times.
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Beautiful at points, but once was enough for me. Bayonetta was a better game mechanicaly imo, but it was just too cheesy for me.
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Which makes it exactly the same as Bayonetta then really, except for the much better soundtrack and story.
/ducks for cover
/rocks out to DMC4 OST \m/
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I wrote a full review about the game back then and still stand by my 8.5/10. If it wasn't for the repetition in scenery this game would have been perfect. As it came out it is nothing less than a masterpiece.
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Can't say that Bayonetta is so great, it's very good game, but too many over the top antics for my blood. And like the writer complained, some QTE can leave you very dead for one button mistake and it just felt like the game was artificially lengthened for no real reason. Every time you got seemingly close you had to go a little further, one thing Bayonetta borrowed from DMC and NG was the incredibly annoying camera angles at times. The combat in bayonetta was pretty good even though for the most part with the amount of things going on at one time during battles with multiple enemies made it kind of hard to keep track of what the hell was going on at times. It's a fun game no less, but I still can't say it was overall better than DMC3. Honestly QTE's are not my cup of tea, RE4 introduced them to integral parts of the game but it's just overused in many newer games, GoW and the like, GoW made mini games out of it but some games rely on it for cheap deaths.
DMC4 is a solid 8.5 and Bayonetta is a 9, DMC 3 over both.
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Ah you know that's one of your typical whining emo characters that's what the japanese love so much. Must be a cultural thing but they really over do it.
It infiltrates games,animes heck even movies that's why 90% of anime is shit because they put it full of emo and idiotic characters that western people can not identify with.(well apart from the anime/japan fanboys but that's the same with game fanboys)
For example in DMC3 both characters were cool Dante with his usual bravado and Virgil with his ice cold demenor still in the end there was some sort of emotional confilct and drama but it did not evolve in to a crying and moaning contest like most other stories.
In short these oversued emo shit characters kill the story in any game,anime,movie that's comming from japan.
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- lolwut? that massive link between them being..... er.... it had capcom on the box??? Wake up!!!
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I just wanted to note that I believe games of this genre should benefit from cutting edge optimization. 60 fps, no tearing. Certain types of games demand this (like COD) and DMC is one of those games. With Ninja Theory's abysmal attempts to optimze their previous games, and the fact that they've decided to make the new DMC in UE3, I have no faith that they will develop a game up to the DMC standard. If this has the usual performance hiccups I've come to expect from Ninja Theory, then I will be sitting this one out.
I really don't like Ninja Theory. I find their games underwhelming, and their lead developers are arrogant and condescending. eurogamer seems to wonder why enslaved didn't sell better. Play it and you'll find out immediately. It's slow, repetitive. clunky, chuggy and broken.
I think that capcom should have brought DMC to Mercury Steam.
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A really ugly and disingenuous article IMO. Made all the worse for beating up on a game that I believe didn't even sell as well as DMC4 in the first place. Sad.
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