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DMC Impressions- Doofuses May Cry, But This Game Rocks

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One of the worst- and woefully dated- things about Capcom’s Devil May Cry series is Dante. Sorry to send those of you who still think that a guy with white hair in a red trenchcoat is “cool” crying into your Trigun cosplay jacket, but Dante is a bad character that really ought not appeal to anyone over the age of 16. It’s that charmingly clueless sense of whatever Japanese “cool” is that’s kept him afloat all of these years, and the fact that he’s starred in at least three great action games that all have their share of clunk and junk ranging from terrible writing to bad pacing to unbalanced design.

So after all of the fan rage over Dante’s makeover, we’re left with the new title in the franchise, DMC, and a host of things that Ninja Theory has done with this long-running brawler franchise. I’m just a couple of hours into the game, having just ushered what the game calls a Succubus to a rather gruesome death in the bowels of an energy drink factory, but I’m not hesitant to state that the new game is the most refined, slickest game in the series. It’s by far the best-written, it’s the best looking, and it is the most seamlessly fun.

I’m going to shoot down any kind of comment about Ninja Theory “dumbing down” DMC right off the bat. The Devil May Cry games are as a whole incredibly fucking dumb. But they’re dumb, rock n’ roll fun, and that’s a good thing. In DMC, when the Z-grade Fear Factory cover band they got to do the soundtrack kicks in and you’re juggling bad guys, spinning around in the air with guns blazing, and hearing the new, chic-er Dante proclaiming awful one-liners it’s just as much fun as the first, third, or fourth game could be. Sure, it’s easier- at least on normal. The combos are simpler and it’s kind of shocking to fight the first boss and never get hit one time. But I’ll be damned if I’m not enjoying it more.

I’ve been constantly surprised by the game, in particular that I actually like the story and not in an ironic “oh, those crazy Japanese writers” way. Hell more or less controls the world with energy drinks and subliminal messages, Dante and Vergil attempt to stop head demon Mundus. It’s really overblown, ridiculous trash- but it’s at least self-aware, smart trash that bites enough from John Carpenter’s They Live to make adolescent-friendly messages about, like, the government and stuff, man. All of the eye-rolling nonsense about angels and demons getting it on and spawning bad-ass swordslingers is present, but the sense is that it’s a game written by folks smart enough to realize that the original games could be both playfully mocked and reverently respected with a single stroke of the pen. Oh, I’m 100% sure the writers (one of whom is apparently screenwriter Alex Garland) were very aware of how terrible some of Dante’s comments are.

I’ve also been surprised by the platforming, which is actually not terrible at all. This time out, Dante’s abilities are split between angel and devil ones and each has a whip associated with it. Angel whip is a grapple, devil whip pulls things. There are some rather nifty jumping sequences that use both of these, and there are plenty of opportunities to explore or wonder if maybe there was an argent key up that way that you didn’t go. Fortunately, it’s a game built for replay so there’s always next time. Challenge rooms, multiple mode unlocks after completion, pursuing the higher rankings, and beating folks on the leaderboards gives this game far more legs than is usual for AAA action titles these days.

I’m also really pleased at how the game is developing in terms of gameplay. New weapons, abilities and concepts are unlocked almost constantly, and it seems- so far at least- that there’s always something new to do around the corner. This is a very accessible game, yet it is not at all a dopey button masher. I love that I can try-before-I-buy all of the upgradeable abilities for every weapon- you can get a feel for how Roulette or Stinger fits into your rhythm before dropping the ability points. Don’t like it? You can respec any time.

It all comes back around to the fighting, and man, is it good. At first, there was a bit of an adjustment period and I didn’t feel like the game was as smooth as the past games. But once I found my particular flow, I was hitting the S rankings and feeling like a total killing machine. It has been disappointing that the enemies are pretty dull and repetitive, but the big boss fights have been memorable if not quite up to the standards of some of the others in the series. That said, at least you don’t have to retry fights 50 times to get it right.

So yeah, DMC turned out really damn good. Probably the biggest surprise of all is that Ninja Theory actually made a really great game, particularly after the sub-mediocre Enslaved. I’m really happy that the team had enough respect for and understanding of the original Capcom designs to look at what worked best, what had grown long in the tooth, and what needed to be completely changed. I’m sure there are still old school Dante fans claiming that this game is some kind of sexual assault or that eeeeevil Capcom is at it again, but for those looking for a great, highly stylized and very modern action game this is your first stop in 2013.

Now, the ultimate question. Is it better than Bayonetta? The answer- absolutely not.

Resident Evil Chronicles HD in Review

When Cap’n Abner gets PR regarding anything Resident Evil, he more or less forwards it directly to me. I suppose I’m this crew’s in-house RE expert, if not the franchise’s biggest fan in these parts. So when he offered me review codes for the new PSN-exclusive HD remasters of the Umbrella Chronicles and Darkside Chronicles light gun games, I of course graciously accepted them. Well, not quite. Because at first I thought they were Move-only titles, and I balked since I don’t have Move. But I looked over the press and the ad copy in the PSN description and it stated that you could use a standard controller.

Now, mind you, I played and more less enjoyed these games on the Wii so my experience with them was mostly low-definition and with a Wiimote acting as an ersatz firearm. The first impression I had of the new editions were good because the HD remastering is well done and everything looks nice and crisp. The RE atmosphere shines through, and as fan affairs these are fun games with lots of classic franchise elements re-contextualized to work as an arcade style, on-rails light gun game with some neat depth- upgradable weapons, melee counters, huge boss fights, and lots of secrets. Read More

Dragon’s Dogma Ships a Million

Well, how about that. Capcom’s Dragon’s Dogma has shipped (not necessarily sold) a million copies and the sinister company is declaring it a success worthy of franchise continuation.

I gave Dragon’s Dogma a mostly postive but somewhat mixed review, lambasting its generic quests, Bethesda aspirations, and some of the clunkier aspects of the design. I stand by my criticisms, yet here I am a month later and I’m still playing- and want to play- this game. The really compelling thing about the game is that it completely flies in the face of current AAA marketing logic, offering little guidance and suggesting a highly emergent kind of gameplay where tromping all the way across the map in real-time to get to a quest location can be a grueling, challenging experience. And that’s before you even get to the dungeon or whatever.

The thing is, Dragon’s Dogma is in some places terrifyingly innovative, thoughtful, and well considered. This makes some of the rougher spots seem more pronounced, but by the same token it also feels like something fresh, ambitious, and daring. The clever online feature is closer to a Mii Parade than a silly deathmatch or horde mode. The classes and skills are widely varied and interesting, providing lots of options and cool character development choices. The action is classic Japanese brawler fare that isn’t afraid to kick your ass. The pawns are a great way to create a sense of party-based play without going full MMORPG. There are moments of grandeur and subtle amazement that are well worth putting up with some of the game’s less-than-exemplary qualities. Like those chattering pawns.

I’d slate it, at this point, on a shortlist for GotY but The Witcher 2 would still beat it on points. So I’m glad to see that Capcom is looking at doing more with the game because it is one of those situations like the first Assassin’s Creed where you feel like the seeds of something truly outstanding are planted…and with more time and money who knows? The next game may be something really special. I’m on board.

Dragon’s Dogma in Review

Had Dragon’s Dogma presented itself as a Japanese-style action game with light RPG trappings, I might be writing today about one of my favorite games of 2012. With a development team including alumni from some of the better Resident Evil and Devil May Cry titles, it’s a game with a great pedigree and huge ambition. Brilliant ideas abound like the Pawn concept, which essentially simulates playing a MMORPG asynchronously with vaguely intelligent party members that learn how to fight more effectively over time and speak incessantly in a faux archaic patois. If your main Pawn gets hired by another player, he or she comes back with items or knowledge about quests or how to deal with certain monsters. There’s an excellent item enhancement system that’s as streamlined and straightforward as any I’ve seen, there are well-designed dungeons rich with atmosphere, and you’d be hard pressed to find a more exciting video game moment than scaling a hydra wound around a watchtower to lop off its head.

But it’s not exactly a Japanese-style action game, although elements are present. Despite offering some singular, possibly innovative hack-and-slash RPG concepts Dragon’s Dogma makes the mistake of thinking that it can compete with Western RPGs like Skyrim. It’s a shame because this is a far better and more compelling title in terms of action and gameplay than Bethesda’s OCD morass of enervating sidequests and unfocused narrative. Yet here is a Japanese-developed game that trucks in the worst qualities of the open world genre. The story, such as it is, is almost completely an afterthought and the world-building offers little more than a bland pastiche of Western fantasy tropes. NPCs are little more than Westworld-like automatons, standing by patiently for you to interact with them in their lifeless world. Nowhere is this more apparent than when you stand on a rock outcropping overlooking a vast valley and you can see bandits literally standing around doing nothing.

The world of Gransys is empty and soulless to the point where it makes Kingdoms of Amalur’s setting look inspired. Vast areas of nothing, tediously coupled with no fast travel option in the early game, mean lots of walking and wishing that there was something- anything- to fight or do. The quest log tracks laughable you-gotta-be-kidding-me gigs like finding flowers, killing X number of rabbits, and escort missions.  The story missions have no more urgency or dramaturgy than menial, void-filling tasks issued by question mark-haloed quest dispensers, urging you to the next spot marked on the map- if you can find it before you tire of lumbering around the map looking for a route. As for the narrative line, after twenty hours of play I’ve got that a dragon ate my heart and that’s irritating the local royalty and that’s about it.  There’s probably something about a prophecy in there somewhere, and your character is called the Arisen- as if any of that matters when the game is at its worst when it’s pretending that it has a story to tell or game world to express.

Yet in its best moments, most of which have nothing to do with the paltry narrative or sandbox aspirations, the game celebrates its Eastern lineage. The patrimony of the Souls games is evident in its sometimes staggering difficulty and its willingness to punish the unprepared, hasty, or unskilled player. Fighting some of the larger Monster Hunter-like beasts in the game- Chimeras, Hydras, Gryphons, Cyclopses- is grueling, awe-inspiring, and you can climb on them to hit weak points a la Shadow of the Colossus. Fussy details abound like worrying about keeping your lantern dry, food in your inventory from spoiling, and a Giant from seeing the women in your party. The ladies drive him crazy.

And oh, that fighting. Eschewing the sludgy tank battles of the Bethesda titles, the ersatz Gears of War pop-and-shoot of Mass Effect, and the ever-present MMORPG cooldown ability trope, the combat system is brutal, complex, and completely successful. It’s not tactical or measure like in the Souls or Witcher games. It’s much closer to the Japanese brawler idiom and it’s a better game for it- there’s combos, juggling, charge attacks, and more. Swinging a sword, slinging a spell, or blasting a goblin with ten flaming arrows is completely satisfying and all actions are tied to stamina, weight, speed, strength, and other traits. Classes, abilities, and specializations are strict- the trend toward characters that can do whatever in the name of accessibility is here refuted.

The idea is that you’ll hire, fire, and rehire Pawns by either entering “The Rift” at Rift stones or by running across them wandering the game world to suit your current needs and to augment your character’s abilities. You might run an all-Fighter/Warrior party to handle conventional foes, or recruit a team of Striders and Rangers for some long-distance bow-work backed with up-close dagger-work. Of course, without a supply of curative herbs and potions you’ll want to bring mages to provide healing and combat support. The AI isn’t terrible and the abstract simulation of learning works, I just wish that they wouldn’t constantly remind you to cut off a Saurian’s tail first once they figure it out.

Too often, these chatterbox Pawns ruin the game’s moments of sensory grace with their unasked for advice or commentary. And there are wonderful moments where the game is immersive. Before you go hacking the tails off of those Saurians, you might stop for a minute to admire the vista, with the alligator-men sunning themselves on the rocks in a creek. Or a swarm of bats might explode up a shaft circumferenced by a massive spiral stairway, leading to a horrible Thing in the Pit-style creature. Castles are imposing, the flicker of a lantern feels warm, and the sound of the clash of arms is impactful. This is a very well made, good-looking game with an art style that is more Elmore and Hildebrandt than Blizzard and Games Workshop. Framerates aren’t always the best and the camera, of course, goes haywire when you clamber onto a gryphon, but technically this a very polished, mostly well-appointed game that a lot of care and attention went into.

But the problem with this sometimes brilliant, utterly hardcore, and relentlessly clumsy trainwreck of a game is much the same as we’ve seen with any number of Japanese-developed games where the creators stray from the unique qualities of their national design idioms. Attempting to emulate the successes of Western designers is a tragic mistake. When this game looks, feels, plays, and even sounds like a classic, AAA-class Japanese title I’m loving it. When it’s trying to be an Elder Scrolls game, befuddling me with labyrinthine menus, or constantly reminding me with pop-up messages that I can buy more quests or special weapons through DLC I’m hating it. I don’t recall another game in recent years where my opinion has swung so wildly, often within a single hour of playing it. I do like this game, and quite a lot sometimes. But not always. It’s the dilemma of Dragon’s Dogma, a game that too often turns away from its own strengths and character in pursuit of elusive and unlikely foreign success.