DmC: Devil May Cry
The art design ranges from generic to bad. Technically it looked good for 360/PS3 and good use of UE3. That's the only positive I can say. This game was terrible in tone. Writing. Bosses. It felt like what a Jr high kid thinks is cool in 2003 but put this out in 2013. So it felt dated in its lame edgy emo shit. It tried to be a Devil May Cry game...in 30 frames per second. Top it off the combat was shallow for a Devil May Cry game. Western studios struggle with good melee combat in the same way Japan struggles with good shooters. There have been good Japanese shooters and good western melee combat but it's an exception, not the rule. So the combat is lacking the depth of a DMC game and it runs at 30 FPS when it came out. Then we have the level design. DMC series and DmC are linear and they should be but DmC has those pull yourself along sections. It serves no real purpose other than padding. It had one interesting concept in the Raptor fight but in reality, was just Jester from DMC3. Tho the presentation was different. If it was its own IP it would have been half decent at best. As a DMC game (or DmC) it was bad. With a couple of impressive looking areas for the hardware, it was on.
Thankfully DMC5 happened. Looked amazing. Had some serious depth to combat esp, Dante. Gone was Dino(Dante In Name Only)/Donte and DMC5 brought Dante back in full force.Last edited by Leynos - on 28 September 2020