Tag Archives: Capcom

Devil May Cry 3: Dante’s Awakening Special Edition (PS2) Review

Developer/Publisher: Capcom || Overall: 9.0/10

The Devil May Cry series has been one of the more talked about games recently with the release of Devil May Cry 4, all with the exclusivity to Sony platform being thrown up into the air – but back in the day where none of that mattered, there was a game called Devil May Cry 3: Special Edition for the PS2. The Special Edition is the refining of the original game, Devil May Cry 3: Dante’s Awakening, and includes a bunch more goodies that the first version didn’t have, as well as a shuffling around of the difficulty modes. Usually action games peak out around ten or fifteen hours, but it’s easy to spend at least twice that with Devil May Cry 3: Special Edition.

Put simply, Devil May Cry 3 is an action game with horror and gothic elements. It’s not exactly scary, but the game goes back to its roots after Devil May Cry 2’s “offensive” locale. Not only that, but there is an actual story that you can comprehend, unlike any of the other games in the series up to this point. Though the story is actually worth its weight in words this time around, the main appeal comes from the gameplay itself, and it speaks volumes. Unlike most games, Normal mode isn’t for the faint of heart, and even that is considered “easy” by the original version of Devil May Cry 3’s standards.

The Devil May Cry series doesn’t have a combo system utilizing different buttons like in God of War. There is one button to use your melee weapon (typically a sword), one button for your guns, and one button for a special move. Used appropriately, you can string together all the different types of attacks to lay some serious hurt on the demons and rack up some impressive combos. Unlike Devil May Cry 2, you’ll have to hit the square button over and over if you want to shoot Dante’s guns (in Devil May Cry 2, you could just hold it down and it’d fire). As far as Dante’s pistols go, the faster you hit the square button, the faster he’ll shoot them. As you get different weapons, they all have their own firing rates, so clicking the button as fast as you are able to does not help you all the time. Melee weapons follow a bit different logic, however. A melee weapon has two or three different combos that rely on the timing of your button pushes. This can change a little from weapon to weapon, but it’s basically the same execution. In total, there are five guns and five melee weapons for Dante to acquire through the game.

The circle button comes into play when you want to use one of Dante’s Styles. The basic styles are Trickster, Swordmaster, Gunslinger, and Royalguard. Trickster allows you to make use of dashing and running up walls, which I found to be practically useless. Trickster is a hold-over from the circle-button command from Devil May Cry 2, but Devil May Cry 2’s execution in that regard was leagues better. Swordmaster is a bit more useful, and allows you to do some cool stuff with your sword (like throw it) once it levels up. Gunslinger is the one I used the most, and allows you to do quite a few things, like shoot your guns faster, charge them, and target two targets at the same time. Not to mention spin in the air like a tornado while shooting your gun! Gunslinger is by far the coolest of all the styles. Royalguard is kinda boring and only blocks. If you block enough, you charge up some power and can release it onto an enemy to kill them. It’s sort of ineffective at times, because you’ll still get damaged, and it’s not really smart to take damage since it’s very hard to find something that heals you. Other styles are acquired as the game goes on, but for about 80 percent of the game you’ll be stuck with those four. The more advanced styles you gain later on don’t allow you to level up at all.

The graphics are pretty nice for a PS2 game, but do sort of show their age as we get further into the current generation of consoles. The voice acting is not terrible at all, so that is something to be thankful for. The sound effects are good, but the music is where the game lacks. Every time you’re near an enemy, a cheesy battle score with horrible lyrics starts playing. I hated the song by the end of the game and tried to just ignore it, unfortunately to no avail. It would have been nice if they didn’t have such a horrible song, but what can you do? The story is good, and really the first competent piece of writing the series has shown after the first two games.

Overall, the game is very hard, even at the Normal difficulty. The easy difficulty allows for less experienced action gamers (or people who just suck at games) to get into the game to actually beat it and *gasp* enjoy it. Even hardcore gamers will probably at least take a pass through all modes of play the game has to offer, as it’ll add towards fully completing the game in every facet. Once you finish the game, a new gameplay mode called Bloody Palace will be accessible, not to mention being able to play as Dante’s brother Vergil in a new game. There’s plenty of stuff to unlock, so you’ll be playing the full game quite a few times, although it’ll be easier after the first time since you’ll know how to figure out all the puzzles.

Devil May Cry 3: Special Edition is a good game to play if you’re into action games. Since it has been out for a while now, you’ll be able to find it at a very cheap price. The Devil May Cry box set includes all three of the PS2 games in the series, and it’s a good value. Regardless of your feelings toward the second game, you’ll get a loaded action game in Devil May Cry 3: Special Edition.

Devil May Cry 2 (PS2) Review

Developer/Publisher: Capcom || Overall: 8.0/10

Devil May Cry 2 has somehow achieved the reputation of being the worst game in the Devil May Cry series, and there is no one out there who would recommend playing the game after the third and fourth games came out. Most people just say skip it. I’m here to tell you otherwise — Devil May Cry 2 is not that bad of a game. Sure, it might have a few flaws, but Devil May Cry 2 is a superior game to the first Devil May Cry in practically every way except the location.

The original Devil May Cry started out as a Resident Evil game, as most people know. It’s probably safe to assume that Devil May Cry 2 started out as some other game that was transformed into a Devil May Cry game with Dante slapped into it. That may or may not be the case, but it’s probably better for it, since I didn’t really enjoy the first Devil May Cry game as much as some people. The only thing the first Devil May Cry still has going for it is level design. In the first game Dante talked — not so much in the second one. But it’s a blessing when compared to the end of the first game where Dante becomes a prissy pony (read: not a badass).

Devil May Cry 2 didn’t have that great of a story, or anything that even resembles a story to tell you the truth, but I found that the gameplay was tremendously improved from the first game. Dante’s guns are Automatic, similar to the first game’s Easy Automatic. Unlike the first, it doesn’t feel like a machine gun and the animation is a lot smoother. Dante can now run up walls, and also dodge while pressing the Circle button. Out of the first three games, dodging has been executed optimally in Devil May Cry 2.

As far as the actual game goes, there are plenty of missions — a little more than 20. Not only that, but you can play as a second character right off the bat, named Lucia, who basically goes through all the same levels in a different way. Nonetheless, there is a lot of content to be mindful of even if there aren’t any extras. Lucia is a bit boring, however, so you might as well just stick with the Dante disc and forget there is a Lucia disc unless you want to see a French ninja girl jump around.

Basically what people hate about the game is that Dante doesn’t talk very much, the story makes absolutely no sense and you’re running around urban environments for the majority of the game. There is truth to all of that, but that line of thinking glosses over the actual gameplay. As far as that goes, lots of people think it was a piece of cake. It could be considered that, especially compared to the other games, but I had a difficult time enough as it was, so it depends on what kind of gamer you are when it comes to difficulty preference.

The graphics and sound are quite improved from the first game, but the first had better art and design than the second. There weren’t any bad frame rate dips at all, and of what little voice acting there was of Dante, it was fine. The annoying voice actors are probably just about everyone else in the game, but you get over it since they barely ever talk anyway.

Devil May Cry 2 might not be the best game ever, but it certainly is NOT one to skip over if you want to see the evolution of the series. As much as fans and even Capcom itself might want to ignore its existence and say to just “skip it,” it would be quite the mistake. If you like to see how the game series evolved, Devil May Cry 2 should at least be given a try.

Ultimate Ghosts’n Goblins (PSP) Review

Developer/Publisher: Capcom || Overall: 8.5/10

A famous side-scrolling series from Capcom has made its way to the PSP in the form of Ultimate Ghosts ’n Goblins. Infamous for its difficulty, Ultimate Ghosts ’n Goblins is presented in beautiful 2.5D (2D in a 3D world). You take control of Arthur, a knight that must save a princess from the clutches of evil by battling through five hellish stages, collecting hidden golden rings along the way. Using the tools and weapons available along the way, UGnG has a very simple objective and requires little understanding in terms of how to play. Ultimate Ghosts ’n Goblins earns its rank of being one of the most difficult games to come out recently, capturing a retro feeling at the same time.

For new players to the series, Ultimate Ghosts ’n Goblins is flexible, but stays true to its objectives. When starting a new game, you are presented with three difficulty modes: Novice, Standard, and Ultimate. The game is basically the same through all of the settings, but how the game treats you dictates the difficulty. In Novice mode, you’ll start out with many lives, and after you die your weapons will remain powered up upon re-spawning. In Standard, you only start with two lives and no post-mortem powered-up weapons. In Ultimate mode, your armor is weak, breaking in only one hit, and when you die, you’ll restart at the beginning of the level (and with regular weapons) rather than re-spawning close to where you had died.

The frantic side-scrolling action that comes with the game might be hard to get used to at first, but when you learn what to expect from the game in terms of enemies materializing from thin air, it becomes more manageable. Crybabies will find no solace here — the whole point of the game is to be difficult. Enemies will pop out of nowhere, infinitely respawn, and attack you from all sides. Capcom pulled out all the stops to make the game as difficult as it can be, but they still managed to make it fun. While there aren’t many stages to work your way through, the difficulty and the randomness of the enemies and obstacles will work toward extending the game’s life. Not to mention there are quite a few items to collect and earn that will help extend the life of the title.

In a game like UGnG, story is not important — a basic “save the princess” scenario is laid out in the beginning of the game, and off you go destroying enemies. Many weapons, types of magic, and shields are available for use. Each weapon has its own advantage or disadvantage depending on what you need to accomplish. Some weapons can be used quickly while others take longer between each shot. Weapons include daggers, whips, arrows, and many more. Magic spells can also be used to your advantage and usually pack the punch needed to get through a tight spot. Shields also help with defense, but one shield in particular, the Dragon Shield, is an important one — it can be used to help you fly for a limited amount of time, helping you reach places that would otherwise be impossible to get to. Different kinds of armor are also available.

Throughout levels, random treasure chests of either a blue or red color will appear. Well, they seem like they’re “random” but in all actuality their appearances occur when you touch predetermined objects or areas. Within these chests are weapons, power-ups, or even new magic spells that can help you complete your journey.

The gameplay mechanics are tight and responsive. The game depends a lot on jumping over hazards or getting through an obstacle in a certain amount of time, both requiring a lot of skill from the player. Most of the game is played through the use of three buttons — Square for using weapons, X for Jumping, with circle being used to activate magic. Stage design is the absolute strong point of the title, even though it can be merciless at times. Many of the hardest parts of the game depend on timing and only having a limited amount of chances to make your way through obstacles. Boss battles, like the rest of the game, are challenging yet fun, and occur at right times to break up the pacing of the game.

Other shining aspects include the graphics and sound. Through and through, Ultimate Ghosts ’n Goblins is visually a great game to experience. Practically all the levels have at least some sort of eye candy, as can be seen in the screenshots. Sound effects and music are also of top quality. The soundtrack is very good as well. The full audiovisual package is quite amazing for a handheld, especially considering that load times don’t last much longer than one to three seconds at a time, and no loading or slowdown is seen at all when playing through a full stage. The game runs at a solid frame count, which lends itself greatly to the high action that UGnG prides itself with.

A number of things keep the game from being perfect, however. The most annoying of the flaws is not being able to control your double-jump while in mid-air. When you need to jump onto an exact spot, it is very hard to be accurate. For example, if you’re next to a gravestone and need to jump on top of it to activate something, you can’t go right up to it and then jump up on it. You have to go back a few steps and then jump onto it. It’s simply impossible to change direction while you’re doing a double-jump, enforcing the fact that you’ll have to look before your leap. Another disconcerting aspect of the game is the fact that there are quite a few elements not explained well, or even at all. For example, there is no explanation of what a shaking grave stone means or what to do with circular portal-looking things. Little things like this pull the final product down from being as enjoyable as it could be, because all it does is create more frustration (as if the regular gameplay didn’t do that enough as it is).

Gamers looking for a true challenge will find Ultimate Ghosts ’n Goblins to be one of the most enthralling side-scrolling experiences to come out for quite some time. As a throwback to the retro days of when the side-scroller was king, Ultimate Ghosts ’n Goblins is a game that shouldn’t be passed over. It’s a perfect portable game to have, with especially fast load times and quick starting gameplay that can easily kill time.