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LatverianBadger Calamity is a housewife from gacha hell Since: Jan, 2012 Relationship Status: I'm just a poor boy, nobody loves me
Calamity is a housewife
#53876: Jan 28th 2013 at 6:27:47 PM

Here it is!

The History of Devil May Cry

After 3 successful games, Capcom was looking into developing a fourth entry to their successful survival horror franchise, Resident Evil. Hideki Kamiya, the director of the team put in charge of this project, wanted to make a game that focused on fast, stylish gunplay. But after some time, he realized that this focus on fast paced gameplay didn’t mesh well with Resident Evil’s survival horror aspect. So instead of scrapping the whole project, he renamed it and kept going on.

Thus, Devil May Cry was born. I’ve decided to highlight the history of this particular series as it has a clear goal in what it wants to make the player feel, and I wish to explore how each game contributed to that.

Released in 2001, Devil May Cry, much like Doom and Street Fighter 2 before it, cemented a new genre of game into the market. The “hack and slash action game”. As an action game, Devil May Cry was focused entirely on one thing, making the player feel cool, stylish and powerful. And it did just that, with its innovative and fluid combat system, imaginative setting and characters, and impressive for its time graphics, animation and art.

The big kicker with Devil May Cry was the introduction of its “Style Ranking” system. This consisted of a typical combo meter that would only go higher and higher should the player use different attacks each time. Higher Style Rankings awarded the player with a higher overall ranking at the end of each level, and also more “Red Orbs”, the currency of the game, to spend on items and abilities.

This fresh, new gameplay mechanic discouraged players from using the same attacks over and over, and encouraged players to experiment. This was one area where Devil May Cry really shone. It made players experiment, and it made them find and discover new ways to string combinations of attacks together effectively and new ways to lay the hurt on every demon that crossed the player’s path. And in turn, it made the player feel like a powerful warrior who took their enemies out with style, much like classic action movie heroes. Devil May Cry was a huge success, many praising its fantastic gameplay, and many remembering it for its hilariously bad voice acting and writing, both of which factored into its main appeal of making its players feel like they were experiencing a legitimate action film-esque scenario.

But with its successes, come its shortcomings. Eager to cash in on the success, Capcom had a sequel all planned out. And thus, was born..... (Sigh)...Devil May Cry 2.

Upon its announcement, fans of the original were beyond excited for a sequel. And they couldn’t wait to see how it improved on the formula. And when it finally came to shelves, fans were disappointed to learn that it did not make things better. It actually made things a whole lot worse. The original Devil May Cry put its emphasis on heavily stylish action, and Devil May Cry 2 attempted to follow suit. However, it was inferior in almost all aspects. Its art direction was not as grandiose, its level design not as well done, its enemies and characters rather boring compared to the first game, and perhaps the worst offense of all, it went against everything the original Devil May Cry stood for. Stylish action and combos.

While all the necessary systems were there, the attacks and animations in this game were lacklustre, and felt unsatisfying. Sword attacks felt weak and players were bored out of their minds using their swords. Even worse, the player’s firearms, which always had infinite ammunition, were grossly overpowered. Players could literally just walk through entire battles and win them easily by mashing the gun button. This was a serious issue, as it was the direct opposite of what made the original Devil May Cry great.

What was even worse is that the game’s boss fights encouraged such mind numbingly boring play styles. Many of its boss fights either took place at a large distance, and players could only resort to using guns to attack the enemy, or had bosses that were incredibly dangerous up close, encouraging the player to just take the safe route by sitting back, far away from the enemy and mashing the gun button. This is not good game design. Devil May Cry 2 has long been lambasted endlessly, and considered by many a fan to be the black sheep of this beloved franchise, and for good reason.

Eventually, when Devil May Cry 3 was announced to have the same team that developed Devil May Cry 2, many fans muttered curses under the breath. Thankfully though, it seemed that the team had learnt from their mistakes, as Devil May Cry 3 was far closer to the original than Devil May Cry 2 ever was.

Devil May Cry 3 not only brought back the standard that the original set, it took it up a few notches. Basically, it did what Devil May Cry 2 should have done. Improve on the formula. Devil May Cry 3 introduced the “Style” system, which allowed the player to choose a specific “Style” to use. Depending on what “Style” was chosen, the player had access to different abilities. This gave the players a wider variety of playstlyes to enjoy and try out, and essentially allowed players to experience the stylish, experimental action of the original, only they could do it whichever way they wanted. They could go for an evasive style and watch as they zoom past enemy attacks like a speeding bullet, or pick a more offensive style and gain access to several unbelievably cool looking sword techniques.

Furthermore, Devil May Cry 3 introduced a wider variety of weapons, both meelee and ranged. This further increased the potential for experimentation and combo development in the game. However, there was one major shortcoming of the game, its difficulty. The game was so incredibly, brutally hard, that a Special Edition version of the game was released with severely toned down difficulty. Still, this is a sequel done right. It took the original game’s idea, and expanded upon it, improving it.

With the release of the seventh generation of video game consoles, Devil May Cry was making a leap into the next generation. And so Devil May Cry 4 was made.

Devil May Cry 4 followed heavily after its predecessor, retaining the same general feel and dynamic. Its main change was the introduction of a new protagonist. The series veteran Dante took a temporary backseat to newcomer Nero, who introduced a number of interesting concepts into Devil May Cry.

While Nero lacked Dante’s wider arsenal of demonic weapons, he made up for it with two key gameplay features. First, the Exceed system, which allowed players to rev Nero’s sword like a motorcycle handle, and temporarily power up Nero’s techniques. While one normally had to be standing still to charge up Nero’s Exceed, it is also possible to charge up Exceed mid combo by tapping the Exceed button right as one of the player’s sword attacks hit the enemy. This added a layer of depth to Nero’s gameplay, giving the player even more options and combo opportunities.

The second key feature of Nero was his right arm, the Devil Bringer. With a push of a button, players could grab opponents with it and perform brutal special techniques on the enemy. This gave the game a slightly more cinematic feel, as each enemy had a unique, flashy animation to it when grabbed. The Devil Bringer was also a very versatile tool, allowing Nero to reach out and pull himself to extremely far away platforms, detect in game secrets, or even use enemies as living shields. Playing as Nero gave the player all these features over time, allowing the player time to learn and master Nero as a character. But of course, even this game was not going to let Dante fade into the background, for the classic Devil May Cry hero was playable as well.

Going off of Devil May Cry 3’s example, Dante in Devil May Cry 4 had further changes made to his playstyle to further improve his ability to perform combos and the variety of moves at his disposal. While Devil May Cry 3 increased the variety of mvoes he could perform, Devil May Cry 4 made all of these moves available at once at the touch of a button. The Style system made a return; however, in Devil May Cry 3, Dante could only have one set Style at a time, and could only change it at certain points in the game. This game changed that, giving Dante access to all of his styles at one time. Players could access each style with a tap of the directional pad, allowing determined and dexterous players to switch styles mid combo. This greatly increased combo variety, and is thus, an improvement on the original Devil May Cry’s feel and system. Not only that, but Dante could also use more types of weapons at once, further giving him access to more moves at any given time.

Devil May Cry 4 was a good sequel in its own right, improving the series’ trademark systems to their logical extremes. It was also graphically, amazing to look at. Not surprisingly, it sold like hotcakes, becoming the highest selling Devil May Cry game in the series to date. Years passed, and no news of a brand new entry to the series came. Many speculated that its developers ran out of ideas on how to further improve the system. And in 2010, their suspicions were confirmed. With nowhere to take the existing series, Capcom made one of their most controversial moves in this series to date. They rebooted the series, and Dm C: Devil May Cry, a complete reboot of the series in every sense of the word, was announced.

Fan outcry was overwhelming, many expressing distaste over the changes to the plot, the characters and, later on, the gameplay. Despite this though, Dm C: Devil May Cry did have its legitimate strengths, and it had a clear vision and goal in mind of how to approach the series.

The main change of Dm C: Devil May Cry was the simplification of the system. All the classic systems were there, combos, the Style Ranking system, and the variety of weapons that could be used. However, its main focus was on compressing all these factors into a simpler, easier to comprehend mould. And in a way, it succeeded. Learning moves and experimenting with combinations of attacks was still satisfying, and was in fact easier to pull off, allowing less dexterous players to experience the joys of performing stylish combos in a Devil May Cry game.

The game also looked graphically amazing, and had some of the best level design in the series to date. This was intended to rope in a new breed of more casual Devil May Cry fans to enjoy the game. However, many fans of the older, hardcore style of Devil May Cry felt alienated and did not like the simplified gameplay and newfound focus on graphical presentation.

Still, even with its shortcomings, Dm C: Devil May Cry has received a good amount of praise. Whether Capcom will continue on with this reboot series, or if they plan to go back to the classic style of Devil May Cry as hardcore fans wish they would, is something that has yet to be seen.

For the longest time, Devil May Cry has captivated me with its intriguing setting and fast paced, intense action. And only recently have I begun to really see what it was all about. Thus, I wrote this report on the history of the series to let out my recently found feelings for this series.

END

"Shake the dust." - Anis Mojgani
Rivux same old me from [a jump to the sky turns to a rider kick] Since: Aug, 2010
same old me
#53877: Jan 28th 2013 at 6:28:33 PM

i SWITCHED THE GIFS WHEN YOU WERENT LOOKING

I have no idea where the fuck this is from. Lemme do a backwards Google Image Search.

[up]Dat pagetopper.

Anywayz, it's from Polar Bear Cafe.

edited 28th Jan '13 6:31:49 PM by Rivux

mario is red, i am green, i try my best, but everyone's mean
rockmanx Since: Jun, 2011
#53878: Jan 28th 2013 at 6:35:08 PM

Awesome.

edited 28th Jan '13 6:35:23 PM by rockmanx

RegularDefender MAYONNAISE from Blighty Since: Nov, 2012 Relationship Status: Singularity
MAYONNAISE
#53879: Jan 28th 2013 at 6:37:04 PM

Pretty cool, Badge.

1.5 imperial gallons of tea were consumed during the writing of this post
LatverianBadger Calamity is a housewife from gacha hell Since: Jan, 2012 Relationship Status: I'm just a poor boy, nobody loves me
Calamity is a housewife
#53880: Jan 28th 2013 at 6:39:43 PM

Thank ye.

:D

"Shake the dust." - Anis Mojgani
StrawberrytheSecond Just a Bug from the Ark Since: May, 2012
Just a Bug
#53881: Jan 28th 2013 at 6:39:54 PM

Nice one Badger.

This is a robbery. Give me all of your money and I'll kill you.
MacDuffy from Enies Lobby Since: Jun, 2011 Relationship Status: Drift compatible
eldritchseer all the loose ends from Cocytus Since: Mar, 2019
StrawberrytheSecond Just a Bug from the Ark Since: May, 2012
Just a Bug
#53884: Jan 28th 2013 at 6:46:53 PM

Though I would argue that most of the "Praise" is just the game journos desperately trying for the acceptance of other groups of critics.

This is a robbery. Give me all of your money and I'll kill you.
LatverianBadger Calamity is a housewife from gacha hell Since: Jan, 2012 Relationship Status: I'm just a poor boy, nobody loves me
Calamity is a housewife
#53885: Jan 28th 2013 at 6:48:06 PM

That's true. Still I've heard good things about it from more fair reviewers like Angry Joe.

"Shake the dust." - Anis Mojgani
MacDuffy from Enies Lobby Since: Jun, 2011 Relationship Status: Drift compatible
#53886: Jan 28th 2013 at 6:49:47 PM

A game reviewer gave a game I didn't like a positive score

THERE MUST BE SOME HIDDEN MOTIVE

LatverianBadger Calamity is a housewife from gacha hell Since: Jan, 2012 Relationship Status: I'm just a poor boy, nobody loves me
Calamity is a housewife
#53887: Jan 28th 2013 at 6:52:30 PM

To be fair Duff, its more like every single official reviewer out there is throwing 9's and 10's at the game without much thought.

Check out Angry Joe's review for an elaboration on this. His review was also fairly positive, though not as blatant, giving the game a 7/10.

"Shake the dust." - Anis Mojgani
StrawberrytheSecond Just a Bug from the Ark Since: May, 2012
Just a Bug
#53888: Jan 28th 2013 at 6:54:29 PM

Angry Joe did a review? Gotta watch that.

Buit I gotta say. Why this game? Its mediocre at best. Why don't they actually try to pump up an actually notable game. Like maybe SMT. Or the Zon Of The Enders Or freaking Metal Gear Solid.

Or something more awesome like that new zombie game that's coming out. Or Watch Dogs. Something.

edited 28th Jan '13 6:54:39 PM by StrawberrytheSecond

This is a robbery. Give me all of your money and I'll kill you.
LatverianBadger Calamity is a housewife from gacha hell Since: Jan, 2012 Relationship Status: I'm just a poor boy, nobody loves me
Calamity is a housewife
#53889: Jan 28th 2013 at 6:56:09 PM

Subjective opinion yo.

Indeed though, this game's pretty much completely set up to be a disaster in sales, so promoting it so much may have been a bad move.

Oh yeah, and Angry Joe's review be here.

"Shake the dust." - Anis Mojgani
rockmanx Since: Jun, 2011
#53890: Jan 28th 2013 at 6:57:37 PM

Yeah, I watched Angry Joe's review. The Bill O' Reily bit had me cracking up.

StrawberrytheSecond Just a Bug from the Ark Since: May, 2012
Just a Bug
#53891: Jan 28th 2013 at 6:58:49 PM

I pray for the day Game Journalists and Gamers actually make peace.

This is a robbery. Give me all of your money and I'll kill you.
MacDuffy from Enies Lobby Since: Jun, 2011 Relationship Status: Drift compatible
#53892: Jan 28th 2013 at 6:59:21 PM

this will never happen and you know it

LatverianBadger Calamity is a housewife from gacha hell Since: Jan, 2012 Relationship Status: I'm just a poor boy, nobody loves me
Calamity is a housewife
#53893: Jan 28th 2013 at 7:00:23 PM

agreed

"Shake the dust." - Anis Mojgani
eldritchseer all the loose ends from Cocytus Since: Mar, 2019
all the loose ends
#53894: Jan 28th 2013 at 7:00:34 PM

-Blows up the game journalist chantry-

I REMOVED THE CHANCE FOR COMPROMISE! BECUASE THERE IS NO COMPROMISE!

edited 28th Jan '13 7:00:50 PM by eldritchseer

thespacephantom Jamais vu from the smallest church in Saint-Saëns Since: Oct, 2009
Jamais vu
#53895: Jan 28th 2013 at 7:01:54 PM

eldritch no

youve doomed us all

UN JOUR JE SERAI DE RETOUR PRÈS DE TOI
StrawberrytheSecond Just a Bug from the Ark Since: May, 2012
Just a Bug
#53896: Jan 28th 2013 at 7:02:49 PM

Welp that's out the window.

-passes out Unmakers-

edited 28th Jan '13 7:03:01 PM by StrawberrytheSecond

This is a robbery. Give me all of your money and I'll kill you.
RegularDefender MAYONNAISE from Blighty Since: Nov, 2012 Relationship Status: Singularity
MAYONNAISE
#53897: Jan 28th 2013 at 7:03:46 PM

If that's the Doom Unmaker, isn't that only useful against things from Hell?

1.5 imperial gallons of tea were consumed during the writing of this post
eldritchseer all the loose ends from Cocytus Since: Mar, 2019
all the loose ends
#53898: Jan 28th 2013 at 7:03:48 PM

Hey, I have a random question, what's everyone in here's favorite video game?

edited 28th Jan '13 7:04:09 PM by eldritchseer

thespacephantom Jamais vu from the smallest church in Saint-Saëns Since: Oct, 2009
Jamais vu
#53899: Jan 28th 2013 at 7:04:17 PM

Planescape Torment.

UN JOUR JE SERAI DE RETOUR PRÈS DE TOI
Randomman5 "The Perfect Villain Doesn't Exi-" Since: Oct, 2011 Relationship Status: Forming Voltron
"The Perfect Villain Doesn't Exi-"
#53900: Jan 28th 2013 at 7:04:53 PM

Due to recent developments in the FG (namely Soul Edge), I will not be bringing in Wiseman like I said I was planning on doing. This in no way is meant to imply that I don't like the Soul Edge thing (I love it). It's just that certain things about Wiseman would make the situation...unfavorable.

@ Eldritch: Depends.


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