‘Devil’ challenges gamers with full mission replay
March 25, 2005
The phrase may be “third time’s a charm,” but what can be expected from a third try when the first time was the charm and the second a disaster?
For “Devil May Cry 3,” Capcom decided not to expand on the story of the dismal part two, but rather go to the time before the events of the first “Devil May Cry.” That’s right, the sequel is actually a prequel.
First of all, it has to be said that this game is hard. The first two missions are merely playable, then suddenly, the ass-kicking commences in Mission 3.
Bosses are the single most difficult factor in the game. The damage they do is considerable, but the damage they take is minuscule. Although a challenge is nice, dying and replaying an entire mission from the beginning gets old quickly. Although there is an item in the game that allows the player to continue, it’s not very practical.
The easiest solution to this would have been a mid-level save point, but for some reason, Capcom decided not to implement anything of this kind. Aggravating features like this make playing the game similar to a love/hate relationship. Fortunately, the gameplay and cut-scenes are enough to wash away the bitterness of dying and then having to backtrack.
The gameplay is addicting. Capcom kept the basics of the “Devil May Cry” gameplay while overhauling everything else. There are six fighting styles Dante, the hero of the game, can use — four available from the beginning and two that must be unlocked. Gamers preferring to have some nifty dodge maneuvers on hand can go with the “Trickmaster style,” while gamers who enjoy fighting demons with bullets can stick to the “Gunslinger style.”
Though the styles are a nice feature, the tried-and-true gun and sword gameplay is the addictive agent.
Stringing combos together is an epiphany. Dante pumps some lead in the demonic hordes, slashes them in the air, juggles them with a nonstop trigger finger and chops them in half. As the crumbling bodies fade, hit select and watch Dante taunt his helpless foes.
However, the bigger incentive to keep playing is the cutscenes, or short transitions between levels. Capcom deserves an award for these alone. Oozing style and humor, they range from simply badass to “so-bad-it’s-good” B-movie cheesiness. Over the course of the game, Dante surfs on missiles, runs down the side of massive towers and hits on a girl who shoots him in the head.
The intense difficulty and lack of mid-level save points do detract from the overall game, and having to replay a mission from the very beginning will make even the most hardened gamer cry. But the addictive gameplay and over-the-top cutscenes are more than enough to justify replaying missions.