DmC: Devil May Cry

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Description

DmC: Devil May Cry is a reimagining of the iconic hack-and-slash action series, featuring a redesigned protagonist Dante in an alternate universe with a more grounded, Western-influenced tone. Set in the dystopian Limbo City, secretly ruled by demons, Dante discovers his Nephilim heritage as the son of a demon father Sparda and an angel mother Eva, teaming up with his long-lost brother Vergil and ally Kat from the rogue group The Order to expose and dismantle the demonic overlords through intense combat, platforming, and surreal environments blending fantasy and modern technology.

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Reviews & Reception

metacritic.com (86/100): I highly recommend Devil may Cry. It’s a great action game that hangs with the best the genre can offer.

imdb.com (90/100): People hate change, despite the game being amazing.

gamespot.com : With assured storytelling, great combat, and imaginative design, DmC: Devil May Cry is a more-than-worthy reboot for a classic franchise.

techland.time.com : Thank goodness Ninja Theory got the fighting right.

DmC: Devil May Cry: Review

Introduction

In the pantheon of action games, few franchises have defined stylish combat quite like Devil May Cry. Born from Capcom’s ambitious evolution of survival horror prototypes, the series has long balanced over-the-top spectacle with intricate swordplay and demonic lore. Enter DmC: Devil May Cry (2013), a controversial reboot that dared to reimagine its cocky protagonist in a dystopian world of corporate demons and social satire. Developed by Ninja Theory and published by Capcom, this alternate-universe entry swaps gothic elegance for punk-rock rebellion, thrusting a younger, edgier Dante into a battle against a demon-infested society. As a game historian, I’ve traced the series’ trajectory from Hideki Kamiya’s PS2 origins to its modern revivals, and DmC stands as a pivotal “what if?”—a Western-infused pivot that prioritizes accessibility and thematic bite over unyielding difficulty. My thesis: While it alienated purists with its redesigns and tone, DmC masterfully revitalizes the hack-and-slash formula, delivering a fluid, replayable experience that critiques modern ills through demonic allegory, cementing its place as a bold, if imperfect, evolution in character-action gaming.

Development History & Context

DmC: Devil May Cry emerged from Capcom’s desire to breathe new life into a franchise stagnating after the mixed reception of Devil May Cry 2 (2003) and the highs of Devil May Cry 4 (2008). Announced at the 2010 Tokyo Game Show, the project was envisioned as a full reboot, shifting the series from its Japanese gothic roots to a more Western narrative lens. Capcom handed the reins to Ninja Theory, the UK studio behind Heavenly Sword (2007) and Enslaved: Odyssey to the West (2010), known for cinematic storytelling and character-driven action but criticized for clunky combat. Creative director Tameem Antoniades infused the game with a vision of Dante as a “punk rocker anti-establishment guy,” drawing from real-world inspirations like corporate greed and media manipulation—echoing the studio’s thematic focus on human frailty amid supernatural chaos.

Technological constraints of the seventh-generation era (PS3, Xbox 360) shaped DmC‘s design. Powered by Unreal Engine 3, the game prioritized seamless level transitions over the metroidvania-style door-hopping of prior entries, leveraging middleware like Havok physics, Wwise audio, and Scaleform UI for fluid combat animations and dynamic environments. Released on January 15, 2013, amid a crowded action landscape—God of War: Ascension, Tomb Raider reboot, and Metal Gear Rising: RevengeanceDmC arrived as Capcom grappled with fan backlash. Early trailers showcased a black-haired, tattooed Dante, sparking outrage from purists who decried the “edgy teen” redesign and satirical tone as a betrayal of the series’ B-movie flair. Capcom’s marketing flip-flops—from reboot to prequel to alternate continuity—only fueled the fire, mirroring broader industry shifts toward reboots (e.g., Tomb Raider, 2013) to attract new audiences while risking alienation. Despite 491 credits (including writers like Alex Garland of 28 Days Later fame), the game’s $29.99 launch price and DLC packs (e.g., Vergil’s Downfall) reflected Capcom’s post-Street Fighter IV monetization strategies. By September 2018, it had sold 2.4 million copies worldwide, proving its commercial viability despite initial hurdles.

The 2015 Definitive Edition for PS4 and Xbox One addressed console limitations with 1080p/60fps, added modes like “Gods Must Die,” and bundled DLC, while the PC port (initially buggy) evolved via community mods. In hindsight, DmC captured a transitional era: Ninja Theory’s Western polish clashing with Capcom’s Eastern action heritage, paving the way for hybrid successes like Devil May Cry 5 (2019).

Narrative & Thematic Deep Dive

DmC‘s story unfolds in Limbo City, a dystopian metropolis secretly ruled by demons who manipulate humanity through media (Raptor News Network, a Fox News parody), finance, and consumer products like the mind-controlling soda “Virility.” Protagonist Dante, a foul-mouthed Nephilim (half-angel, half-demon offspring of Sparda and Eva), embodies youthful rebellion: orphaned young, raised in abusive institutions, he’s a wanted criminal scraping by as a freelance demon slayer. Voiced by Tim Phillipps with raw snark (“You’re an asshole!” to Mundus), this Dante contrasts his classic counterpart’s suave charm—he’s impulsive, alcoholic, and quick to quips like “I like it rough” that underscore his immaturity.

The plot ignites when psychic medium Kat (Sage Mears) recruits Dante for The Order, a resistance led by his twin brother Vergil (David de Lautour), a masked tech genius plotting to expose the demonic cabal. Their Nephilim heritage allows traversal of Limbo, the warped demonic realm where architecture twists like a living nightmare. Early missions blend revenge-driven brawls with revelations: demons control surveillance via giant eyeballs, and Mundus (Louis Herthum) reigns as a scarred CEO enforcing the Masquerade. Key arcs include Dante’s flashbacks—Baroque-inspired art depicting Eva’s murder and his orphanage torment—humanizing his rage. Vergil’s arc, from Big Brother Mentor to power-hungry tyrant, culminates in betrayal: after slaying Mundus, he declares, “The path is clear for us to rule,” echoing Sparda’s mythic rebellion but inverting it into tyranny.

Thematically, DmC dives into deception and control, with arc words like “All war is fought with deception” critiquing consumerism and propaganda. Limbo’s billboards morph into “CONSUME, SUBMIT, OBEY,” satirizing surveillance capitalism. Nephilim symbolize hybrid potential—Dante evolves from self-loathing outcast to protector, his hair turning white (nodding to classic Dante) as he embraces power responsibly. Yet, flaws abound: dialogue often devolves into Cluster F-Bombs (e.g., Dante and Succubus trading “Fuck you!”s), diluting nuance, and Kat’s abuse backstory feels underdeveloped, serving more as motivation than depth. The DLC Vergil’s Downfall (2013) extends this, portraying Vergil’s spiral into villainy via Hollow-like inner demons, questioning compassion’s cost.

Subplots enrich the lore: Phineas the storyteller (Lou Beatty Jr.) foreshadows succession (“Who will take his place?”), fulfilled by Vergil’s ambition. Lilith (Robin Riker) as Mundus’ pregnant consort twists Pregnant Hostage tropes, highlighting monstrous maternity. Bittersweetly, the ending shatters the Masquerade—Limbo merges with reality, awakening humanity—but fractures the brothers’ bond, teasing sequels unrealized due to backlash. As a historian, DmC‘s narrative boldly politicizes the series’ lore, transforming campy demon hunts into anti-corporate allegory, though its edginess sometimes sacrifices emotional resonance for provocation.

Gameplay Mechanics & Systems

At its core, DmC refines the stylish action blueprint with intuitive depth, emphasizing fluid combos over punishing precision. Controlling Dante feels empowering: Rebellion, his morphing sword, defaults to balanced strikes, but triggers switch to Angel (blue, speed-focused: Osiris scythe for multi-hits, Aquila shurikens for aerials) or Demon (red, power-heavy: Arbiter axe for breaks, Eryx fists for launches) modes. This Real-Time Weapon Change—up to eight configs via D-pad—encourages seamless swaps mid-combo, building Style Ranks from “Dirty!” to “SSSensational!!!” based on variety, no-damage streaks, and environmental kills (e.g., Demon Pull yanks foes into walls).

Combat loops shine in arenas: basic Stygians (goomba-like grunts) teach dodging shielded Bathos or aerial Harpies, escalating to Elite Mooks like shielded Pathos requiring Demon breaks. Firearms—Ebony & Ivory pistols for juggling, Coyote-A shotgun for crowds, Kablooey rockets for AoE—complement melee, with Jump Cancel (ascended glitch) enabling infinite air combos. Devil Trigger slows time (grayscale filter), suspending mooks for carnage, while Secret Missions (21 hidden challenges) demand SSS ranks for unlocks. Progression uses White Orbs (skill points for refunds) and Red Orbs (items escalating in price), making upgrades accessible yet strategic—prioritize grapples like Ophion (Demon Pull/Angel Lift) for traversal.

Platforming integrates seamlessly: Limbo’s shifting architecture demands Angel dashes across gaps or Demon smashes on red crystals, with color-coded cues (blue/red glows) guiding interactions. UI is clean—Scaleform minimizes clutter, showing health, orbs, and real-time feats like “Flawless Kill Streak!”—though checkpoint deaths deduct 10% score, pushing mastery. Flaws include occasional visibility issues in chaotic Limbo warps and a shorter campaign (15-20 hours), mitigated by difficulties from Human to Dante Must Die (enemies Devil Trigger) and Definitive’s Gods Must Die (no items, spawning DT foes).

Innovations like auto-orb attraction and no Metroidvania backtracking streamline play, while Bloody Palace DLC (101 arenas) extends replayability. Vergil’s DLC swaps to katana precision with doppelganger DT, balancing finesse. Compared to series norms, DmC democratizes complexity—mashers get by, experts parry for “just frame” bonuses—flawed by easier bosses (abusable via DT) but innovative in stance fluidity, influencing Bayonetta sequels and DMC5‘s armament system.

World-Building, Art & Sound

DmC‘s world is a fever-dream dystopia, blending urban grit with eldritch horror. Limbo City juxtaposes muted real-world drabness (browns, grays evoking They Live!) against vivid Limbo distortions—neon-drenched nightclubs, inverted skyscrapers, and fleshy factories where Virility’s slug-like Succubus vomits soda. Bizarrchitecture lives: walls scrawl “FUCK YOU DANTE,” floors crumble into voids, symbolizing demonic oppression. Settings like Raptor News’ cyberspace arena (TRON-inspired lasers) or Mundus’ surveillance lair fuse tech and myth, with graffiti murals retelling Sparda’s legend in Klimt-esque style.

Art direction excels in pop-punk surrealism: Dante’s red coat pops against psychedelic palettes, while Baroque flashbacks (Caravaggio homages) add gravitas—Eva’s Pietà-like death humanizes the chaos. Environments destruct via Havok, with cracked walls begging Arbiter smashes. Noisia’s dubstep-electronica score (e.g., pulsating boss themes) and Combichrist’s industrial rock amplify frenzy, syncing to combos for rhythmic highs. Voice acting shines: Phillipps’ brash Dante quips mid-fight, de Lautour’s stoic Vergil chills, and ambient wails from trapped Lost Souls heighten dread.

These elements immerse: Limbo’s empathy—warping to isolate Dante—mirrors themes of deception, turning levels into atmospheric extensions of narrative. Sound design (Wwise) layers metallic clashes with bass drops, while art’s bold colors critique consumerism’s facade. Flaws like repetitive arenas aside, it crafts a cohesive, oppressive vibe, elevating hack-and-slash to artful rebellion.

Reception & Legacy

Upon launch, DmC polarized: critics averaged 85% (MobyGames, 50 reviews), praising Ninja Theory’s polish—1UP (100/100): “Exceptional action… depth and replayability”; Giant Bomb (100/100): “Stylish or crazy in a good long while.” Destructoid (90/100) lauded its standalone merits, while IGN (89/100) eased fears over the redesign. Players scored 8.3/10 (46 ratings), appreciating combat but critiquing length and “edgy” story—Eurogamer (80/100) called it “close to a classic.” Backlash centered on Dante’s “twat” persona and satire (e.g., Anime News Network: 67/100, missing exploration), with forums decrying the reboot as “Westernized butchery.”

Commercially, 2.4 million sales by 2018 met expectations, but fan vitriol stalled sequels—Capcom reverted to canon with DMC5. Definitive Edition (2015) boosted legacy, adding tweaks (hard lock-on) and modes, earning 7.5-8/10 for accessibility. Awards included EGM’s Top 25 of 2013 (#12). Influence lingers: its stance system inspired DMC5‘s multi-weaponry and Bayonetta 3‘s fluidity; modding scene thrives on PC. As historian, DmC exemplifies reboot risks—dividing yet innovating, proving alternate visions can enrich franchises without supplanting origins.

Conclusion

DmC: Devil May Cry is a defiant reboot: its punk-Dante divides, its satire bites unevenly, and its brevity frustrates purists craving DMC3‘s gauntlet. Yet, Ninja Theory’s alchemy—seamless combat, vivid Limbo, thematic subversion—delivers a 15-hour thrill ride of aerial juggles and boss banter, accessible yet deep. Sales and Definitive enhancements affirm its endurance, influencing action’s stylistic evolution. In video game history, it occupies a liminal space: not canon-defining like DMC3, but a vital “elseworlds” experiment reminding us reboots thrive on bold risks. Verdict: Essential for genre fans; a stylish 8.5/10 that earns its white-haired redemption.

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