Show/Hide Show/Hide

Devil May Cry 4

 
Capcom 30th Anniversary Character Encyclopedia available now!!Dec 11, 2013 - Community Announcements If you're a Capcom super-fan, be sure to check out the Capcom 30th Anniversary Character Encyclopedia, available now on Amazon for less than nine bucks!  The book celebrates Capcom's thirty-year legacy of brilliant character design with more than 200 pages of lush art, character facts, statistics, and historical information. Characters major and minor, current and classic, all have representation, so there's something for just about every Capcom fan ever. Check it out! Capcom 30th Anniversary Character Encyclopedia available now!!Dec 11, 2013 - Community Announcementshttp://images.onesite.com/capcom-unity.com/user/gregaman/9f6046911b84e2fe9404f9344191c9be.jpg?v=156150 If you're a Capcom super-fan, be sure to check out the Capcom 30th Anniversary Character Encyclopedia, available now on Amazon for less than nine bucks!  The book celebrates Capcom's thirty-year legacy of brilliant character design with more than 200 pages of lush art, character facts, statistics, and historical information. Characters major and minor, current and classic, all have representation, so there's something for just about every Capcom fan ever. Check it out! Now Available - DmC Devil May CryJan 24, 2013 - Product ReleaseDmC Devil May Cry is Now Available on Steam. In this retelling of Dante's origin story which is set against a contemporary backdrop, DmC Devil May Cry™ retains the stylish action, fluid combat and self-assured protagonist that have defined the iconic series but inject a more brutal and visceral edge. The Dante of DmC is a young man who has no respect for authority or indeed society in general. Dante knows that he is not human, but also that he is not like the demons that have tormented him throughout his life. Caught between worlds, he feels like an outcast. Thanks to his twin brother Vergil, leader of the anti-establishment group called “The Order”, Dante is now discovering and coming to terms with what it means to be the child of a demon and an angel. This split personality has a real impact on gameplay with Dante being able to call upon angel and demon abilities at will, transforming his Rebellion sword on the fly to dramatically affect both combat and movement. Retrospective: Devil May Cry 4May 22, 2011 - EurogamerAt first glance, it's easy to think of Devil May Cry 4 as a soulless cash-in. Between its uninspired level design, confounding camera, and new protagonist who looks almost identical to series' hero Dante, it would seem as if Capcom had drawn too often from the same well. As Eurogamer pointed out in its 2008 review, DMC4 "feels like a high-def re-skin of a 2001 game design". It's no wonder Enslaved developer Ninja Theory has been hired to breathe some new life to Capcom's flagship demon hunter. While Capcom was happy to continue pumping out sequels, series' creator Hideki Kamiya abandoned it soon after the first Devil May Cry. Not content to retread old ground, he sought to bring his madcap sensibilities to games like Viewtiful Joe and Okami. It wasn't until 2010 that he returned to the third-person hack-and-slash genre with Bayonetta. Prior to its release I asked Kamiya what he felt the biggest difference was between DMC and Bayonetta, to which he replied, "With Devil May Cry we did everything we could do at the time - with Bayonetta, we want to make the best game we can now in this environment." Bayonetta certainly felt more contemporary. Trimming the fat of unnecessary puzzles and fetch quests, crafting a camera that could keep up with the game's occasional liberties with gravity and the addition of slow-motion helped it scratch that progressive itch that DMC4 had seemingly abandoned. But for all Bayonetta's razzle-dazzle, I felt like something had been lost along the way, and while DMC4 resembled an unimaginative iterative sequel - the kind Capcom is notorious for milking (cough Mega Man cough) - it unexpectedly withstood the test of time better than Kamiya's spiritual successor by ignoring more recent design trends. Symptomatic of its time, Bayonetta was a more forgiving game overall. With mollycoddling checkpointing that respawned players midway through boss battles at full health, even the hardest setting allowed you to inch slowly forward. Earlier Devil May Cry titles had the exact opposite problem, and dying on a boss would send you all the way back to the beginning of the level. You could buy continues to circumvent this, but doing this often required endlessly grinding for red orbs. DMC4 struck a delicate middle ground, where checkpoints existed few and far between - though it at least had the decency to place them before boss fights. Revisiting it now it feels harsh losing 10 minutes of progress, but it toughens you up until sequences that you previously struggled through become a breeze. At least when you did die it was a hero's death, for DMC4 was one of the last games of its kind not to have quick-time-events. You could only die in battle, and not just because you missed a button prompt during a cut-scene. Ever since God of War and Resident Evil 4 adopted QTEs as part of the action game vocabulary they've become the norm. Their presence in Bayonetta was among its least appealing concessions to modern standards as one missed button p...Dragon's Dogma Is The Devil May Cry Team's Next Big GambleApr 12, 2011 - Kotaku The first time I saw Dragon's Dogma, I thought that the creators of the recent Devil May Cry sequels were making a mash-up of God of War and The Elder Scrolls. And I thought that that was a bad idea, a bad use of the labor of the largest development team to ever create a game for Capcom. The first time I played Dragon's Dogma, about four or five hours after I first saw it, weathering the dreary slowdown of a brief, rough demo, I discovered a game that feels fresh, that feels like a wonderful risk. The game's top creators call it, "the greatest action game we've ever made" and "the type of game I've been wanting to make since I was in junior high." It felt to me like the game that could make me feel like a great warrior-boss, the leader of a sword-and-sorcery fellowship, the captain of a crew of Dungeons and Dragons heroes, a man whose minions can help him topple great mythological beasts. Dragon's Dogma is an early 2012 epic from director Hideaki Itsuno and producer Jiroyuki Kobayashi, who both led development on Devil May Cry 3 and 4. They've been planning the game for three years, making it for the last two, trying to create an open-world action game that Kobayashi believes is the best action game Capcom has ever created. Capcom set up a countdown clock for the game last week, a clock that counts down to today. But last week in Miami Kobayashi and Itsuno were already showing the game in advance to reporters like me, who had to hold our impressions until now. Their new game puts players in control of a male or female medieval hero who can be a strider, mage or fighter. The strider, who we were shown and who I later played, uses daggers for close combat and arrows at range. The hero gets four party members, all computer-controlled, who go to battle with him. Their adventure occurs in the rolling hills and amid the grand castles of a fantasy world full of ogres, dragons and cities full of merchants. At the beginning of the game, a dragon is reborn and forms some sort of bond with the lead character. That dragon is "whispering to his heart," Itsuno said through a translator, "'I need you to come to me. I need your services.'" " the type of game I've been wanting to make since I was in junior high." We didn't see the dragon in the interactive part of Dragon's Dogma on display in Miami. We got to see a fight against a griffin, a massive lion with the head and wings of an eagle. First, I saw the developers fight it. They started out in the countryside, briskly using their hero to kill a bunch of human-sized ogre enemies before the griffin swooped in for an attack. Kobayashi is right to call this an action game and downplay any visual similarity it may have to fantasy role-playing games such as Oblivion. There is no evident math to the combat; it's all real-time swinging of sword, aiming of bow and casting of spells. You have heavy and light attacks and a grab move good for restraining an enemy or climbing onto a giant beast in order to crawl over it...The Next Devil May Cry Is On The iPhoneJan 11, 2011 - KotakuWait longer for the reinvention of the Devil May Cry series in the form of the game DMC. But wait only until the end of the month to see 2008's Devil May Cry 4 turned into an iPhone game. Website Slide To Play says the game, Devil May Cry 4 Refrain, will have 10 levels, cost $6.99 and will be out this month. It'll star Nero when it comes out on the App Store, but the other DMC4 protagonist, Dante, will be added at a later date. The console game was a full-scale 3D action adventure with constant, crazy combat. The iPhone version is simpler in presentation, as you might expect, though it's designed to imitate the controls of a device other than the iPhone via a virtual analog stick and four "buttons." Watch the video to see how the game plays. It sure sounds like the game has the kind of metal soundtrack that helped give DMC4 its hell-raising style. Devil May Cry 4 Refrain Hands-On Preview and Video Steam Halloween Sale On NowOct 28, 2010 - AnnouncementThe Steam Halloween Sale is on now. Save 50-75% off select spooky titles now through November 1st. Plenty of zombies, ghosts and horror to keep you busy all weekend.