Thursday, 3 December 2009
Disaster Year 2001: Devil May Cry
Begun as a Resident Evil entry, with a combat system based on Onimusha bug findings, Devil May Cry defied its derivative origins to become a charter example of the extreme combat sub-genre. Devil May Cry is at once a then-gen nitro remix of Biohazard spook-mansions, the sole successful 3D update of Castlevania explores, and a riveting recalibration of abandoned side-scroll tick jab gameplay. The game features multiple swing weapon disciplines, each staffed with a assortment of unlock special actions, as well as ever escalating lead shooters.
What makes Devil May Cry so exciting is that your armaments never become irrelevant. There's always a new way to use them; danger foes can conceal unforeseen weakness to an action you've all but discarded. Everything you acquire has a specific function, and used correctly can whittle mob health in seconds. Devil May Cry's combat system enjoys the kind of depth usually only seen in impenetrable frame-count fight sims. It's fun though. The hero, Dante, is a smart mouth upstart. Endemic genre stoicism discarded for pure glee whoops, and chatty eye-rolls on Boss re-encounters. Distraction side quests provide tasks that get you thinking about how to push the limits of your moveset. There's even a super-identity trip to the Fantasy Zone that sees a seething Space Harrier Dante chasing after a marbled Father God, interact tuned to on-rails blaster. A wonderful game.
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