I have a technique to help you enjoy Devil
May Cry 4 to its maximum potential, with the following steps:
1. Play the game till you complete
Mission 11
2. Get a friend or acquaintance
(if you do not have one, find one or hire someone) to be your accomplice
3. Have your accomplice sign a
contract that frees him/her from criminal charges
4. Have your accomplice buy a
potted plant
5. Find a building with multiple
floors and windows
6. Stand on the road, have your
accomplice stand on the 2nd floor
7. Have your accomplice drop the
potted plant on your head
8. Recover from the injury and
cope with amnesia
9. Return home and play Devil May
Cry 4 (hopefully you left yourself a note to resume your progress)
10. Enjoy it greatly.
Devil May Cry 4 is the, you guessed it,
fourth instalment in the
not-very-long-when-compared-to-other-franchises-such-as-final-fantasy Devil May
Cry series. A series that started off as the reanimated remains of a Resident
Evil game (the irony), that managed to define a genre, set style statements and
be stylish in one fell swoop, provided you banish the existence of the second
game to the nether reaches of your mind, and the world, and the universe, and
existence itself.
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Get stylin' |
To
be honest, you should try to somehow play the second game. Maybe it’s just
misunderstood, maybe they did not intend to make a high-octane stylish action
follow-up to its highly successful high-octane stylish action predecessor. If
you look at it in the correct way, Devil May Cry 2 is an exploration of
existentialism, one that makes you question the purpose of existence, of life
and what you are doing playing this dreadful game. By the time you find
yourself yawning for the 324th time during a boss battle, even as
the blaring music is anything but a sweet lullaby, you might find yourself
reaching an epiphany, a deeper understanding of life, an epiphany that will
make you cast aside your control and spring into righteous action. A profound
epiphany that will make you go “Why the fuck am I playing the second game when
I can just play the first game for the 11th time and still have more
fun and keep my sanity intact.” And so you do.
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You'll be running around a fair bit. |
So
I’m pretty sure the big existential question people have about Devil May Cry 4
is: is Capcom going to pull a Microsoft here? Have every odd instalment be
something you wish to serenade sweetly as you caress the controller in your
hands, but have every even instalment be something that makes you want to set
free the devil inside, by which I mean commit suicide. Well, the game’s tagline
is ‘Set free the devil inside’ so you judge by that. Will this be a Vista or a
7?
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Look at this picture... |
If
you seriously just judged the game by its tagline then I have to bring up the
age old saying about books and covers. But in this day and age where copies of
the Great Gatsby no longer bear the signature Eyes of the Doctor and now bear
an image of Leonardo Di Caprio and company on the cover, it’s becoming
increasingly difficult to now want something based on its cover. Which brings
me back to the point that you’re still wrong for judging things by their
covers, you silly little thing you.
The
game starts things out with a dash, by having change as the first entrée by
having Dante, the series’ protagonist, get booted out of the protagonist’s seat
and replaced by the young smack-talking white-haired Nero… who is pretty
similar to another character from the series (hint: DANTE). Though this bold
change of having a new character with a new style and new personality (despite
its inherent similarities) is somewhat moot when half-way through the game they
decide to go “Haha, did you enjoy playing as Nero? Yes? But nonetheless, out
goes Nero and in comes Dante!” and suddenly you’re in control of Dante as you basically
replay everything you just did as Nero, with Dante.
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... and look here. Familiar? |
“Wait,
what?” you say, with a speck of confusion in your beautiful eyes, “are you
telling me that you basically play the same (half) game twice, with different
characters?”
To
which I reply “Yes.”
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No need to gawk, you'll see this sight again, like all the others. |
You
revisit the same locations, fight the same bosses and overcome the same
challenges (albeit shaken up a bit… because, y’know, variety and stuff). What
makes this laziness in the second half really sting is the fact that Devil May
Cry 4 is not a bad game. It’s actually a pretty good game, the combat is
stellar, challenging and exciting; the presentation is slick and gorgeous and
the production values are pretty impressive. Though the plot is nothing to
write home about, or nothing to write anything about, it does have a pretty
hefty share of charm owing to nice performances from the voice actors and the
series’ signature narm ‘n’ charm. Over the top craziness, crazy cockiness,
crazy stylishness and crazy craziness are all intact from the third game, and
aesthetically the game leans more towards the first game… with great results.
The controls are responsive and the fixed 60 fps is a thing of beauty. So what
we have here is an enjoyable and stylish game, which is arguably still one of
the best action games around.
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This game is pretty pretty. |
And
that’s why this laziness is such a shame. While the argument can be made that
all (reminder: the 2nd game does not exist) the previous games
featured backtracking in droves; the counter-argument I give is that those
games did backtracking ‘right’, since your backtracked through very different
versions of same area, after they had been changed over the course of the
story. Revisiting parts of the castle in the first game at night, as far more
deadly monsters lurked around every corner, or revisiting parts of the tower in
the third game after story events caused it to be reshaped and broken were
acceptable, and intriguing in their own rights. In this game you just revisit
these parts as they were, with the exact same layouts, albeit in the opposite
order.
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The camera is much better this time around, but it still has its kinks. |
The
significant changes present when you’re playing the first half again in reverse
order with another character, are to the mission-related gimmick(s) present.
But considering that to be consolation is like telling a child that he will now
get an extra serving of pizza on pizza night because his mother is dead;
because these gimmicks are about as pleasant as the presence of a
trans-dimensional being that weaves its way between realities in order to steal
your pizza and use it to fuel the machine that will eventually let the being
replace its tentacle-d mouth with a proper mouth so that it may be able to eat
pizza. They just get in the way, and serve as an unwelcome break from the
combat. Here’s a tip, if your combat is great you typically don’t want to keep
interrupting it to make me turn from demon slayer to plumber. When something in
your game is good people are technically going to want to enjoy the part that
is good; would you want to eat last night’s questionably pungent spaghetti when
there is a box of fresh pizza in front of you? Normally, you want players to
take a break from the combat if it is the sort that gets tedious, because if
you don’t the player is going to get tired of it and get burned out or just
drop the controller and get some pizza; which is why you will often find the
God of War taking part in several non-war activities.
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Show me your platforming impression. |
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It's a shame that the most enjoyable boss is fought only once. |
Though
really, the combat is like a great pizza. The options and variety presented
between Dante and Nero makes for some pretty substantial enjoyment, since both
approach the same fights from very different angles. Nero focuses more on
controlling the battlefield, with his long range grabs and charged shots; while
Dante focuses more on manipulating his styles and larger arsenal to get
everything he wants. The problem though, is that both have varying platter
problems. Nero’s platter is small but satisfying, but ultimately a bit small,
which leaves you wanting more variety. Dante’s platter is much bigger, but
perhaps too spread out, you might find yourself eating a few things and
ignoring the others, or eating just a little bit of everything. Though, Dante’s
problem is arguably less relevant in the
multiple-playthroughs-on-multiple-difficulties scenario, because he ultimately enjoys more variety (but still arguably too much
on his hands at one time) which lets you play around and approach things
different. Nero, on the other hand, approaches everything in the same way every
time, making things a bit dry in the long run. The boss fights are fantastic,
which is great thing because you’re going to end up fighting most of them at
least three times… and unlike the first game, these encounters lack that
‘nemesis’ feeling to them to pseudo-justify the repetition. Though, another
nice thing about the combat are these ‘little details’ thrown into it, such as
hidden counters and interactions between attacks, which means that you will
likely keep learning new things about the combat in subsequent runs. Gimmick
enemies are far less prevalent when compared to the third game.
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