Hey
guys, do you see the parallels here? DO YOU SEEEEEE THEM?
Yup. |
There’s
a thin line between being brazen and being crass, and many works tend to
straddle the line in between for better or for worse, but DmC whole-heartedly
leaps into the crass side of the margin. All attempts at political and social
debate is somewhat thrown out the window when two character movingly
communicate in variations of ‘fuck you’. It’s clear that the game wanted to be
something edgy, something controversial, something that’ll make you
uncomfortable… and it is that, but it’s arguably only that.
The
biggest counter-argument given to protect the game’s storyline is that the
original series didn’t have much of a story to write much about, and that is
why I prefer to examine reboots largely independent of the originals’
storyline. In that department DmC is interesting enough, though the plot seems
to suffer from bipolarity as it constantly tries to juggle between being something
serious and being something satirically self-aware of too many things. It
wasn’t on the level of ‘have to fight burning urge to Wikipedia the story
because I really want to know what the fuck is going to happen next’ but it was
interesting enough and kept me invested on the level of ‘I’m going to watch the
cutscenes with attention because I actually want to know what’s going on…
provided you don’t break into fuck you marathons again’. One thing that did
surprise me a bit was the fact that the protagonists were a tad better than I
expected, especially Dante… which is a good thing since I was expecting
something of the ‘Oh God I want to kill myself because you killed a part of my
childhood’ level, but found that he was actually in the ‘cracks a few good
lines and is amusing enough when he isn’t being portrayed as a sexual thing and
isn’t having a fuck you salsa with other characters’ level;though not as
amusing as the third game’s ‘rocket rodeo Dante’ level or the fourth game’s
‘KYRIEEEEEEEEEE Nero’ level. The villains are a different ball game altogether
and all manage to fall into the ‘I’m evil evilevilevilevil diabolical evil
evilevil villainous evil evilevil watch me have sex’ category, with predictable
evil traits and predictable evil actions all of which double up as dull.
a.
Slow but powerful
b.
Fast but weak
c.
Balanced
2. Have these kinds of enemies
2. Have these kinds of enemies
a.
Basic grunt
b.
Stronger basic grunt
c.
Annoying enemy that dies easily
when you reach it
d.
Heavy, easy to dodge but
powerful enemy
e.
Very fast and elusive enemy
f.
Enemy that supports other
enemies
g.
Giant enemy cat
3. Have bosses do this
3. Have bosses do this
a.
Slow, easy to dodge attacks
b.
OMG GTFO attack
c.
“Fuck you”
d.
Giant rampaging attack
Big, imposing and not at all difficult. |
The inverted city is arguably the best part. |
Dem environments. |
I wasn't lying when I said that the city is LITERALLY out to kill you. |
Some missions have unique gimmicks to keep things rolling. |
Clearly, a helpful camera angle. |
Not included in the frame: The other enemies out to kill me. |
You have Angelic weapons and Demonic
weapons. So I suppose it was only the course of nature that the minions of hell
begin colour coding their preferences regarding their personal beat-down
desires. I can totally imagine one Stygian telling another “You know man, I
have to confess something. I like it blue.” “What?!” replies the other, “I like
it red! Tell you what, let’s team up! I get the red, you get the blue.” “Facing
both of us at the same time?” the first one quips ponderously, “won’t that be
just incredibly frustrating, annoying and not at all fun or dependant on skill?”
“Oh yes, my blue loving friend.” And they laughed. A lot.
The demons of hell are also lacking in
aesthetic innovation for that matter, looking like an army of mannequins
because the developers were seemingly not bothered to try to come up with
something interesting. The moment you see any enemy, you’re going to try to
remember where you might have seen it before. And you do remember where you saw
it before, but you try to remember where you saw it before where you saw it
before. The bosses fare a bit better… but not by much. There’s one boss that’s
pretty interesting in its presentation, and it’s definitely not the kind that
I’d want to spoil here. Needless to say, it’s the environments that do the
heavy lifting in the innovation and aesthetic design department, and the game
can serve as a Lonely Planet – Limbo guide of sorts. Provided you don’t get too
bored of the residents. While industrial metal can still be found about the
game's soundtrack, there is an omnipresence of dubstep, and how much you like
it obviously depends on your palette... and dubstep is not something I'm fond
of.
The DLC uses odd, deranged animation to tell its story. It has its charm, but doesn't come across as high quality. |
Vergil's smoother mobility is probably what makes the DLC more enjoyable... and the lack of dubstep. |
All in all, I’d say I actually had an
enjoyable time with the game, though I can’t say the same for any subsequent
playthroughs. Especially around the part I actually became tired of the game.
It’s a fun romp, an environmentally enthralling romp, but in many ways a subpar
romp, which is not as good a romp as some of the other romps before it, and not
better that its competing romps.
Romp.
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