review, video games

Devil May Cry 2

Devil May Cry 2 cover art

How does the sequel compare to the first game?

The most notable difference is the environments. The levels are enormous compared to the cramped hallways and corridors of Devil May Cry. I played several levels, as both protagonists Dante and Lucia, that consisted of villages with the ability to run down streets, through sewers or across rooftops. The up-close fighting is there as well, with fights taking place in side streets and the progressive floors of a tower in the first few missions I played.

Since the original game was known for its button-smashing to massive-killing mechanic, that is back in a big way here. Both characters have less realistic physics in this game that allows for very nice looking attack combos. You can jump into the air and gun down an enemy before you ever come back down, as just one example. This games also introduces a lock-on system where a blue circle will highlight which enemy is currently selected that was missing from the first game.

All the traditional objects are here as well. The collection of different colored orbs is back. The statues of time, the ability to upgrade using orbs both found in out of the way places and from killing demons, is exactly like the first game. This game will grade you on your fighting style just as the first game would, giving more orbs toward completing a mission in as little time as possible and with little to no damage taken.

Notes:

  • I consider this game to be far superior than the original.  I have yet to run into the “brick wall” that I did in the first game’s initial major boss battle.  I have battled several bosses, as both protagonists, and have felt challenged and not just downright frustrated as I did with the first game.
  • The levels are huge compared to the first game, as I mentioned above. The problem with having huge levels is that they lack good detail overall, which this game suffers from a bit.  The world is huge but looks pixelated up close.
  • One of the things I consider a flaw, although not solely with this game but the whole genre, is the use of a fixed camera view in three-dimensional games. Using fixed cameras in areas works for the most part but sometimes you have to walk towards or away from a camera before it changes to a better view. I ran into this problem a few times, having to move away or towards a camera to actually see which enemy I had locked onto and was trying to attack.

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