- Release Year: 2008
- Platforms: Windows
- Publisher: Capcom Co., Ltd.
- Developer: Capcom Co., Ltd.
- Genre: Special edition
- Perspective: Third-person
- Game Mode: Single-player
- Average Score: 100/100
Description
Devil May Cry 4: Platynowa Kolekcja is a special edition of the acclaimed action-adventure game set in the gothic city of Fortuna, where protagonist Nero, a young demon hunter and member of the Order of the Sword, embarks on a thrilling quest to combat an onslaught of demonic forces after a mysterious attack disrupts the city’s sacred rituals, utilizing stylish combat mechanics, supernatural abilities, and later allying with the legendary Dante to unravel a conspiracy threatening humanity.
Gameplay Videos
Devil May Cry 4 (Platynowa Kolekcja): Review
Introduction
In the pantheon of action games that blend blistering combat with operatic flair, few titles swing the sword of stylish excess quite like Devil May Cry 4. Released in 2008 as a cornerstone of Capcom’s enduring hack-and-slash legacy, this entry revitalized the series by introducing Nero, a fresh-faced demon hunter whose raw power and emotional depth complemented the cocksure charm of series staple Dante. The Platynowa Kolekcja edition, a Polish-market special release from September 19, 2008, elevates the experience with physical extras like the original soundtrack DVD, making it a collector’s gem for European enthusiasts. As a game historian, I’ve traced the evolution of action titles from arcade roots to modern spectacles, and Devil May Cry 4 stands as a pivotal bridge—refining the high-octane formula of its predecessors while grappling with the technological ambitions of a new console generation. My thesis: This edition not only preserves a masterpiece of fluid combat and gothic storytelling but also underscores Capcom’s commitment to global accessibility, cementing DMC4‘s status as an essential artifact in video game history, flaws in pacing notwithstanding.
Development History & Context
Capcom’s internal studio, often referred to as Team DMC under the broader umbrella of Capcom Production Studio 8, spearheaded Devil May Cry 4 with director Hideaki Itsuno at the helm—a visionary who had previously helmed DMC2 and would later deliver the acclaimed Dragon’s Dogma and DMC5. Itsuno’s vision was ambitious: to recapture the stylish, combo-driven essence of DMC3 (2005), which had redeemed the series after the divisive DMC2 (2003), while introducing a new protagonist to broaden appeal and sidestep over-reliance on Dante. The game launched on PlayStation 3 and Xbox 360 in early 2008, with the Windows port arriving later that year, including the Platynowa Kolekcja variant localized and distributed by CD Projekt Sp. z o.o. in Poland—a nod to the growing Eastern European gaming market.
Technological constraints defined the era. The PS3 and Xbox 360 demanded optimized engines to handle high-fidelity visuals and physics-based combat, leading Capcom to adopt the proprietary MT Framework engine. This tool, also used in Resident Evil 5, enabled seamless animations and environmental interactions but strained hardware limits, resulting in the PC version’s variable performance (supporting keyboard, mouse, and other inputs via DVD-ROM). Development occurred amid a shifting gaming landscape: the seventh generation consoles emphasized cinematic storytelling and online features, yet DMC4 stayed true to offline, single-player roots, bucking trends like God of War (2005) or Heavenly Sword (2007), which leaned into narrative-driven action. Commercially, Capcom aimed to reclaim momentum post-DMC3‘s success, with the Platynowa Kolekcja—a “Platinum Collection” bundling the game with the Devil May Cry 4 Original Soundtrack—targeting budget-conscious Polish players (PEGI 16 rating ensuring mature accessibility). This edition, added to databases like MobyGames in 2016, highlights Capcom’s strategy of regional variants to extend lifecycle, amid a market dominated by Western blockbusters and rising mobile ports (foreshadowing DMC4: Refrain in 2011).
Narrative & Thematic Deep Dive
Devil May Cry 4‘s plot unfolds in the shadowed spires of Fortuna, a fortified city worshiping Sparda—the legendary demon knight and father of Dante—as a messianic figure. The story pivots around Nero, a hot-blooded member of the Holy Order of the Sword, whose demonic arm (the Devil Bringer) grants him supernatural strength. When the Order’s sanctum is assaulted by demons during a ritual, Nero’s path collides with Dante’s, the silver-haired devil hunter who crashes the party with trademark irreverence. What begins as a tale of religious zealotry and demonic invasion evolves into a conspiracy unraveling the Order’s leaders, Sanctus and Credo, who seek to harness the Savior—a colossal artificial demon—to “purify” humanity.
Thematically, the game probes redemption, faith, and the blurred line between hero and monster. Nero embodies youthful defiance, his romance with Kyrie (a choir singer and symbol of purity) humanizing his rage, while flashbacks reveal his ties to Vergil (Dante’s twin from prior games), adding layers of inherited legacy. Dante, appearing midway, subverts expectations: less a mentor than a chaotic force, his taunts (“You got a cute little outfit there”) needle Nero’s insecurity, highlighting themes of succession in a family fractured by demonic heritage. Dialogue crackles with wit—Dante’s quips like “Jackpot!” after stylish kills contrast Nero’s earnest outbursts—yet it’s laced with pathos, as in Nero’s desperate plea during Kyrie’s abduction: “This hand was made for… saving you!” The Order’s cult-like devotion to Sparda critiques blind faith, mirroring real-world religious extremism, while the Yamato sword (Vergil’s heirloom) symbolizes fractured brotherhood, tying into the series’ overarching motif of paternal abandonment.
Flaws emerge in the narrative’s asymmetry: Nero dominates the first half (18 missions), with Dante’s playable segments feeling tacked-on, disrupting momentum. Subplots, like Agnus’s grotesque experiments, add body horror but often devolve into exposition dumps. Still, the script’s operatic tone—blending Shakespearean tragedy with anime flair—elevates DMC4 beyond mere action, influencing later entries like the 2013 DmC: Devil May Cry reboot, which deconstructed similar themes with a grittier lens.
Gameplay Mechanics & Systems
At its core, Devil May Cry 4 is a symphony of stylish action, where combat loops revolve around chaining attacks for style rankings (D to SSS). Nero’s arsenal centers on his Red Queen revving sword (exceed system for charged slashes) and Blue Rose revolver, augmented by the Devil Bringer—a grapple arm for yanking enemies, Buster grabs, and spectral dives. This innovation streamlines crowd control, allowing Nero to snatch distant foes into combos, fostering aggressive, momentum-driven play. Dante’s mid-game unlock introduces four styles (Swordmaster for melee, Gunslinger for ranged, Trickster for evasion, Royalguard for blocking), reverting to the series’ customizable depth and enabling godlike versatility—imagine juggling airborne enemies with Ebony & Ivory pistols while flipping through portals.
Progression ties to Proud Souls (currency from kills), spent on skill trees unlocking moves like Nero’s Spectrum Dive (aerial shotgun blast) or Dante’s Rain Storm (nail-bomb barrage). Orb collection gates content, encouraging replay for higher ranks, while Blue Orbs extend health and Purple Orbs reset skills. The UI is clean yet minimalist: a mission select hub with Bloody Palace mode for survival challenges, though the PC port’s mouse/keyboard support feels clunky compared to controller ideals, with “other input devices” hinting at early peripherals.
Innovations shine in the exceed mechanic and Devil Trigger (Nero’s spectral arm overload for time-slow bursts; Dante’s full demonic form), but flaws mar the experience: egregious backtracking through linear-yet-repetitive levels demands replaying 11 missions as Dante, inflating playtime to 12-15 hours without adding value. Enemy variety— from Bianco Angels’ water shields to the Savior boss’s multi-phase siege—keeps fights fresh, but AI can feel scripted, and the single-player focus (no co-op) limits replayability outside of New Game+ modes. Overall, the systems coalesce into a rewarding loop of risk-reward, where a flawless combo yields auditory euphoria, though pacing issues prevent perfection.
World-Building, Art & Sound
Fortuna’s neo-Gothic architecture—cobbled streets lined with cathedrals, aqueducts, and hellish rifts—crafts an atmosphere of pious decay, where stained-glass saints loom over demonic incursions. Levels like the Sun and Moon Lighthouse evoke a perpetual twilight, with dynamic weather (torrential rains during boss fights) enhancing immersion. Art direction, powered by MT Framework, delivers cel-shaded flair amid realistic textures: Nero’s blue coat billows realistically, while demons like the Scarecrow’s twitchy animations convey uncanny horror. The Platynowa Kolekcja‘s DVD-ROM ensures crisp 720p visuals on PC, though frame drops plagued early ports.
Sound design amplifies the spectacle. The included Devil May Cry 4 Original Soundtrack—a double-disc set of 50 tracks by composers like Hideyuki Fukasaku and Nozomi Ohmoto—fuses heavy metal riffs (“Devils Never Cry”) with choral operatics (“Out of Darkness”), syncing perfectly to combos for a rhythmic pulse. SFX excel: sword revs build tension, enemy grunts punctuate impacts, and Dante’s voice lines (Reuben Langdon’s smirking delivery) add levity. This auditory layer, accessible via the bundled DVD (streamable on platforms like Spotify or Apple Music per MobyGames), deepens world-building, making Fortuna feel alive—a theocratic fortress teetering on apocalypse. Together, these elements forge an experience that’s viscerally kinetic, where every slash echoes the game’s demonic soul.
Reception & Legacy
Upon 2008 launch, Devil May Cry 4 garnered strong critical acclaim, averaging 84/100 on Metacritic for consoles (PC version slightly lower at 82 due to optimization woes), praised for combat innovation and visuals but dinged for backtracking. Commercially, it sold over 3 million units lifetime, bolstering Capcom’s portfolio amid rivals like Bayonetta (2009). The Platynowa Kolekcja, a niche Polish release via CD Projekt, flew under radars but earned a perfect 5/5 from its sole MobyGames player rating (unreviewed otherwise), reflecting enthusiast love for its extras. No critic reviews exist for this edition, underscoring its regional focus.
Reputation has evolved glowingly: post-2015’s Special Edition (adding Vergil and ladies of the Order), DMC4 retroactively shone brighter, influencing DMC5 (2019)’s dual-protagonist structure and combo depth. It impacted the industry by popularizing “stylish action” metrics, inspiring Metal Gear Rising: Revengeance (2013) and Bayonetta‘s QTE flourishes. In historiography, DMC4 marks Capcom’s pivot to accessible PC ports, paving for bundles like the 2018 HD Collection. Its legacy endures as a high-water mark for single-player action, collected by just one MobyGames user but cherished globally.
Conclusion
Devil May Cry 4 (Platynowa Kolekcja) distills the series’ razor-sharp combat, gothic intrigue, and unapologetic style into a package that’s as rewarding as it is replayable, with the soundtrack DVD adding tangible delight for collectors. While narrative asymmetry and level repetition temper its brilliance, the game’s innovations in dual protagonists and fluid mechanics secure its verdict: an indispensable classic. In video game history, it bridges arcade hack-and-slash to modern spectacles, affirming Capcom’s mastery and earning a resounding recommendation—grab it for a devilish thrill that still slices through time.