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First Impressions: Bang! Bang! You're Dead. Bang! Bang! You're Dead. Bang! Bang! You're Dead. (The only game in the world that makes this not seem repetitive is Devil May Cry 2.)
The original Devil May Cry's premise seemed almost too simple to be good. Basically all you did in the game was kill everything in site. The premise had worked before, but in an era where games are constantly trying to best themselves in game design complexity, the simplistic kill-all idea didn't seem like it would cut it anymore.
Then you played the game.
Everything clicked together. No ammo limit, swordplay, gun fighting, it all meshed together beautifully. You felt like a bad ass. The game was enthralling to play, and it always left you wanting more, even when you reached the end of the game.
It was because of this great feeling you got playing DCM that the game sold so well, eventually selling enough copies to make it's way into Sony's Greatest Hits lineup. It also because of these high sale numbers, that the announcement of a sequel came as no surprise to industry regulars. So what has Capcom added to the DCM mix for the sequel? Read onward to find out.
The first thing you'll notice about Devil May Cry 2 is it's new level landscape. Instead of taking place in an old castle, like in the first game, DCM2 has you instead battling it out in a modern day city. This new premise looks as if it will work well. In preview movies of the game, Dante was seen using the height provided by tall buildings to his advantage.
Working in this new setting, Dante has been given new moves and abilities to cope with the increase in height movement. Dante now can run up walls, much like in The Matrix, and his demon trigger has been improved. How it has been improved is a mystery at this moment though, as it is still only a promise made by the Capcom design team. Hopefully, they will keep to their word, and deliver us some better-looking demon transfer animations, and demon moves.
Another promise that has been made by Capcom, is the addition of a second playable character in DCM2. The new character is female and named Lucia. Her weapons of choice are two Khopesh swords, and despite their being lighter in weight than Dante's two guns, she isn't as nimble as he is.
DCM2 fleshes out Lucia's and Dante's new moves out with the game's updated graphics. The new visuals for DCM2 are far darker than before. Dante himself seems grimmer, and the game's environments seem to invite more disheartening feelings than before. The cut-scenes leading up to boss fights are now more dynamic, and do a better job of revving you up for the battle that lies ahead. The game also is more violent now, as more blood sprays than before, and animations are all the more gruesome looking.
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If early demos at Tokyo Game Show 2002 are any good representation of what the rest of DCM2 will be like, then gamers will have one heck of a game on their hands when the game is released January 28th, 2003.
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