Great stuff from a great stu­dio

Bray People - - LIFESTYLE -

RATHER THAN a true se­quel, DmC: Devil May Cry is a ' re­birth' of the se­ries from Ninja The­ory, the stu­dio that gave us Heav­enly Sword and En­slaved. This new ti­tle fo­cuses on the con­flict be­tween Dante and Vergil - ar­guably the coolest sto­ry­line in the se­ries.

At the start of it all is DmC's much-needed de­par­ture from the uni­verse built by Cap­com over the past 10 years. Dante, how­ever, re­mains a badass. He still wields the iconic sword Re­bel­lion and the twin pis­tols Ebony and Ivory. But this time, he's not half hu­man - he's half an­gel.

Born to a de­mon fa­ther and an an­gel mother, Dante and Vergil are Nephilim -- an an­cient fu­sion of the two pow­ers ca­pa­ble of slay­ing a sin­is­ter be­ing like Mun­dus, the de­mon king.

Mun­dus con­trols the world through fairly con­tem­po­rary means: debt, sur­veil­lance, and cor­po­rate greed. But un­der­neath his hu­man em­pire is a twisted, ter­ri­ble realm of de­monic in­flu­ence, show­cased per­fectly through stun­ning vi­su­als and great artis­tic di­rec­tion.

Vergil re­cruits Dante to help deal with Mun­dus. In the process, Dante un­cov­ers the truth about his past, as well as his re­mark­able pow­ers. Those pow­ers drive the com­bat of DmC, which is where de­vel­oper Ninja The­ory ex­hibits some of its most in­tel­li­gent de­sign to date. From sim­ple in­ter­face ad­di­tions to bril­liant combo struc­tur­ing, el­e­gance is the name of the game with the lat­est ad­di­tion to the leg­endary se­ries.

Com­bos fuel the ever-ad­dic­tive style points sys­tem which re­turns in DmC and af­fects a player's over­all mis­sion rank­ing. But un­like the past Devil May Cry games the style sys­tem in DmC is trans­par­ent, dis­play­ing a live feed of moves and point val­ues on the right side of the screen so play­ers can bet­ter un­der­stand what they're do­ing to earn that cov­eted SSS rank.

While Dante's hu­man form would have more than suf­ficed, you can also play in his de­mon and an­gel forms, both of which grant him ac­cess to new com­bos and weapons. There's no limit to how of­ten you can make use of th­ese forms, and they also re­quire only a but­ton to be held in or­der to main­tain them, mean­ing you can string to­gether un­end­ing com­bos while still switch­ing be­tween forms.

This is Devil May Cry at its finest, and loyal fans to the se­ries may look no fur­ther for a ti­tle that fully lives up to the game's po­ten­tial. Great stuff from a great stu­dio - a def­i­nite rec­om­men­da­tion.

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