Genre: Hack and Slash
Platforms: PlayStation 3, Xbox 360, PC
Release date: 15/01/2013
Developer: Ninja Theory
DmC launched early this year year after much vitriol from fans of the Devil May Cry franchise, a series which started life on the PS2. DmC marked a reboot for the series and rather than being developed by Capcom, the reins were handed to Ninja Theory. This decision perplexed me. Ninja Theory had released 2 games Heavenly Sword and Enslaved: Odyssey to the West. In these games the story, characters and location were extremely unique and interesting, and in particularly in the case of Enslaved, the characters were well written. However were Ninja Theory faltered was with gameplay, in particular combat. Heavenly Rain featured a lack of intelligent combat, where you could mostly button mash your way through the game even on harder difficulty settings. Enslaved used a slightly better combat system, but it was plodding and slow and enemies had far too much health. So what would be the product of a franchise were the gameplay is combat centred, when the developer's weakness is combat?
Like its fore-bearers DmC is extremely combat heavy, the majority of your play time spent battling demon spawn. The rest of your time will be spent exploring and watching cut scenes. In this sense Ninja Theory have stayed true to the series, there is no grand overhaul of the core components of the Devil May Cry series. But where the game fumbles in its in the combat, Ninja Theory's consistently weakest point. Your main attack consists of using your sword and using directional input and button timing to generate a variety of devastating attacks and combos. Your secondary attack fires your guns and you have access to additional melee weapons; one which delivers slow powerful attacks, and the other fast, sweeping attacks. Enemy attacks are negated with by dodging or deflecting attacks by timed weapon strikes. At first glance the combat is similar to previous Devil May Cry games, however there are a few differences which aficionados will immediately pick up on, if not revile. For instance High Roller has been remapped to a single button press and renamed 'High Time'.