Devil May Cry 3: Dante’s Awakening – Special Edition / Resident Evil 4 (Zlatá Edice)

Devil May Cry 3: Dante's Awakening - Special Edition / Resident Evil 4 (Zlatá Edice) Logo

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This compilation, titled Devil May Cry 3: Dante’s Awakening – Special Edition / Resident Evil 4 (Zlatá Edice), bundles two iconic Capcom games: Devil May Cry 3: Special Edition, an enhanced re-release with added characters, modes, and faster gameplay set in a dark fantasy world of demon hunters, and Resident Evil 4, a survival horror classic following Leon Kennedy’s intense mission in a parasite-infested rural village, offering a mix of hack-and-slash action and tense horror.

Devil May Cry 3: Dante’s Awakening – Special Edition / Resident Evil 4 (Zlatá Edice) Reviews & Reception

gog.com : Devil May Cry 3: Dante’s Awakening – Special Edition is widely regarded as one of the greatest action games of all time—and for good reason.

Devil May Cry 3: Dante’s Awakening – Special Edition / Resident Evil 4 (Zlatá Edice): A Dual-Masterpiece Compilation in Context

Introduction: The Prodigal Son Returns
The early-to-mid 2000s was a defining, turbulent era for Capcom’s action-game Identity. The studio’s flagship series, Devil May Cry, had seen its sophomore entry, DMC2, critically drubbed for its muted tone, watered-down difficulty, and stripped-back mechanics. Into this void of creative uncertainty stepped Devil May Cry 3: Dante’s Awakening, a game that not only redeemed the franchise but fundamentally redefined the “character action” genre. This 2005 masterpiece, later refined into the Special Edition, stands as a titan of design—a game where combat is a virtuosic ballet of style, where narrative is delivered with punk-rock swagger, and where difficulty is a feature, not a bug. Its bundling with another genre-defining titan, Resident Evil 4, in the 2011 “Zlatá Edice” (Golden Edition) compilation for Windows and select European markets is more than a simple package deal; it represents a snapshot of Capcom’s creative zenith, pairing two of its most influential and conceptually daring titles from the same developmental golden age. This review will dissect the legacy, innovations, and enduring power of this compilation, with a primary analytical focus on Devil May Cry 3: Special Edition as the more mechanically dense and historically pivotal of the two.

Development History & Context: A corrective symphony
Devil May Cry 3 was born directly from the ashes of its predecessor’s failure. Following the 2003 release of DMC2, Capcom Production Studio 1, led by director Hideaki Itsuno and producer Tsuyoshi Tanaka, undertook a deliberate course-correction. The team’s design philosophy, as articulated in pre-release interviews, focused on three pillars: returning Dante to his cocky, charismatic roots; re-examining and expanding the core battle engine to allow for “stylish” player expression; and rebuilding the game’s camera system to maintain focus in chaotic encounters. The development timeline, revealed in a PSM Magazine interview, indicated production began shortly after DMC2’s launch, reflecting Capcom’s urgent need to stabilize its flagship action IP.

A critical contextual factor was the regional difficulty split. To appeal to the domestic Japanese market, DMC3’s normal mode was made easier than its Western counterparts. This decision, while commercially pragmatic, sparked significant debate among fans and critics who felt the game’s intended, grueling challenge—a core part of its identity—was being diluted. The Special Edition (2006) directly addressed this, introducing a rebalanced “GOLD Mode” with unlimited continues (borrowed from DMC2), mid-mission checkpoints, and a revised difficulty curve, making the game’s mastery more accessible without sacrificing its punishing core.

Technologically, the game was a showcase for the PlayStation 2’s capabilities, utilizing a bespoke engine that combined fast-paced, 3D arena combat with intricate pre-rendered cutscenes and in-engine storytelling. The visual style, crafted by artist Daigo Ikeno, contrasted Dante’s bare-chested, red-coated rebellion against his fully-clothed, blue-clad brother Vergil. The iconic Devil Trigger designs were outsourced to Kazuma Kaneko of Atlus fame (Shin Megami Tensei, Persona), lending the transformations a uniquely grotesque, mythological weight. The Special Edition on PC (published by Ubisoft and developed by SourceNext) and later ports, however, became infamous for their poor optimization, lacking features like proper controller support and fullscreen options—a technical blight that community modders would spend years rectifying.

Narrative & Thematic Deep Dive: The tragedy of the Sparda twins
Where DMC3 truly startled critics and fans was in its narrative depth. Written by Bingo Morihashi, the game is a Shakespearean tragedy of fraternal conflict, exploring themes of power, legacy, and divergent philosophies. The story, a prequel set a decade before the first DMC, follows a young, arrogant Dante who has yet to open his demon-hunting shop. His motivation is simple, almost superficial: he responds to a challenge from his mysterious, superior brother, Vergil, who seeks to unlock the demon world using their mother’s amulet.

The plot’s genius lies in its methodical deconstruction of the villain. The enigmatic figure of Jester, who taunts and aids Dante in equal measure, is revealed to be Arkham, Vergil’s human ally and Mary’s (later “Lady”) father. Arkham’s betrayal reframes the entire conflict; he manipulates the brothers’ rivalry to gather power for himself, embodying the corrupting lust for power that Vergil nominally espouses but does not wholly embody. The thematic climax is not a simple hero-villain duel. It is a three-way collapse of familial bonds: Lady is forced to kill her father, Arkham, to end his madness—a moment writer Morihashi fought to keep despite director Itsuno’s objections that “a child should never kill their parent.” Simultaneously, the final battle between Dante and Vergil is not about morality but ideology. Vergil’s cold mantra—”Might controls everything. And without strength, you can’t protect anything”—is pitted against Dante’s emergent, more human-centric resolve. Their post-credit scene, where a wounded Vergil defiantly charges into the demon world to fight Mundus, directly sets up the somber, lonely hero of the first game, making DMC3 an essential, tragic origin story.

The dialogue is sharp, witty, and character-defining. Dante’s quips (“So you want a piece of me. Literally. Okay, bro. Come and get it, if you can!“) establish his brash confidence, while Vergil’s clipped, philosophical lines cement his colder, power-obsessed demeanor. The cutscenes, rendered in-engine or with FMV, maintain a unique aesthetic that blends gothic horror with anime-inspired flair, a tone perfectly complemented by Tetsuya Shibata’s iconic rock/metal soundtrack.

Gameplay Mechanics & Systems: The lexicon of style
Devil May Cry 3’s gameplay is a masterclass in systemic depth and player expression. Its foundational innovation is the Style System. At the start of each mission (or at checkpoints), Dante chooses one of four combat styles, each a distinct toolkit:
* Trickster: Evasion and agility-focused.
* Swordmaster: Enhances melee weapon techniques.
* Gunslinger: Unlocks advanced firearm maneuvers.
* Royal Guard: A defensive/parry system that stores energy for counter-attacks.

This system forced players to make strategic loadout decisions based on anticipated challenges. Furthermore, weapon switching was dynamic; Dante could carry two melee and two firearms, cycling between them instantly to extend combos. The Devil Trigger (DT) gauge, filled by attacking and taunting, allowed a temporary demonic transformation that amplified power and healed health. Critically, Dante only unlocks DT a third of the way through the game, a narrative and gameplay beat that mirrored his maturation.

Combat was graded on a Style Meter (Dope → Crazy → Blast → Alright → Sweet → SShowtime → SSStylish), rewarding continuous, varied, and unbroken attacks. This wasn’t just a score; it was the game’s central philosophy. The Special Edition added two new styles: Quicksilver (slows time) and Doppelgänger (summons a AI or player-controlled shadow clone).

The addition of Vergil as a playable character in the Special Edition was a watershed moment. His gameplay was a deliberate contrast: harder to control but more powerful. He wielded the katana Yamato and the gauntlets Beowulf, with a single style, Dark Slayer (similar to Trickster), and unique mechanics like Summoned Swords and the Judgment Cut force spheres. His campaign, however, has been consistently criticized for reusing Dante’s mission layouts and bosses without unique cutscenes, feeling more like a challenging “remix” than a fully-fleshed alternate story. The Nintendo Switch port’s “Free Style” mode, allowing on-the-fly style switching, represents the ultimate evolution of this system, but the SE’s locked style per mission remains the classic, strategic experience.

The Bloody Palace (a 9,999-floor survival mode from DMC2) and the optional Jester boss fights added significant post-game content. The most crucial SE quality-of-life change was the Gold Orb system, which dramatically lowered the barrier to entry by providing unlimited continues, directly countering the original release’s notorious item stinginess and brutal difficulty spikes—a change many credit with making the game’s legendary learning curve surmountable for a wider audience.

World-Building, Art & Sound: A living, breathing tower of nightmares
The Temen-ni-gru, the ancient demonic tower, is one of gaming’s most memorable settings. Its design is a seamless blend of Gothic architecture, surrealist horror, and industrial decay. Players battle through a cathedral-like foyer, a dripping stomach-like cavern (the “Inside Leviathan” level), clockwork mechanisms, and finally the stark, red-tinged Demon World. The level geometry constantly forces verticality and exploration, with secrets and Blue Orb fragments (health extenders) hidden behind daring platforming or cryptic puzzles.

The visual direction is bold and confident. Dante’s vibrant red coat against the muted, stone environments makes him pop, while Vergil’s blue provides a cool counterpoint. The enemy designs—from the hulking, armored Death Scissors to the swift, insectoid Blade—are iconic, each requiring specific approaches. The boss battles are set-piece legends: the twin battles against Vergil are emotional and technical pinnacles; the fight against the berserk, ghastly Nevan; and the final, three-stage confrontation against the power-mad Arkham, who transforms into a grotesque, Sparda-inspired blob.

Tetsuya Shibata’s soundtrack is inseparable from the experience. Tracks like “Devil Trigger” (Dante’s battle theme), “Sworn Through Swords” (Vergil’s theme), and the haunting “Lock and Load” are genre-defining anthems that perfectly match the on-screen action’s tempo and mood. The sound design is equally precise, from the clang of Rebellion to the thunder-crack of Yamato.

Reception & Legacy: The benchmark
Upon release, the original DMC3 was met with near-universal acclaim (Metacritic 84/100). Critics universally praised its triumphant return to form, lauding the combat depth, style system, boss design, and charismatic leads. The primary, consistent criticism was its excessive difficulty, particularly in the North American version where the “Normal” mode was the Japanese version’s “Hard.” This cemented its reputation as a “masocore” title.

The Special Edition (Metacritic 87/100) was hailed as the definitive version. GameSpy named it its #9 PS2 game of 2006, specifically citing the rebalanced difficulty, Vergil’s inclusion, and the return of Bloody Palace as game-changing additions. Combined sales of both versions exceeded 2.3 million copies, with the SE alone selling 1 million.

Its legacy is monumental. DMC3 is frequently listed in “Greatest Games of All Time” compilations (e.g., 1001 Video Games You Must Play Before You Die) and top PS2 rankings. It established the “character action” genre template: a combat system where player skill and aesthetic flair (“style”) are the primary rewards. Its DNA is evident in games from Ninja Gaiden Σ to Bayonetta to Metal Gear Rising: Revengeance. The Vergil/Dante dynamic created one of gaming’s most compelling rivalries, and Vergil’s popularity was so immense that he would eventually become the protagonist of his own games.

The PC port’s infamy is a significant part of its history. Universally panned for poor performance, lack of controller support, and being a locked 30 FPS windowed mess, it became a cautionary tale in lazy porting. However, its cult status was resurrected by an incredibly dedicated modding community that fixed the port, added Free Style mode, improved graphics, and kept the game alive on PC for years. The HD Collection (2012) and Switch port (2020) finally delivered quality, official PC-friendly versions, with the Switch’s Free Style mode becoming the new gold standard.

Resident Evil 4 (Zlatá Edice Context)
While this review’s source material provides scant specific details on the Resident Evil 4 inclusion, its presence in the “Zlatá Edice” is profoundly meaningful. Released in 2005, RE4 was Capcom’s other seismic shock to the industry, revolutionizing third-person shooters and survival horror with its over-the-shoulder perspective, action-heavy gameplay, and unmatched pacing. Pairing these two 2005 masterpieces—one redefining melee combat, the other redefining shooter combat—in a 2011 Eastern European budget compilation speaks to their canonical status as Capcom’s ” unbeatable one-two punch” of the mid-2000s. Both games feature charismatic, quippy protagonists (Leon S. Kennedy’s dry humor mirrors Dante’s), relentless pacing, and a bold departure from their respective series’ formulas.

Conclusion: The definitive package of a golden age
Devil May Cry 3: Special Edition / Resident Evil 4 (Zlatá Edice) is more than a compilation; it is a historical artifact. It packages two games that, in the same developmental era, demonstrated Capcom at its most creatively audacious and mechanically brilliant. Devil May Cry 3: Special Edition in particular is an unimpeachable classic. Its Special Edition refinements—balanced difficulty, Vergil’s challenging moveset, Bloody Palace—perfected an already revolutionary design. Its narrative is a surprising, emotionally resonant tragedy disguised by pulp aesthetics. Its combat system remains a high-water mark for depth, style, and player expression.

The compilation’s value is therefore twofold. For the historian, it represents the apex of a specific Capcom era. For the player, especially one accessing the superior HD Collection or Switch versions, it offers two of the most polished, influential, and endlessly replayable action games ever crafted. The only stain is the original PC port’s notoriously poor quality, a blemish on an otherwise flawless legacy. Yet, even that failure sparked a community-driven preservation effort, proving the game’s fundamental importance. In the pantheon of video games, DMC3: SE is not merely a great action game—it is the foundational text for an entire genre, a game that asked players “How cool can you make this look?” and answered with a resounding, infinite “Yes.” To play it is to engage with a living piece of design history, and this compilation, for all its regional quirks, securely houses that treasure. Verdict: A historic pairing, anchored by an all-time great whose influence echoes through every stylish action game since.

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