DmC: Devil May Cry – Definitive Edition Review


Just over 2 years have passed since Ninja Theory took a less-than-subtle twist to Capcom’s character action franchise. With a redesigned Dante proving polarising to the franchise’s fans, the overarching discussion seemed to surround the game’s aesthetics rather than the actual quality of the product. This remastering should hopefully quell any lingering discussion and hopefully lead to a showcasing of the game itself… Does it?

Game: DmC: Devil May Cry – Definitive Edition
Developer: Ninja Theory
Publisher: Capcom
Reviewed on: (Review code provided)

I liked DmC when it came out a couple of years ago. In fact, I really liked DmC when it came out a couple of years ago. It was a fantastic character action game, and it was refreshing to see a developer stick two fingers up to tradition and stay true to their ideas in spite of a colossal storm of controversy surrounding the central character. Yes, they changed the look of Dante from the original Devil May Cry series, but they also ended up crafting one of the most fun, refreshing and downright bonkers games of the last generation. Quite why it was decided to remaster the game is a topic which will remain up in the air (amongst all of the dollar signs, no doubt), but fundamentally the changes are thus. The game runs at 60 frames per second at 1080p. It has a number of gameplay tweaks that users can implement, and it also has all of the game’s DLC included from the off.

In case you’ve yet to play the game, it revolves around Dante, a nephilim (half angel, half demon) and a battle to bring down Mundus, the head honcho of demons. Teaming up with his long lost brother, Vergil, Dante must fight his way through swarms of angry minions, as well as some of the most creative and exciting boss battles in years. It’s worth checking out our original review HERE from around launch.

Purely focusing on the remastered elements then, what does DmC bring to the table? Put simply, it’s a graphical refresh, and plenty of new modes. Turbo mode increases the game speed by 20%, which is enhanced by the game running at 60fps. The new Hardcore mode increases damage from the enemies, as well as taking away the ability to turn on Dante’s Devil Trigger mode. “Must Style” is a neat little twist on the gameplay, where enemies can only take damage after you hit an S rank in combat, meaning only those with flair in abundance can complete the game, and finally there is a “Gods Must Die” mode. Sitting ahead of all of the other difficulty modes in the game, Gods Must Die gives all of the other enemies in the game much more health and advanced AI, but Dante will die in one single hit. It’s a mode for the most experienced DmC players, and will certainly test the limits of anyone who dares to give it a go.


As mentioned, you get Vergil’s Downfall included in the main content, as well as a new version of the “Bloody Palace” wave based survival mode, which includes a version exclusively playable as Dante’s brother. You also get a bunch of skins available from the start, so if you’re really that pissed off about Dante’s redesign, you can play as “classic” or “DMC1” Dante. And I’d advise that you do, because DmC is an inventive and competent re-imagining of a series that has managed to provide a great experience for those willing to take the plunge.

All being said, if you’ve yet to play DmC, it’s worth picking up the definitive edition. It’s being sold in some places at around £25, which is a great price. The 1080p/60fps makeover has helped the gameplay (and should hopefully have wiped clean any memories of Ninja Theory’s “It feels like 60fps” comments regarding the original), but you won’t be mistaking this for a new generation game any time soon. It’s an enjoyable romp through a world infested with Demons, harpies and masked creeps with swords, and has potentially the most fun boss fight I have ever encountered in the form of Raptor News Network’s anchorman, Bob Barbas. If you’re still hung up on Dante’s redesign and refuse to let the game speak for itself, then there’s not much I can do to convince you otherwise, but you’re missing out!


Editor-In-Chief - NGB. Started writing for NGB in 2013, 3 years later I was running the show. I love what we do here, if you want to get involved, get in touch! PSN/Xbox LIVE/Steam - Winstano


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