DmC Devil May Cry: Definitive Edition Review (Xbox One)


Back in 2013, I first reviewed DmC Devil May Cry on the PlayStation 3. After spending hours styling with combos in the multiple game modes, I thought the team at Ninja Theory did a great job recreating the style of Devil May Cry with a grittier and darker feel than the original, even if you still couldn’t get passed the new origin story or characters…mainly Vergil. Now two years later Capcom releases DmC Devil May Cry: Definitive Edition on the Xbox One and PlayStation 4.

The biggest things about the Devil May Cry series were the over the top characters, and the action behind it. In DmC, the theme is much darker and grittier than before with a teenage Dante who very quickly learns of his birthright. The character himself grows and has that same type of attitude that fans can relate to, while Vergil, another fan favorite, was just not as cool as he could be. Vergil’s Downfall while fun and pretty challenging showcased just how bad of a character he was from start to finish.

After playing the game again, my opinion was the exact same as before. It’s got a great gameplay system which allows you to equip multiple weapons on the fly, great stage design, and soundtrack that complements the game very well. Since this is the Definitive Edition, let’s focus on the new stuff.


So what’s “new” in DmC Devil May Cry: Definitive Edition?

Ninja Theory made quite a few tweaks and improvements to the game. Some you wouldn’t even notice during gameplay such as changes to boss patterns to make it more challenging, and others include new selectable modes or placement of secret items. The Definitive Edition also features improved graphics to take advantage of the new gen systems capabilities of creating amazing worlds and colors. Most importantly for a non-stop action game is the addition of 60 frames per second. This means all your stylish combos will look amazing and clear the whole time.

As a fan, the combo system in the original DmC was one of my biggest concerns with the game; it was just too easy. Any attack preformed over and over raised your combo counter, letting you reach an SSS combo without much effort. A new hardcore mode option has been added which re-balances the combo system, rewarding you by being more creative with your combos. Hardcore also make enemies stronger, and activating devil trigger won’t send them airborne, giving players a bigger challenge closer to the original Devil May Cry. The new Must Style Mode has it so that you can only deal damage to your enemies when you achieve an S rank or higher.


What are you looking at?

The biggest addition to the Definitive Edition is being able to play as Vergil in Bloody Palace. Unlike Dante, Vergil’s Bloody Palace is split into 20 waves each, based on which difficulty mode you select, starting from Nephilim, Son of Sparda and Vergil Must Die difficulty.

My favorite addition to the game wasn’t the new costumes, which give Dante and Vergil a more original DMC3 look, but the addition of Turbo Mode and Must Style Mode. In turbo mode the game is sped up by 20%, my first playthrough of the game was with this mode on. By the time I was redoing stages on a harder difficulty, you can feel the difference as you play with the movements of both enemies and characters on the screen, along with your combos.

The new improvements and modes give veteran players something new to enjoy and easily lets new players start out and work their way up. It’s the same game you might have played two years ago, but the changes make it worth picking up one more time and spending a few hours challenging yourself and showing off your skills on the online leaderboards.

 Rating: 4/5 atoms                

NR 4 Atoms - B

Title: DmC Devil May Cry: Definitive Edition
Developer: Ninja Theory
Publisher: Capcom
Platform: Xbox One and PlayStation 4
Rated: M
Release Date: March 10th 2015

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Chris Del Castillo
Chris Del Castillo 2588 posts

Growing up Chris watched a lot of the original Saturday morning cartoons and developed a love for arts and animation. Growing up he tried his hand at animation and eventually script writing, but even more his love of video games, anime and technology grew.