Gaming Steve

February 19, 2008

Gaming Steve Review: Devil May Cry 4

dmc4.jpg

Devil May Cry 4
Developer: Capcom Production Studio 1
Publisher: Capcom
Price: $59.99
Platform: Xbox 360, PlayStation 3, PC
Category: Action
ESRB Rating: M for Mature
Release Date: February 5, 2008 (US), January 31, 2008 (Japan), February 8, 2008 (Europe), February 7, 2008 (Australia)

DMC ain't normally my thing to be honest. While dabbling in past Cry titles for example, I've typically given up within the first hour or two, convinced that Team Ninja has little to worry about, and content in the fact that Ryu could throttle lady-boy Dante any day of the week. Needless to say, I'm more of a Ninja Gaiden guy.

At least, I was until 4 arrived. Quite simply, it won me over. It may be the fact that DMC3's insane difficulty has been replaced with a far more gradual and finely tuned learning curve (hypocritical, coming from a Gaiden fan I guess). Perhaps it's the inventive new combat system that the awe-inspiring addition known as the "Devil Bringer" affords. Or maybe it's just the swishy new next-gen visuals re-awakening the graphical harlot within me. Who knows? All I can say, is that numero quatro here has been devouring every spare hour of my life this past week. Sorry it took so long, sons of Sparda.

I therefore approach this game from far more of the perspective of the newcomer, as opposed to the devoted die-hard. Make of that what you will....

As luck would have it, DMC4 introduces a playable newbie of its own to the series; emo bad ass Nero, thus providing quite the convenient in-road for those in my shoes. Gorgeous early cut-scenes – all rendered real-time, as panning around with the right analogue stick soon proves – show Nero late for a ceremony at the local Opera House, in which his special lady friend is performing on stage for the Order of the Sword. Whoever they might be. In a minor hurry, Nero dispatches demons in the typically ludicrous DMC fashion amidst his brisk wall-run there, but you'd be forgiven for thinking you were actually watching good old Dante on first glance; bizarrely similar artistic design decisions ahoy.

dmc1.jpgNo sooner has he shown up, when a mysterious (and rope-less) abseiler – who just so happens to be Dante himself – crashes the party from above and starts with the unprovoked assassinating. Nero promptly jumps into action and fends him off, and thus our game begins ... though you might be hard pressed to figure out just who you're actually controlling at first. Where the plot heads from here, I'll let you find out for yourself, but it's surprisingly riveting stuff that kinda caught me off guard actually. Epic cheddar-tinged brilliance awaits, I assure you.

As a character, Nero's fab in particular. While imbued with the trademark sword 'n' gun combo the series is known for, he's also host to a crazy blue demon arm; the previously touched upon Devil Bringer. Seemingly invincible – regularly punching its way through solid concrete and stopping razor sharp swords dead in their tracks – the arm works its way seamlessly into his arsenal to much bone-snapping amusement. You can ram enemies into the floor with shocking power, as well as fling the suckers around as if made from cotton wool, and it's spectacular looking stuff I must say. Meandering such tomfoolery into your turbo-charged melee combos becomes quite the sight in particular, with Nero – for example – able to slice and dice enemies all over the screen, grab 'em before they fall down dead, drag 'em back kicking 'n' screaming, then continue the pummeling with nary an interruption. You will smile.

The beauty of DMC4's fighting system is how many similarly great little nuggets of brilliance there are tucked away to discover should you so wish to though. Insane amounts of combos to learn, tons of weapons to unlock, and crazy magical powers are all a given, but there's also a great little charge-up mini-game to contend with too for instance, one barely touched upon in the tutorial. Coming across like a beat 'em up twist on Gears of War's much loved "active reload" feature, "instant revving" your sword up in this manner enables it to not only fire off even more unlockable specials, but also ups your damage quota in the process, and is yet another means of sprucing up your kills and raking in the style points. Yet I doubt many even know it's there.

dmc2.jpgUnlike Ninja Gaiden, you can randomly button bash your way through Nero's various abilities to quite some success you see, pulling off some pretty damn impressive stuff, lack of dexterity be damned. Mastering them all to perfection will of course take far more perseverance though, affording Cry with however much depth you so desire. Lovely.

Yet there's more. Halfway through the game, Dante himself turns playable, giving you a whole other character to factor in on top. From what I understand, little has changed from controlling ol' white pubes since his previous outing – other than a newfangled real-time style change ability – but hey, it's still one hell of a pleasing addition that adds a ton more depth to an already insanely robust fighting system. One could never claim this game lacks stuff to do betwixt the hack 'n' slashing.

You could say DMC4's combat is what stood out to me above all else then. There are simply so many different combinations, weapons and techniques at your disposal, that each and every player essentially gets to craft their own distinct fighting style out of it. I love that. You just know a game's on to something special when every single time a wall is sealed and you're forced to bash your way through further hordes of respawning enemies in order to proceed, you get a brief surge of adrenaline and a smile creeps across your face. 4's battles just never grow old, it seems.

Of course, I have to mention how stunning the game looks too. From Lost Planet, to Dead Rising, to DMC and (one hopes) Resi 5, Capcom's ever impressive next-gen engine continues to drop jaws the more we see of it. The moody art design, Ico-esque vistas and effortlessly rich detail impress all the more when blazing along at a gloriously flawless 60 FPS, while character models and their subsequent animations are more than up to the task too. With some of the most spectacular looking bosses seen this side of God of War – many 30 times Nero's size at that – our boy's ability to then hurl such colossi around like a sack of soon-to-be-drowned kittens is the kinda giddy-infused video game experience that leaves you ready to give up on life and retire to your death bed. Resigned to the fact, that few experiences in the boring old real world will ever match up.

dmc3.jpgGushing aside, I do have some niggles, that said. As spectacular as those boss battles are – and believe me, they really bleedin' are – the game seemingly runs out of ideas in its latter half, repeating 'em on a loop. In fact, the entire second half of the game is essentially a repeat of the first, played in reverse. This is a minor let-down in and of itself, yet making it considerably worse is the introduction of a pair of god-awful new grunts around this point who will burrow away at your very soul with their sheer and utter lame-ness. I refuse to call them by their official monikers, as to me they will always be the "Flying Blue Boob" and the "Electrically Charged Spazzer". And you've never experienced frustration until you've been introduced.

A lot of the goodwill the game sets up early on goes straight outta the window as a result, knocking DMC down a peg or two from where I'd initially placed it I'm sad to say. Don't even get me started on the penultimate "dice" level.

The trademark ear-bleeding fighting music that's plagued previous DMC games returns too, although at least that's nothing a little custom soundtrack twiddling won't fix if 360-endowed. More aggravating are some middling – to downright ginormous – camera issues, whose presence in this day and age is ... somewhat perplexing, really.

dmc5.jpgDisappointments an' all though, DMC4 is quite the achievement never the less. I think it speaks volumes that despite how far the game seemingly goes out of its way to shoot itself in the foot in its latter levels, I still returned day in, day out, ready to smother it with love and huge chunks of my time.

In fact, between the depth of the combat system, the insane technical accomplishments, and just that final unlockable gun alone (details of which, I'll resist spoilerating for now), I'd even go so far as to call it the first truly great game of 2008.

The question is, can Team Ninja now recapture the throne?

PLUSES: Fantastically balanced fighting action with scale-able depth and difficulty for all types of player. Hundreds of moves to see and learn, and at 15 to 20 hours long, plenty of game to use 'em in too. Graphics impress like nothing else.

MINUSES: Second half loses some of the early magic. Combat music blows, giving PS3ers major mp3 envy. Devil vets may feel déjà vu, given Dante's lack of upgrades (no skin off my back though!)

FINAL VERDICT: 8.0 BUY IT!

Posted by Matt Robinson at 9:30 AM | Comments (2) | Posted to PC | PlayStation 3 | Review | Xbox |  Add this story to del.icio.us  Stumble It!  Submit this story to Digg!
Comments

Great review! Tell me, do you have any opinions on the PS3 installation requirement?

Posted by PatMan33 at February 19, 2008 11:29 AM

Cheers mate. I was playing the 360 version myself so can't really comment too much about that in regards to this game; the PS3 installation stuff as a whole though is a bit of a downer though really. If it speeds games up over how fast they'd load on, say, the 360, that's great...but I'm hearing all it does it get the speeds running more or less identical. Shame really - I'd hate for it to become the norm on all PS3 releases.

Posted by Matt Robinson at February 21, 2008 5:28 AM
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