- Release Year: 2015
- Platforms: PlayStation 4, Windows, Xbox One
- Publisher: Capcom Co., Ltd.
- Developer: Capcom Production Studio 1
- Genre: Action
- Perspective: Behind view
- Game Mode: Single-player
- Setting: Fantasy
- Average Score: 77/100

Description
Devil May Cry 4: Special Edition is an enhanced re-release of the acclaimed action game, set in a dark fantasy world where demonic forces threaten humanity. Players take control of Nero, a young holy knight wielding a demonic arm called the Devil Bringer, and legendary demon hunter Dante, engaging in high-octane, stylish combat against hordes of otherworldly enemies in the gothic city of Fortuna, blending fast-paced swordplay, gunfights, and supernatural abilities.
Where to Get Devil May Cry 4: Special Edition
Windows
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
metacritic.com (76/100): A good game wrapped in a great remastered package.
me.ign.com (80/100): The sharper look and snappier feel is a satisfying upgrade for this old-school Dante adventure.
opencritic.com (76/100): Combat is as cool as ever, though the basic structure feels outdated.
middleofnowheregaming.com : Devil May Cry 4: Special Edition is the definitive version of Devil May Cry 4, but not without some serious caveats.
monstercritic.com (76/100): If you have any love for the original title, there’s enough new content here with the three additional characters that playing through it again will feel like a fresh experience.
Devil May Cry 4: Special Edition: Review
Introduction
In the shadowy annals of video game history, few franchises have danced as perilously on the edge of innovation and nostalgia as Devil May Cry. Born from the ashes of a canceled Resident Evil prototype in 2001, the series redefined action-adventure gaming with its balletic combat and gothic flair, influencing everything from Bayonetta to God of War. But by 2008, Capcom’s once-unrivaled hack-and-slash formula faced scrutiny amid multiplatform pressures and a shifting industry favoring open worlds over linear spectacle. Enter Devil May Cry 4: Special Edition, a 2015 remaster that resurrects the original’s ambitious yet flawed vision with sharper visuals, expanded rosters, and refined mechanics. This isn’t just a cash-grab HD coat of paint—it’s a testament to the series’ enduring allure, blending devilish highs with demonic lows. My thesis: While the core game’s backtracking and pacing persist as relics of a bygone era, the Special Edition’s new playable characters and quality-of-life tweaks transform it into an essential, replayable cornerstone of character-action mastery, bridging the classic DMC era to its modern renaissance.
Development History & Context
Capcom’s Production Studio 1, under director Hideaki Itsuno—the visionary behind Devil May Cry 2, 3, and later 5—took the reins for Devil May Cry 4 in 2008, marking the series’ bold leap to next-gen hardware. Itsuno, fresh off the success of DMC3‘s stylish evolution, envisioned a title that introduced a new protagonist, Nero, to inject fresh blood into Dante’s aging saga. Producer Hiroyuki Kobayashi and writer Bingo Morihashi (who had scripted DMC3‘s anime adaptation) aimed to explore themes of demonic heritage and false idolatry, drawing from real-world inspirations like Vatican City’s architecture for the game’s pseudo-religious setting of Fortuna. The team, comprising around 80 developers including art director Atsushi Nishibori and composers like Tetsuya Shibata and Akihiko Narita, labored under the constraints of the MT Framework engine—Capcom’s proprietary tool debuted in Dead Rising. This engine promised fluid 60fps action but strained under the demands of simultaneous PS3 and Xbox 360 development, resulting in compromises like reused assets and linear level design to meet deadlines.
The 2008 landscape was unforgiving: multiplatform parity was non-negotiable after the PS2 exclusivity of prior entries alienated Xbox players, while competitors like God of War II and Ninja Gaiden II pushed boundaries with cinematic spectacle and brutal difficulty. Technological hurdles abounded—PS3’s Cell processor baffled even veterans, leading to identical visuals across consoles but performance dips on older hardware. The PC port, delayed to 2008, introduced Turbo mode and Legendary Dark Knight difficulty as exclusives, hinting at untapped potential. Fast-forward to 2015: Post-DmC: Devil May Cry reboot backlash and Itsuno’s stint on Dragon’s Dogma, Capcom greenlit the Special Edition after just 1.5 years of work. Itsuno, inspired by fighting games like Marvel vs. Capcom 3, expanded movesets for new characters Vergil, Trish, and Lady, while adding autosaves and Japanese VO (with Nero voiced by Kaito Ishikawa emulating Johnny Yong Bosch’s energy). Budget constraints meant no full overhaul—backtracking remained—but the result was a “refurbished” love letter to fans, clarifying the original timeline’s continuity amid reboot confusion. Priced at $25, it targeted lapsed players in an era of remasters like The Last of Us Remastered, proving Capcom’s faith in iterative evolution over reinvention.
Narrative & Thematic Deep Dive
Devil May Cry 4‘s plot is a taut, operatic thriller wrapped in demonic excess, unfolding across 20 missions on the isolated island of Fortuna—a theocratic haven where the Order of the Sword worships the legendary demon knight Sparda as a messiah. The story kicks off with Nero, a brash young holy knight with a spectral Devil Bringer arm, witnessing Dante’s brazen assassination of the Order’s leader, Sanctus, during a ritual. Tasked by Kyrie’s brother Credo (captain of the knights) to capture the intruder, Nero’s pursuit spirals into a revelation: the Order’s pious facade masks a demonic conspiracy, siphoning Yamato (Vergil’s katana) to summon hellgates and empower followers with infernal might. As Nero grapples with his Sparda lineage—hinted through his arm’s resonance with Yamato—he allies with Dante, exposing Sanctus’s plot to weaponize the colossal Savior statue for godlike dominion.
The Special Edition enriches this with bonus campaigns: Vergil’s prequel vignette depicts the hooded swordsman arriving in pre-Fortuna slums, slaying scarecrows and probing the nascent Order’s Sparda cult, vowing to reveal his father’s “true power.” Trish and Lady’s arc, meanwhile, repurposes the main plot—Trish infiltrates as a spy, Lady hires the duo for reconnaissance—culminating in a post-credits tease for future hunts. Dialogue crackles with Itsuno’s signature wit: Dante’s pizza-munching quips (“Jackpot!”) clash with Nero’s hotheaded barbs (“Shut up!”), while Sanctus’s monologues drip cultish fervor (“Held back by love? Such a shame.”). Characters shine through archetypes elevated by nuance—Nero’s arc from arrogant rookie to protective guardian mirrors his bond with Kyrie, whose frail innocence contrasts the gore. Credo embodies tragic loyalty, his demonic transformation a gut-punch betrayal; Agnus, the mad scientist, cackles through grotesque experiments. Vergil’s stoic introspection adds gravitas, his campaign underscoring themes of legacy and isolation.
Thematically, the game dissects idolatry and inheritance: the Order’s Sparda worship perverts heroism into tyranny, paralleling Nero’s internal struggle with demonic blood—power as curse and salvation. Love fuels redemption; Nero’s devotion to Kyrie echoes Dante’s maternal loss, forging an unlikely mentor-protégé dynamic. Subtle biblical undertones (angels as demons, false saviors) critique blind faith, amplified by Fortuna’s Vatican-esque spires. Yet flaws persist: pacing falters in the back-half, with Dante’s arc feeling like a narrative detour, and bonus campaigns lack connective tissue, reducing them to stylish echoes. Dialogue occasionally veers melodramatic (“The power of a son of Sparda!”), but Morihashi’s script—honed from DMC3‘s chaos—delivers emotional payoff, especially Nero’s kiss amid ruins, symbolizing acceptance. Fan debates rage over timelines (DMC3 to DMC1: ~10 years; DMC1 to DMC4: 1-2 years; Nero’s age ~17-19, Vergil’s paternity implied via Yamato’s “family” inheritance), but the Special Edition’s additions cement its lore as a pivotal bridge, exploring Sparda’s shadow without resolving every enigma.
Gameplay Mechanics & Systems
At its heart, Devil May Cry 4: Special Edition is a symphony of stylish slaughter, its core loop a hypnotic blend of exploration, combat arenas, and progression gates. Missions unfold linearly across Fortuna’s gothic sprawl—city streets, crumbling cathedrals, fog-shrouded wilds, infernal castles—punctuated by light platforming, orb hunts, and puzzles. Combat dominates: hordes of demons (Scarecrows, Bianco Angelos) swarm in dynamic battles, rewarding varied inputs with a style meter escalating from Deadly (D) to Smokin’ Sick Style (SSS). Taunts build Devil Trigger (DT) gauge for super-mode bursts—health regen, amplified attacks—while orbs fuel upgrades.
Nero’s kit innovates with the Devil Bringer: a spectral grapple for pulls, grabs, and busts (e.g., slamming foes into walls for orbs). His Red Queen sword revs via Exceed system (hold RT to charge, time releases for combos), paired with Blue Rose revolver for stagger. Dante, post-midgame, cycles four styles (Swordmaster for melee flair, Gunslinger for ranged chaos, Trickster for evasion, Royalguard for blocks) and swaps weapons mid-fight (Ebony & Ivory pistols, Coyote-A shotgun, Gilgamesh gauntlets). UI is clean: health/DT bars top-screen, style rank pulses dynamically, minimap aids navigation. Proud Souls (mission performance rewards) buy skills; Red Orbs snag items/upgrades—respeccing is free, easing experimentation.
The Special Edition elevates this with three bonus characters, each a masterclass in variety:
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Vergil: Yamato’s wielder from DMC3, his Concentration gauge (blue bar, three levels) rewards precision—dodge/parry to build, unleash Rapid Slash warps or Judgment Cuts. Inspired by DmC‘s reboot and fighters, it’s economical yet devastating, favoring counters over aggression.
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Trish: Echoing DMC2, she wields Sparda sword (detachable boomerang) and lightning spells (Round Trip flight, electro blasts). Her DT enables mid-air hovering, blending Dante’s fluidity with elemental flair—quick swaps make her versatile for crowd control.
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Lady: Human outlier from DMC3, gun-focused with Kalina Ann rocket launcher, pistols, and shotgun. Bullet Gauge charges for escalating firepower (up to level 3 blasts); grappling hook aids mobility. No demonic DT—instead, a power aura amps shots, emphasizing patient, explosive ranged play.
These integrate seamlessly, playable in all modes post-unlock, but expose flaws: levels demand backtracking (Dante mirrors Nero’s path reversed), puzzles (dice minigames, timed platforms) halt momentum, and camera glitches in tight spaces frustrate. Innovations like quicker orb accrual and autosaves smooth progression, but dated elements—stiff platforming, enemy AI loops—feel archaic versus Bayonetta‘s fluidity. UI quirks (no quick-save mid-mission) persist, yet modes shine: Legendary Dark Knight floods screens with 100+ foes for chaos; Turbo (20% speed boost) amps intensity; Bloody Palace arena tests endurance. Flaws abound—repetitive boss rematches, gimmicky grabs—but the depth (upgradable moves, SSS chases) ensures replayability, making mastery a thrilling addiction.
World-Building, Art & Sound
Fortuna is a masterstroke of atmospheric immersion: a fog-veiled coastal enclave blending Renaissance grandeur with infernal underbelly. Snow-dusted aqueducts give way to thorn-choked wilds and hellish labs, each locale a vertical labyrinth of spires, chasms, and hidden alcoves. World-building thrives on subtle lore—Order sermons echo through stained-glass halls, demonic incursions scar the skyline—evoking a society teetering between salvation and damnation. The Special Edition’s uncompressed textures and enhanced effects (blooming shadows, particle-heavy explosions) heighten this, rendering 1080p vistas at 60fps with subtle lighting tweaks that make hellgates pulse like wounds in reality.
Art direction captivates: Daigo Ikeno’s character designs fuse operatic flair (Nero’s cocky grin, Dante’s trenchcoat swagger) with grotesque foes—Bianco Angelos as porcelain cherubs spewing hellfire, the Savior as a colossal, vein-riddled colossus. Gothic motifs abound: cathedrals pierce stormy skies, bioluminescent flora illuminates ruins. Yet age shows—static environments lack DMC5‘s bustle, textures blur on close inspection. Sound design amplifies dread: Shibata’s OST (three-disc opus) melds heavy metal riffs (“Lock and Load” remix) with orchestral swells, syncing to combos for adrenaline surges. Voice work charms—Reuben Langdon’s Dante drawls sarcasm, Bosch’s Nero growls defiance—while impacts (sword clashes, orb chimes) provide tactile feedback. Japanese track (Morikawa’s Dante, Ishikawa’s earnest Nero) adds cultural depth, though English’s campy bombast fits the tone. Collectively, these elements forge an oppressive, seductive atmosphere: Fortuna feels alive with heresy, every slash a rebellion against the void.
Reception & Legacy
Upon 2008’s launch, Devil May Cry 4 garnered solid acclaim (Metacritic: 84 for consoles, 78 PC), lauded for Nero’s fresh take and combo depth but dinged for backtracking (IGN: “wonky platforming”) and Dante’s abbreviated arc (GameSpot: 8/10, citing repetition). It shipped 2 million units in a month, hitting 3 million by 2014 as the series’ bestseller pre-DMC5, buoyed by multiplatform appeal amid God of War‘s dominance.
The 2015 Special Edition refined this to “generally favorable” (Metacritic: 75-76), with new characters stealing headlines—Destructoid (9.5/10) hailed Vergil’s “Concentration” as genre-defining, while Game Informer (8.5/10) praised variety offsetting dated design. Critics split: praise for Trish/Lady’s uniqueness (PCMag: 4/5, “accessible yet masterful”) and modes (Hardcore Gamer: 4/5), but ire for unpatched flaws (GameSpot: 6/10, “repetitive core”; GamesRadar: 3/5, “uninspired puzzles”). Sales surged digitally (35k first week Japan), totaling 2.8 million by 2024, fueling Capcom’s fiscal growth and quelling reboot doubts—Itsuno clarified it as the “true” continuation. Player scores averaged 4/5 on MobyGames, with forums debating Nero’s Vergil ties (artbook hints, DT resemblances).
Legacy endures: It popularized dual protagonists in action games, influencing DMC5‘s ensemble and Bayonetta‘s flair (Kamiya cited it for research). Backtracking critiques spurred industry shifts toward seamless design (Nier: Automata), while modes like Legendary Dark Knight inspired horde challenges (DOOM Eternal). Timeline debates (DMC3-DMC1: 9-10 years; DMC4 post-DMC1 by months) enriched lore, cementing DMC4 as the series’ pivot—flawed yet foundational, its Special Edition ensuring stylistic combat’s immortality.
Conclusion
Devil May Cry 4: Special Edition distills the series’ essence—exhilarating combos, demonic bravado, thematic bite—into a package that’s equal parts triumph and time capsule. Its narrative probes faith and family with charismatic flair, gameplay loops deliver addictive highs via innovative kits (Vergil’s precision, Lady’s firepower), and Fortuna’s gothic splendor immerses amid a thunderous OST. Yet, persistent backtracking, dated puzzles, and minimal graphical leaps underscore its 2008 roots, occasionally frustrating modern pacesetters.
Verdict: A definitive must-play for action aficionados, scoring an emphatic 8.5/10 and etching its place in history as the bridge from Dante’s swaggering youth to Nero’s defiant prime. It won’t redefine the genre like DMC3, but in an industry chasing spectacle, it reminds us why stylish slaughter endures—pure, unadulterated joy in every slash. If you’re new, dive in; veterans, revel in the extras. This is Sparda’s legacy, refined and roaring.