Devil May Cry 4
Walk this way.
Even by Capcom's legendary standards, the Japanese veteran is taking its sweet time getting Devil May Cry 4 out of the door. Following on from the E3 2005 teaser video, we got to play the game in Tokyo last September - normally a sure sign that game's a few months off. And then, last month we got the chance to play an even more fleshed out demo at its annual Gamer's Day in San Francisco. Surely the game must be out soon? Not so. Fans have a further nine months to wait until it finally emerges sometime in "Q1 2008", our Capcom rep regretfully informs us.
Hopefully the lengthening development cycle will be worth the wait. The last game, 2005's Dante's Awakening, was, after all, the best game in the series to date, and beloved by the hardcore for its varied, flexible and punishing combat system. But as great a game as it was, after three games in little over three years, it felt like a good time to put the series out to pasture. The arrival of next generation consoles would Capcom the perfect chance to reinvent the series, and come back with a game that will not only keep the die-hards happy, but attract a whole new audience too.
It's a shame, then to find that the 30 minute demo demonstrates precious little in the way of new ideas or a meaningful progression for Devil May Cry. At best, the game is an impressive refinement of what was already in evidence last time around, but mostly it just screams "more of the same" throughout, as if Capcom is content to stick to the tried and trusted formula and give it a delicious high def makeover. Is that really enough to get us palpitating with excitement?
Devil May not be much different to last time

Berial's carbon footprint was off the scale.
Objectively, there are no major changes in literally anything we came across in the demo, from the delightful gothic art style to the often unhelpful camera system to the well-honed combat mechanics. In much the same way as Capcom stuck doggedly to the same gameplay template in Resident Evil for almost eight years before finally freshening it up, Devil May Cry is heading down that same tried and trusted path. By the time the game hits the shelves in 2008, the series will be heading for its seventh year in existence: a sobering thought.
Nevertheless, Capcom producer Hiroyuki Kobayashi was on hand during the unapologetically bombastic demonstration to run through the new fighting styles, and some of the new weapons which will feature in the game. In case you've missed the ongoing coverage of the game to date, the main character goes by the name of 'Nero', although at first glance you'd be forgiven in thinking it was Dante. To all intents and purposes, it may as well be Dante, mind you, because the look, feel and move set is consistent with our platinum blonde devil hunter.
But, as they say, the devil is in the detail, and the real DMC buffs will notice the new lead character only uses a single revolver (called the Blue Rose, fact fiends) instead of the usual dual wield. On his back, the traditional gigantic sword (the Red Queen) makes an appearance, and can be powered up in the usual way via the collection of the red orbs which spew forth from the souls of your slain enemies.
More interesting is the unique new power Nero harbours in his right arm, the Devil Bringer, a technique that allows him to grab enemies from afar and launch them. With three major weapons available at once, Capcom has managed to offer even more combat flexibility without disrupting the fluidity of how the game feels when you play it. Unlike last time out, you can switch between fighting styles on the fly, so there's hopefully no sense of missing out on any element of what the game offers.
Devil May have pretensions to being a superhero

Fire...ice...a veritable who's who of gaming cliché await!
The first major new power we saw during the demo is Snatch, which basically allows Nero to reach out further away than usual and take out enemies with the usual stylish aplomb. Another new athletic technique which you gain within the first few minutes is Hellbound, which enables the main man to leap vast distances by grabbing hold of glowing orbs floating in mid-air. As a result, the game looks and feels more akin to a dark superhero adventure, with an even greater degree of improbable athleticism and supercool swordplay, gun pyrotechnics and frantic close quarters melee mayhem. As ever, you can't deny the spectacle is another feast of balletic brilliance.
Equally undeniable is how architecturally stunning the whole game world looks in high definition. Remember how much of a technical leap DMC 1 was when it first came on the scene in late 2001, at a time when developers were really struggling to get the most out of the console? DMC 4 does a similar job of creating picture postcard environments, only with added next gen sheen, luscious lighting effects and the benefit of pin sharp resolution. As per usual it's a Gothic overload, with intricate architecture, and moody, discordant tones echoing around the magnificent locations as you run and leap to the next face-off with a rag-tag gang of hades minions. Emerging out onto a harbour at sunset is a moment evidently designed to remind you that this is a new generation of technology. The sunlit reflections and the water effects bathe the scene in a rich golden glow, and as Nero strides purposefully across the pier, and launches himself across large gap with his Hellbound leap, the panning, swooping camera angles do their bit to heighten drama and tension. The gothic ballet never lets up.
But as glorious as the game looks throughout, it's one of those elements of the game that you quickly tune out from. More likely, once you're engaged in furious blade swinging combat you'll be reminded of the irksome frustration of the way 'dramatic' camera angles never seem to prioritise the player's viewpoint, and at times can make it a real pain in the arse to see what you're facing at crucial moments. If you're hoping that DMC 4 will fix these series bugbears, then think again - the game hasn't changed one iota in that respect. It's also a game world lacking a sense of interactivity. The scenery might look beautiful, for example, but there's no sense of being able to wreak havoc on it and smash it to bits - apart from, say, during a boss encounter when it suits the game to do so.
Devil May give you a different path to walk down
For now, the main purpose of the demo is to show off some locations and a range of the new moves available to Nero. So, as well as Snatch, we get to try out Buster, a move that allows you to grab and throw enemies on the ground, as well as Streak and High Roller - the former of which is similar to Stinger if you know your DMCs. Meanwhile, one fiendish new gun move, Exceed, allows you to literally rev your sword like a chainsaw with the analogue R2 trigger, an effect that produces a roaring sound effect and makes us wish that Sony would hurry up and put rumble back in the SixAxis. A little on-screen dial (like a rev counter) lets the player know how much power they can deal on their foe, and well-timed revs appear to be the key to ramping up the power to the max before you finally unleash hell.
Typically, anything that looks like it might involve puzzling in DMC 4 is solved with angry, brute force. For example, a location that could have been in any Resident Evil game shows an uncooperative machine which would lower the bridge were it working properly. Normally, you'd expect, perhaps, to go on an object hunt and come back once you've located the three emblems, scattered around in improbable parts of a dusty mansion. Here, the solution is to just whack it hard. Job done. As chucklesome as such moments are, it does highlight an issue with DMC's dedication to relentless combat. While God of War and even Onimusha have an ebb and flow to the gameplay, DMC's focus is pure combat, almost to a fault. If that's what you want, though, you won't be disappointed.
Devil May have ice bound levels and enemies from time to time

The architecture - as ever - is stunning.
Unsurprisingly, the game's pace doesn't let up at all, and we move on to a snow bound level, on a full moonlit mountain top that harks back to when Capcom very first showed off the game in 2005. We witness a building utterly collapsing, a large creature emerge, with three-blades where hands should arguably be. Known as 'The Frost', we have to dodge his freeze attacks repeatedly, and counter when the opportunity arises. Using the devil bringer to swing enemy around, you have to run near them, hammer circle button and choose which direction to throw them, which results in an awful lot of painful-looking aerial throws.
Shortly after that, we get to meet the inevitable boss. Known to his friends as Berial, and probably slightly uncomplimentary names to his foes, this gigantic, screen-filling demon arrives in a ball of flames, sporting huge horns, a throaty deep voice, and stands menacingly on four legs. Just like Dante, Nero's a cocky wise-cracking sonofagun, and quips: "How curious, fire's bad for the complexion, I burn easily". As their sword tips touch, fiery hell breaks loose, and you're tasked with trying to dodge his rather painful looking attacks with a mixture of stick-based roll evades, plenty of jumping and a little prior knowledge of his lumbering movements and attack patterns. Standing in front of Berial seems to be a one way ticket to Singe City, so working your way around the rear, jumping up and slashing repeatedly eventually removes his flame coat for a brief period. At that point, you can use you Buster attack and drag his flame grilled face down on to the ground, and slash a bit more to chop his rather intimidating health bar down.
Problematically, he gets rather more annoyed the closer he gets to his death, so you have to hope that all the buildings that Berial smashes into give you enough health orbs to make up for the damage you incur. As you'd expect from a DMC game, it's by no means an easy encounter, so expect plenty of button mashing angst before it all falls into place.
Devil May include Dante as a playable character

Nero: Burning Romantic.
Enough about Nero, what happened to Dante? Well, he is in the game, and will be a playable character at some stage, though how fits into the storyline isn't clear yet, but appears to be an enemy of Nero at some point before being available to play. We've also been told that DMC 4 is set between 1 and 2, and Dante will come complete with his traditional gun and sword attacks. Whether there will be a co-op mode remains to be seen.
Like a lot of games we've seen on the new consoles, Devil May Cry 4 represents a series evolution rather than anything truly new. For many, that will be more than enough to generate excitement - after all, we're talking about one of the most stylish, intense combat action games around. For many, though, sticking to an ageing formula will be perceived as a missed opportunity to take the series into a bold new direction - or at the very least fix some of the basics like the camera system. Whatever your standpoint, it still feels like a solid entertaining revision to the series, if not an especially surprising one. Let's hope Capcom has a few up its sleeve when it releases the game early next year.
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Comments (40) Latest comment 5 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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jump, shoot, slash, slash, shoot, jump...
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Still though, this new one looks great. Can't wait. And that 7 years in existence thing is pretty scary.
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CANT WAIT
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Hell yeah!
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Might be delayed because of the title going multiplatform. Read an interview with the developers, from before the multiplatform announcement, in which they stated that the game as it was back then couldn’t be done on anything other than the PS3 because it was specially designed for it. I took that to be a big piece of crap after the announcement, but maybe there was some truth in it in the end.
Multiplatform sucks, shame that people keep buying those games.
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Hell yeah!"
Indeed. Bloody la-de-da journos expecting the wheel to be re-invented all the time. Not ALL of us play games 24/7 and get jaded as quick as you guys y'know!
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damnit, i wanted my super cool melee fix for winter
oh well at least i can save up for something else then
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There is nothing here to excite the cerebral gamer, not even those with a penchant for GoW type action. This is not what I bought into next gen for......
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jump, shoot, slash, slash, shoot, jump..."
To be honest this statement could be applied to any game, or indeed any pastime.
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but still ...they are just milking the cow...(once more)
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Still looking forward to the game, even though it doesn't sem to change things muich, the combat looks just as good or maybe even better than before.
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Hate him already.
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Limp dicked trolls need to have even better knowledge of who develops games than this. Try harder ASSHOLE!
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Hell no.
Seen the footage released so far. It looks ok, like a hi-def version of DMC3. Why does that have to take so long to get onto the SHELVES?
Lazy.
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On the camera angles problem, apparently Japanese players have trouble understanding how to play games with fully controllable camera, which is why most Japanese-developed games don't have a lot of camera control.
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Knowing that DMC4 is planned to be more mainstream I already prepare for dissapointment...
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Japanese developers do sometimes make games with a free camera. Need I mention Shadow of the Collosus and Okami? Two of the best PS2 games in the last couple of years. Hell, need i Mention Mario 64? Sure, most Japanese games have locked camera, you can tell it's a trend, but it's just a question of whether the games need free or locked camera. I felt Yakuza would have been better with free camera but Devil May Cry 3? No way. The game is so fast and demanding in twitch department that adding a controllable camera to the fray weould be just too much for me (and indeed you can control the camera to some extent in DMC3, it's just not very important for the gameplay). I mean, remember that God of War does not come wit a free camera, thank you very much and, speaking of combat, that game is notably less complex than DMC3 in terms of hand-eye coordination. DMC is practically the only fighting game I can think of where you spend almost equal time moving along each axis and controllable camera would be very difficult to implement. Hell, even games that I played and enjoyed on PC, like Max Payne for instance were almost unplayable to me due to the free camera... (OK, maybe I'm just a spazz)...
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If you play a game like, say, soccer, you might notice that it's kind of hard to get the ball to do what you want. So, do you complain to the referee about how FIFA should start making proper player-friendly balls because you were aiming at the goal but the stupid thing flew over it, or do you practise and put in the hours to get this whole dribbling-passing-shooting deal under control?
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In this case, the DMC4 dev team chose fixed angles so that they can either get increased background detail or free up enough polygons to get more enemies onscreen. Whatever the case, it was a technical decision they took in an effort to heighten the experience/get prettier pictures. They have probably been discussing this issue as early as DMC1 since it has quite fundamental effects on the game.
Sure, even with technical issues in the way, they could still add a small radar screen with blips showing the enemies so that you don't get offscreen hits. But they didn't, and you know why? Gameplay balance. Because they want to challenge you. They want you to learn and adapt. First time I played DMC1, I got hit from all sides. After some practise (basically learning to track all enemies and read their attacks from audial/visual clues), I very rarely encountered the phenomenon again. And when it did happen, it was usually my own silly fault, not the game's.
Same with Resident Evil - at first, the whole changing angles deal and tank-like controls were a bit weird. Today I can position any character wherever you want him/her with pixel-perfect precision. Then, Metal Gear Solid came along with free-directional controls. After some adjustments, that was also mastered. I never moan about the game system, I learn it and get good enough at it to enjoy and beat the game the way the devs intended it to.
Discussing whether or not gameplay elements are "old-fashioned" or "unnecessary" is completely irrelevant. One because it's a wholly relative matter and two because developers choose them consciously as part of the challenge they offer you.
Online poker is so efficient, fast and easy, it makes hand-played poker old-fashioned and unnecessary from a gameplay perspective. Yet, some still seem to enjoy hand-played poker with its outdated human interaction, psychological trickery from yesterday and *gasp* use of real playing cards. What's more, others even enjoy watching them play! Silly, isn't it?
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Which explain why DMC4 is multi-platform. Give it to the mass and design for the less. Exclusive games are better than cross platform games because they can focus on one platform instead spending the resources and time to balance different systems.
"Give the people what they want" is a design concept that think about what gamer want first and then make it. Gamers want action - trick! Gamers want good graphic - trick! Gamers want to play Dante - trick! Sexual imply dialogs - no trick because we don't want to offense 11 to 14 yrs old kids and their parents. Those games has no soul, definitely no surprises. Corby Barlog the designer of God of War2, he is so fucking believe in the Greek mythology world. It shows in every detail of the game. He told interviewers the history of the cities in GOW2. GOW2 take a lot of risks. Heavenly Sword will release before DMC4. The bar of action/adventure game will rise higher. I hope for Capcom and Hiroyuki Kobayashi's creditability sake, take more risks with DMC4.