Archive for February, 2008

Devil May Cry 4- “Sequels Make You Cry”

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“Capcom” is one of the most preeminent companies in the industry; it’s also one of the most innovative, especially considering the last few years. However, that doesn’t mean they don’t milk their sacred cows… quite on the contrary, they also have one of the more sequel driven publishing strategies. From a financial point of view, their tactic is quite sound: use “R&D-like” small production units to produce new and innovative concepts, and then explore the established franchises till they bleed, thus making enough profit to keep the boat afloat. Yet, from an artistic point of view, it’s an odd sight to see the same company name behind the brilliant “Devil May Cry” (the first one), “Killer7” and “Ôkami”, and the not so interesting “Megamans”, “Street Fighters”, “Resident Evils” and “Onimushas”.

But, the past is past, a new generation of platforms has arrived, and it remains to be seen if the financially risky creative departments will have a chance to produce new titles, considering the high production values behind xbox360 and ps3 games. So, after the original and interesting “Dead Rising”, it is with little surprise that “Capcom” now launches a sequel: “Devil May Cry 4”. “Devil May Cry”, like “Resident Evil”, has been a series filled with its fair share of ups and downs. The first “Devil May Cry” was a pure masterpiece; the second was a step backwards and the third a step sideways. So, it’s fair to say that the expectations weren’t very high. The question with this fourth installment is simple: does “Capcom” pull a “Resident Evil 4” out of the hat, or simply one more “Code Veronica”? The answer is… neither. Sadly, “Devil May Cry 4” doesn’t reinvent the series, but fortunately it has enough punch to forget the series’ uninspired past.

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Looking at the game, it is nice to see that many of the original game’s concepts were recaptured and finally improved on this sequel. Firstly, the neo-gothic art style has returned in full force and went back to basics. Instead of opting for the grand-scale scenarios of “DMC2” and “DMC3”, that mixed modern urban settings with the neo-gothic architecture and some horror inspired scenarios (with mixed results), “DMC4” goes for a more classic approach, forgetting the modern settings and replacing them with nineteenth century architecture that blends much better with the neo-gothic style. In the character department, there is also a return to the series roots, with more serious (but not exaggeratingly serious) designs replacing the often ridiculous monster design of the series. And thanks to more powerful hardware, everything looks even better, with crispy HD quality and great lighting effects that make everything shine; it’s easily one of the most visually impressive games around, thanks in great part to its art design and technical execution.

The tone of the game as also taken a leap backwards to the first “DMC”, forgetting the over the top humor of “Dante’s Awakening”, and going for a more B-movie feel: either stupidly serious or seriously humorous; it’s still is charmingly funny and witty, without going to the point of being “too” ridiculous. This goes well with the plot, that though mind numbing, manages to keep some interest in its unfolding. This is, in no small part, thanks to the virtuous cut-scene directing from the hands of Yûji Shimomura (director of “Versus”), who had already worked in “DMC3” and “Onimusha 3” with great results. His cut-scenes are among the best ever seen in a videogame, and it is impossible not to notice that they are done with great cinematic flair and style, though without the limitations of a real camera. [You can see for yourself how good the cutscenes are, Opera Cutscene, Nero vs Dante Cutscene]

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But those are mere details, what really matters in a “DMC” is the actual action, the one where you can take part of. And it is there that “DMC4” doesn’t do as well. On the good side of things, besides series’ veteran Dante (that comes with all the moves from previous games), there is a new playable character named Nero, that actually plays differently. It’s a not a difference you’ll notice immediately mind you, but as the game moves on, it’ll become all the more apparent: Nero’s movements were thought from scratch and forget many of the unnecessary complications of Dante’s moves (the numerous styles and weapon combinations). Nero has only one way of playing, and because of that, his gameplay feels much more modern and intuitive. Yet, many of the classic moves still make an appearance, and the somewhat obtuse and dated control system hurts the game… a lot. The reason for this lies in the use of subjective directions to make certain movements; the problem with this is that “DMC4” is too frenetic and action-driven for the player to be constantly trying to find out which direction Dante or Nero are facing, and which enemy they are targeting, especially if you consider the elevated number of enemies in each arena and the awkward camera angles (that are as bad as the ones in the first game, which dates to 2001…). So, while some progress was made in the gameplay department, its quirks and old-school approach just don’t cut it by today’s standards, and are hardly deserving of a sequel.

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“Devil May Cry 4” fails to be a true sequel to the first game in the series. It’s better than its two predecessors, but not enough to make it a masterpiece. The reason for this probably lies in “Capcom’s” design department, that chose Hideaki Itsuno (director of “DMC2” and “DMC3”) for director; meanwhile Hideki Kamiya (director of the first “DMC”, “Resident Evil 2”, “Okami”, “Viewtiful Joe”) and Shinji Mikami (director of “Resident Evil”, “Resident Evil 4”, exec. producer of the first “DMC” and many, many other things) are probably doing something new that will drive games to a whole new level. It’s a shame that “Capcom” isn’t always capable of reinventing its franchises, but one must understand that in order to innovate, they first must cash in on their series. Besides, how many masterpieces can gaming geniuses Shinji Mikami and Hideki Kamyia create each season anyway? Not many, I’m afraid…

Overall: 3/5

Deus Ex: Invisible War – “A Question of Evolution”

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Hard core gamers are hard to please when it comes to sequels. They tend to be overzealous in terms of design choices, expecting new games in a franchise to follow the basis laid down by its predecessors. When games try and break the mold, forums get packed with angry hard-cores that slam mouth every new design choice, with little, if any, reason for their complaints (think FFXII or Oblivion). Curiously enough, these are the same that spend most of their time ranting about EA’s repetitive publishing politics. The result of this conservatism is well known, franchises tend to follow a pretty strict formula: avoid innovation. Look around, how many game series keep reinventing themselves, title after title? Surely not “Final Fantasy”, “Resident Evil”, “Tomb Raider”, “Metroid Prime”, “Halo”, and so on; though these are hugely successful games, they tend to be filled with uninspired concepts. That is why whenever a sequel tends to push the envelope, it deserves praise for its courage and creativity. And if the game is better, then great… if it’s not, at least something different was tried. “Deus Ex: Invisible War” is such a game: 3 years after the success of the first “Deus Ex”, Warren Spector created a new game that, while maintaining the spirit of its predecessor, didn’t stick with its foundations. Needless to say, he got little praise from his undying fans.

The first thing that undermines the first game’s concept is the game genre. Though “Deus Ex” used the first person perspective, at its core, was a pure RPG. Now, “Invisible War” embraces the FPS mechanics, even if it still has RPG elements beneath it all. Action requires dodging and aiming, and accuracy cannot be evolved; in fact, the only thing that can be evolved in the game, are the weapons and biomods (in similar fashion to “Deus Ex”). Still on the RPG side of the game, there are still side-quests to be performed, people to talk to, and an engrossing storyline to follow through. Still, it is important to ask: why the change of genre? Personally, I think Warren Spector understood that classical RPG’s where losing appeal, and more action oriented games where on the rise. More so, in the three years gap between these games, game design had been somewhat streamlined to the needs of the ever crescent casual players. And though this is arguable, I believe it was the right choice; “Invisible War” feels modern, user friendly, dynamic, fun and easy to play, even though it is less challenging and less engrossing than its RPG predecessor.

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Thanks to smaller, more cohesive levels, level design also comes out as more linear and intuitive (thank God); unfortunately, this also means the game’s environments are more claustrophobic, which stops the world from feeling alive and organic. Smaller levels also allow players to easily choose a path that is more suitable to their gaming style, avoiding the needless wandering that occurred in the first “Deus Ex”, whenever the player had to search for a specific venting crawl or door access. All of these elements contribute to the more action oriented nature of the game, and are well intertwined with the FPS mechanics of the game.

On the narrative side, the second “Deus Ex” also feels like a mixed bag. Dialogs are much more consistent in terms of writing quality, giving a more mature tone to the plot and its thought-provoking philosophical ramblings. However, this just isn’t enough to save the story that, besides remaining overly ambitious and somewhat ridiculous, is filled with plot holes and disastrous, monotonic voice-acting. Choices in terms of narrative have again been neglected, and even though this time around there are a few more possibilities in terms of story, it is difficult to find them encouraging, since their consequences are not, in any way, experienced by the player. You could say that you can “imagine” the consequences, but even that pleasure is denied by the game, since characters and situations are so boring and one-sided that your brain will feel too numb and sleepy to give a damn about consequences. This is even truer, since the game is slightly more polarized in terms of “right” and “wrong”, making it less morally provoking than its prequel.

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The art behind the game is basically identical to its forefather, featuring dark moody backgrounds and colors, now adorned with some nice dynamic lighting effects that add a welcome contrast to the sets. “Blade Runner-like” synthesizer based music also makes a comeback, providing the appropriate sci-fi ambience to the game. It is a shame that so little progress was made in this area, but even so, the game manages to be above average in this regard.

But it all comes down to: is it better than “Deus Ex”? The answer is no. It isn’t better, but it can hardly be described as worse. It’s like a different approach to the same motif. Even so, I remain true to my convictions: Warren Spector tried to create a new formula, instead of developing a cash-making, easy-to-produce sequel; in some aspects he succeeded, in others he did not. Like the first “Deus Ex”, “Invisible War” is as promising as it is disappointing, a realm of possibilities that are never fully developed and that would only be fully fledged in future games… But, if you think about it, that’s what sets Warren Spector’s games apart from the rest: they are a visionary testament of what is to come.

Overall: 3/5