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Devil May Cry 3 - Part 1

This Devil May Cry 3 review was written for Poopgang back in 2005 (or thereabouts). Unfortunately I’ve lost the original images I made for it (I liked to use thin vertical slices of image back then, to break the chunks of text up), but I’ll pop a few relevant ones in, just so it’s not a fucking massive block of text.

Enjoy.

Devil May Cry 3

Format – Playstation 2
Developer – Capcom
Publisher – Capcom
Release – March 2005

This Dante figure is amazing. I will own it one day

Those who forget the mistakes of the past are condemned to repeat them. Although it would be easier just to forget Devil May Cry 2 ever happened it’s a good job that Capcom kept it in mind. Devil May Cry was, and still is, a momentous and ground-breaking game. Fusing swordplay and marksmanship, it was a revolution to the genre. With its tight, enclosed spaces, extraordinary depth of combat and unparalleled atmosphere it quickly became a hardcore favourite. Devil May Cry 2, developed by a different team to that of the original, featured poor characterisation and a broken combat dynamic. To be fair, it did introduce a lot of useful and interesting techniques such as dual targeting, horizontal wall running, and the powering up of firearms, but lacked that magical something, that indescribable element of focus. With the original team back behind the reigns, Devil May Cry 3 has a lot to live up to, and make up for. Does it succeed?

I’ll start with your avatar in the world of Devil May Cry 3, the main protagonist, Dante. Half demon and half human, our white haired hero is the spawn of a human woman and a Devil, The Legendary Dark Knight Sparda. Raised by his mother, Dante is a hyperactive and good natured wannabe rock-star, and sees his gift of super human strength, agility and resilience as a responsibility to keep the World free of demons. Cool, cocky, and confident, he has a carefree attitude that lightens up every bad situation with a cheesy one liner, or witty remark. From the opening scene where Dante kicks a fallen chair into its correct standing position, lunges onto the chair, thumps his feet onto the adjacent desk which launches the ringing phone into his hand – all in one glorious sweeping movement – you just know that this guy has style. When surrounded by demons he instinctively reaches for a slice of pizza, not his handgun. His twin brother, Vergil, couldn’t be more different. Whereas Dante uses a heady mix of swords and firearms, Vergil disapproves of such methods, instead choosing to exclusively wield a katana given to him by his father.

Dante's trademark red jacket swings around, exaggerating his movements

Aloof and serious, he wishes to open the door to Hell that was sealed two millennia ago by his father, and rule the Earth alongside Arkham; a mysterious, sinister man with his own nefarious motives who preaches damnation instead of salvation. The fourth supporting character is the enigmatic schoolgirl, Lady. A skilled demon hunter, proficient with pistols, sub machine guns and her custom made bazooka, Kalina Ann, she has her own agenda for getting involved in the scenario. Holding her fury under her every breath, you sense the venom waiting to be unleashed; you see the anger in her mismatched eyes. With one brown eye and one blue, her visage is not dissimilar to that of Arkham, who also shares this peculiar ocular trait. And finally there is Jester, a bizarrely clothed individual, who seems intent on not only leading Dante up the correct path but also conversely littering the path with obstacles. The twist is so obvious and transparent you want to shoot yourself when it’s revealed and you are utterly, utterly shocked by it. The way this mix of distinctly different characters interact with each other throughout the games 20 missions is handled superbly, each played with a professional level of conviction by the voiceover actors and the motion capture department.

But what of the interactive meat that hangs on the passive plots bones? The crux of the game, the combat, is exciting and surprisingly deep. Over the course of the game Dante will obtain ten diversely different weapons; five melee – which range from Dante’s standard sword, Rebellion, to a succubus possessed scythe-guitar; and five projectile – including the default dual handguns Ebony and Ivory, the series stalwart shotgun and an armour piercing sniper/railgun. Each weapon has a range of moves and techniques that are not only mostly unique to them, but also incredibly useful for different scenarios. Some excel at controlling crowds of demons, some are most useful against single foes, and you never find yourself neglecting a move because there are others more valuable, as each technique has its place in your arsenal. Moves are easy to perform, too, as any move can be performed at a whim with minimal practise. No move is unachievable in the heat of battle where split second timing is essential for survival. Four weapons can be equipped simultaneously, two of each discipline, and this really opens up the potential for some truly outlandish combo attacks.

The Stinger is an invaluable attack

As an example, you can rush an enemy with your twin elemental swords, Agni and Rudra, and slash away, then perform the High Time move and knock your opponent into the air. With Ebony and Ivory a mere button press away, you can unload several shots into your target, holding him aloft, before jumping up to meet him with Rebellion and slamming him back to Earth under your sword. Looking stylish has never been so easy. Defeated enemies produce red orbs, which can be exchanged for new moves or abilities to extend your repertoire, quite simply, the more stylish and varied your combos, the more red orbs released. Another way of extending your collection of moves is building up stylish points which level up your chosen vocation. There are initially four to choose from, and each can deliver a wholly different playing experience.

The circle button is key here, as any style specific moves are assigned to it. For those of you who like to get close up and in the face of your enemies, there is the Swordmaster Style. Extending the uses of your melee weapons, or Devil Arms, this is definitely the way to go when facing a new level for the first time, or impressing friends. Prefer ranged combat? Then Gunslinger is for you. Enabling you to do lots of damage at a distance, this style is essential for making full use of your guns. Trickster Style is a nod to Devil May Cry 2, and fans of that episode will relish the wall running, air dashing qualities it brings. Widely accepted as the expert playing style, Royal Guard requires a cool head at all times. With timing and tactical thinking, you can negate all damage from an enemy with a deftly timed, last second block. Using this style it’s possible to get through the entire game without taking one hit. Adding another layer to this is your nigh invulnerable Devil Trigger state, where, for a limited time, you move faster, hit harder and look cooler. With its regenerative abilities, sometimes it is wise to use it out of battle while you take a breather and let your health bar refill without interruption.

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