DMC: Devil May Cry Review
It begins with Dante’s pulsating finger pointing towards a kneeling angel’s face. He is flanked by three others, who are all tugging at his clothing suggestively and you’re still on the title screen. Then the intro begins, and you think Dante is a bit of a womanising prick, but then, you see him get dressed in mid-air during a demon attack.
DmC: Devil May Cry, should be enjoyed with your tongue planted firmly into your cheek, eyeballs bulging and a little bit of drool hanging from the corner of your mouth. If you accept it for what it is, you will grow accustomed to its individual charm as I did.
The facial movements on the characters, and indeed the voice acting, is all consistently impressive. Ninja Theory’s flair for storytelling and characterisation is omnipresent as you’re playing—breathing life into each character, with maybe just a few too many taps on the ‘swear’ button. Although this does fit with the universe, as I can’t imagine meeting many polite demons.
Later, I forgave much of the juvenile humour, as I watched Dante grow as a character throughout the story arc.
Another area that Ninja Theory have outdone themselves is in crafting the environments. Each one feels different and is littered with hidden corners, containing Lost Souls, (read: collectibles) handy items and even secret missions, where you must defeat the enemy under strict parameters.
Everything is blasted with deep color and it feels like a visual treat, especially after gaming’s recent obsession with ‘realism’.
Most levels take place entirely within the demon realm, Limbo. Within this nightmarish dimension, the environments shift like bacteria, twisting around, pulling platforms away and barring progress. A clever narrative trick for closing areas off, but also eye-candy. I know it’s cliche, but each level feels like its own character, and each has its own identity.
The way you navigate this twisted terrain is a masterstroke.
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