Devil May Cry 4
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A New Hunt Begins... -
Winter 2007
(the stuff in bold is factual quotes directly from Gameinformer, the stuff not in bold are my statements/spin on the article)
The Introduction to the DMC Series
In 5 short years, Devil May Cry has been through ups and downs the most series don't experience in an entire lifetime. The dauntless protagonist Dante was introduced to widespread acclaim in 2001, then fell from grace (in DMC2),
and finally redeemed himself (in DMC3)
- all within a span of only 3 games.
Now, as Capcom prepares to move its stylish gothic action franchise onto the PS3, the development team is using the revered third entry as a starting point for everything in DMC4. Taking what fans loved about the game play and enhancing it, gamers can expect to see even crazier combos, more fluid integration of the weapons, and over-the-top cutscenes. However, amid all those things that have become synonymous with the name "Devil May Cry", there is one thing that will be surprised to find missing: Dante in the starring role.
It's pretty safe to assume at this point that fans of DMC3 will most likely not be disappointed with DMC4 at all.
From this point I will be paraphrasing everything or only quoting directly what is important or new. It's a huge article with quite a bit of fluff in it so I will be doing most people a favor by just getting to the juicy parts.
Also from this point on, everything that Capcom (Capgod) says is directly from Kobayashi. No one else speaks on behalf of the DMC4 development team so when I say "Capcom" or "DMC4's developers say" I am really only talking about Kobayashi. This guy does a phenomenal job of public relations, he covers all basis in this article (as much as he is allowed to without giving away massive spoilers).
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Kobayashi's reason for not putting Dante in the starring role:
"The reason we switched to Nero is, when you consider how we want to open new avenues for the core user and that we're switching harware to the PS3, the easiest way to have these new game play mechanics ... was to introduce a new character," he clarifies..
"If we gave Dante [Nero's abilities], it wouldn't be Dante anymore."
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Kobayashi insists that unlike Dante and Vergil's connection, there is no story-based reason why Nero bears resemblance to the sons of Sparda. Nero's look is about finding a design that is different YET familiar. He ends with the quote: "
Devil May Cry is about guns and swords, and we want people to be able to see and understand that."
I don't like this spin on why Nero is the new character over Dante though it's really part of a bigger picture that clearly Capcom doesn't want to reveal yet. DMC is also a lot about the characters, not just guns and swords...
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Note about Nero's Gun*:
The Revolver is a vertically double-barreled revolver. However, reload times will NOT be an issue in game play.
That is certainly good to hear. I remember hearing earlier something about double pipes but didn't know what that was referring to. I am very glad that the lag time will NOT be an issue as is the case for most other single action revolvers.
*A New Batch of Style Accolades* Goes from
Do It! to
Come On! to
Big Up! and so on. I personally hate this system but oh well... does not change game play one bit.
*Note about Devil Arm*:
Initially the arm manuevers will only set enemies up (throw them up in the air for juggles, via single button input)
but later in the game they will do damage as well (in addition to gaining other abilities mentioned later on in the article).
*With the addition of the arm mechanic, the team is putting a lot more emphasis on aerial combat. Also the enemies will be brand new, just like it was with previous games and DMC3.*
*Information regarding the Red Queen*:
Kobayashi states that the Red Queen (Nero's default sword)
is a "tricked out" version of a "standard-issue" sword given to the Order of Knights (meaning others will have swords of similar designs as well).
Kobayashi refuses to comment on the game play aspects of the Red Queen and the whole motorcycle lever thing but bear in mind that it DOES have game play application (it's not just for decoration).
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There is an event/cutscene before the starting of the game where Nero's arm is possessed by an evil force - an occurence he works hard to conceal, going as far as to wear his arm in a sling to keep it from sight. Of course, the time comes when it can no longer be hidden and Nero discovers, along with the player, the immense combat possibilities of this demonic appendage.
Arm possession theory confirmed.
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The arm is not just another weapon added to the DMC arsenal, it completely changes the way DMC is played. It's about positioning as well as damaging enemies, crowd controlling and crowd destroying. The way that the new Arm game play is managed is sort of the anti-thesis of Vergil's Dark Slayer. After leveling it up, you are able to manuever it a variety of ways, including pulling enemies towards you, throwing them away, bringing down enemies from the sky and smacking them, or tossing them up in the air for juggles. Instead of you going towards/away from the enemy or you manipulating yourself, you are manipulating the enemy and moving them towards/away from you.
An example of how the arm works in practical application a Stinger example was used for the fans (this more or less confirms that Nero has a Stinger type move for Red Queen).
The quickness of the Devil Arm allows the player to completely negate the Stinger knockback, meaning as soon as you pull off Stinger, you can pull out the Devil Arm to bring the enemy back to you! Stinger is now changed from a combo finisher to a combo starter! Gameinformer flourishes over the idea of chaining multiple Stingers together for some really fancy combos with the Devil Arm.