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Devil May Cry 4 |OT| of daring to defy your savior



Thread created by Dahbomb

In 5 short years, Devil May Cry has been through ups and downs that most series don't experience in an entire lifetime. The dauntless protagonist Dante was introduced to widespread acclaim in 2001, then fell from grace (in DMC2), and finally redeemed himself (in DMC3) - all within a span of only 3 games.

Now, as Capcom prepares to move its stylish gothic action franchise onto the PS3, the development team is using the revered third entry as a starting point for everything in DMC4. Taking what fans loved about the game play and enhancing it, gamers can expect to see even crazier combos, more fluid integration of the weapons, and over-the-top cutscenes.

- GameInformer, October Issue

Before you do anything, it is HIGHLY ADVISED that you observe the TGS DMC4 07 trailer as well as the DMC4 Final 07 Trailer. This will get you hyped up for the game.

Table of Contents:

1) Basic DMC4 Information

A) Platform & Release Date
B) Notable Facts
C) Collector’s Edition
D) Soundtrack

2) Game Play Details

A) Nero's Game Play
Devil Bringer
Blue Rose
Red Queen & Exceed
Hell Bound & Grim Grip
Full move list to Date
Devil Trigger

B) Dante's Game Play
On-the-Fly Style Switch



Ebony and Ivory
Pandora's Box

Signature Moves Analysis
Miscellaneous Mechanics
Devil Trigger

3) Characters & Story

A) Background Story & Setting
B) Nero
C) Dante
D) Kyrie
E) Credo
F) Agnus
G) Gloria
H) Lady
I) Trish
J) Vergil

4) Bosses & Enemies

A) Berial
B) Scarecrows
C) Frosts
D) Assaults
E) Blitz
F) Echidna
G) Mephisto
H) White Knights
I) One Winged Dark Knight
J) Silver Giga
K) One Eyed Dark Knight

5) Graphics & Sound Details - Technical Aspects

A) Framerate & Resolution
B) Textures, Lighting & Polygon Analysis
C) Sound & Music Details

6) Art Design & Environment Concepts

A) Art Styles
B) Environment Concepts & Screens

7) External Links and Credits



Devil May Cry 4 Official PS3 NA Box Art

(Obligatory PR Statement)

Devil May Cry 4 includes the following features:

• From the producer of the original Devil May Cry® and Resident Evil® 4
• 2 playable characters – take control of both Nero & Dante
• High-definition visuals moving at 60 frames per second
• Blend of familiar and new: newcomer Nero clashes with veteran Dante plus appearances from Trish, Lady and others from the DMC series
• Exceed System allows Nero to easily charge up his sword with a throttle effect, revving up to three levels with powerful and varied attack options
• Deep combo system rewards stylish dispatching of enemies
• Unique "Devil Bringer" arm opens up a range of never seen before combo options
• Distinct set of weaponry and moves for Nero and Dante
• New active style change system for Dante allows him to switch styles and weapons on the fly, producing crazy combo possibilities
• Numerous new characters and environments
• Signature blend of guns and swordplay


*DMC4 is planned for a SIMULTANEOUS release on both next-gen home consoles: PlayStation 3 and Xbox360.

*In addition, there is also a PC version in the works that will be released sometime after the 2 console versions. The PC version unlike with DMC3SE and RE4 is being handled internally by Capcom. However, the specs of the PC version have not been finalized yet meaning the release of the game is far out. Do not expect a PC version before late 2008.

*Release Date = February 5th 2008
– United States
January 31st 2008 - Japan
February 8th 2008
– Europe

*The official DMC4 demo is slated for a release January 31st on both PSN and Xbox Live. It will include a taste of Nero all the way up until the Berial boss fight including the Scarecrow and Frost segments. The Fortuna segment is in fact structured as a Secret Mission, giving you a time limit of 10 minutes to exterminate as many Scarecrows as possible. The second segment is a combination of the ice level with Frosts packed in with the Berial boss fight. The demo is a bite size experience of 2 different missions of DMC4 and represents a very small quantity of the game, content and game play wise.


Visuals: 99.9% identical in almost every aspect including framerate performance. A few sites have already done comparison videos coming to the same conclusion. The differences between the 2 versions in terms of visuals is only in terms of how each console handles contrast.

Comparison can be seen here on Gametrailers

Note: The above video contains numerous compression artifacts so is not a 100% judge.

Audio: While both versions of DMC4 support 5.1 surround sound, the PS3 version because of the extra Blu-Ray capacity also supported 5.1 LPCM. This is lossless, uncompressed audio which would probably mean slightly better audio on the PS3 provided the right audio equipment is in place.

Achievements/Online Content: Both versions of DMC4 will include online content but will center mostly around Leaderboards judged on the number of Stylish Points players rack up in particular levels or scenarios. There is NO ONLINE PLAY planned for DMC4, any such addition to DMC4 would be a surprise but it's highly unlikely.

DMC4 360 Achievements have already been released although most of them are Secret Achievements. 90% of them can easily be figured out using common sense though as they are named a certain way (IE. Skill Collector (Dante) Achievement merely means to obtain all the move set of Dante).

DMC4 PS3 version has achievements as well and it’s integrated into the PS3. They are dubbed as "Accomplishments".

Controls: While the issue of controls are always based on player to player bases, it is a general consensus FROM REVIEWERS that due to the nature of the way DMC4 is played with the aid of the shoulder button primed at the placement of the index finger. This suggests that the controller best suited for DMC4's combat game play is the PlayStation standard Dual Shock controller or SIXAXIS for the PS3.

The 360 controls are fairly solid, in fact DMC4 will have the option for 100% CUSTOMIZABLE controls so it's not that big of a deal but if a definitive winner of controls has to be named between the two then objectively the best controller for DMC4 between the two is the PS3 one.

It should also be NOTED that the PS3 version has the Camera controls mapped to the SIXAXIS function. Tilting the controller will allow you to move the camera around the player. This function might be mapped to the Right analog stick on the 360 but that has yet to be confirmed.

Performance: Most specifically this deals with Load times as performance wise both versions are identical.

The PS3 version of DMC4 has a HDD install feature, which at a storage requirement of 4.9 GB and a 21 minutes install time gives the player NON-EXISTENT load times. You are able to go from large open environments to ornate indoor environments in literally a blink of an eye. This feature is NOT optional, it is mandatory.

During this HDD Install, you will have a chance to view a 20 minute long narrative exposition on the story of DMC and it's merely a text/picture style rundown of the universe. This narrative exposition is not available on the 360 in any shape or form, not even in the console bundle.

The normal load times for DMC4 are never longer than 5 seconds and on the PS3 version they are literally negligible. The 360 version will load slightly faster due to having a faster disc reader but it will never have loadless times like the PS3 installed version.



*All the event cutscenes in DMC4 will be realtime using in-game character models and the game will be 60FPS throughout. It runs at 720P and CAN BE UPSCALED to 1080P on both consoles.

*The main starting characters of DMC4 will be BOTH Nero and Dante. Most of the new mechanics being added to DMC4 are placed on the new character Nero and the previously revered classics are placed on to Dante (ie. Style system). Nero will play the first half of DMC4 and Dante will play the final half. There will be some similar locales and enemies for both but due to the abilities of both characters and how they get around so you can expect a lot of variety in the game.

There are a total of 21 missions in the game with the first mission being a very brief tutorial mode, so the actual game starts at Mission#2 with the switch point being at Mission#11 (meaning both characters get 10 missions a piece).

*Devil May Cry 4 will be the first DMC game to start off with 2 difficulties rather than just a standard Normal mode. Players have the choice between "HUMAN" and "DEVIL HUNTER" mode.

Human mode is targeted at the casual gamer audience. This difficulty is for people who aren't challenge addicts and merely want to get through DMC4 for the story or just the experience. This is also the difficulty of choice for newcomers. This mode isn't "hold your hand" type easy, it's a moderate difficulty that doesn't come with the harsh punishment that the series is renowned for. You are put on this difficulty if you pick the "This is my first time playing DMC" option at the beginning

Devil Hunter mode is targeted at the core DMC audience, the fanbase. This is also the difficulty of choice for challenge addicts and for all intents and purposes, the difficulty at which DMC4 is recommended by fans for the proper DMC experience. It is NOT the Normal mode, as both Human and Devil Hunter mode are DMC4's "normal" mode. However, because of the disparity in gamers nowadays these 2 "Normal" modes are made to cater to as wide as an audience possible. You are put on this difficulty if you pick the "I have played DMC before" option at the beginning.

*DMC4 will have a total of 6 difficulty modes, including a brand new difficulty mode that is higher than the previous Dante Must Die mode.

*Devil May Cry 4 WILL HAVE Mission Select system, Demo Digest and Bloody Palace. One of the Achievements for DMC4 is in fact completing Bloody Palace mode.

*Devil May Cry 4's Currency System has been altered from previous DMC games. Along with the classical Red Orbs, players are also awarded Proud Souls at the end of missions based on proficiency. These Proud Souls are the currency the player needs to obtain new skills and abilities. The great thing about the Proud System is that you can actually REFUND moves that you don't want and get new moves, allowing for a very free-form experimenting environment.

It should be noted that there is a price hike system put in place to avoid needless refunding and trying out of moves just for the sake of exploiting the system.

*Devil May Cry 4 has Online Support through Leaderboards only. The Leaderboards are a total of the Stylish Points you earn in particular mission walkthroughs, similar in essence to the Karma system used in the Ninja Gaiden games. To better aid the player at this competitive type of play, a Stylish Point score is continuously updated on your screen if you choose to have it displayed on the HUD. This is the first DMC to support online play or any form of actual OFFICIALLY sanctioned form of competitive game play structure, even though the hardcore players always were trying to out do each other in previous DMC games.

*Achievements/Accomplishments are available on DMC4 for BOTH PS3 and 360 version.

*Devil May Cry 4 takes place after the original Devil May Cry making it the first direct "sequel" to the first game (DMC1). The OFFICIAL timeline of the series is deemed by Capcom to be following:

DMC3 --> DMC1 --> DMC4 --> DMC2

DMC2 takes place in a distant and unconfirmed time after DMC4 and thus the events in DMC2 will have little to no bearing upon the events that are to come in DMC4. The story of DMC4 will then be supported mostly by the franchise canon set by the collaborative effort of DMC1 and DMC3.

*The DMC anime and the DMC manga also are part of the story canon of DMC. The DMC manga takes place 1 year before the events of DMC3 with a very accurate depiction of the characters before the game’s events. The DMC anime on the other hand is an effervescent time in Dante’s life right after the events of DMC1 where there is a period of relative peace with not much to do for the devil hunter. It allows Lady and Trish to meet face to face and find common ground in their hunt for demons. Other than that the DMC anime is more a detraction than an essential canonical entry into the series even though it retains every detail of the canon of the main franchise and officiated by Capcom themselves, making it 100% canon. Kobayashi himself had a major hand in the development of the DMC anime and the first volume is available in the Collector's Edition of DMC4.

*DMC4 will contain MORE CONTENT than any previous game. It will have more weapons, more enemies and more emphasis on story than any previous game, and thus will be the longest and content wise, the biggest. DMC4 will have around 2 hours of cutscenes with an ADDITIONAL 15 hours of game play. This game play does not include the time that a player takes for dying or exploration purposes, merely a first time walkthrough time. This length is the highest for a DMC game yet and possibly for a game in it's genre.

*The style accolades for DMC4 are : D-Deadly, C-Carnage, B-Brutal, A-Atomic. S - Stylish, SS - Smokin' Style, SSS - Smokin' Sick Style

*DMC4 uses Capcom's standard next-gen graphics engine appropriately called the "FRAMEWORK" engine. Used on previous multi-million hitters such as Dead Rising and Lost Planet, the developers saw it fit to used a pre-made graphics engine for DMC4 in order to concentrate more on the game play and actual content part of DMC4. This engine allows for easier coding for all 3 platforms (360/PS3/PC). This version of the Framework is modified from the Lost Planet engine as it allows for optimization on both 360 and PS3 simultaneous where as the LP engine was more optimized for the 360 version as evident by it’s “port” on the PS3.

*Recently it was revealed that Capcom has not actually finalized the specifications for the PC version of DMC4, meaning production for DMC4 thus far has only been concentrating on the consoles. The PC version has yet to start proper development and will not see a release until at least late 2008.



Capcom® Entertainment has announced the contents of the Devil May Cry® 4 Collector’s Edition package, which includes volume 1 of ADV Films’ Devil May Cry: The Animated Series, a Steelbook™ case and a bonus DVD filled with extras. The $79.99 Devil May Cry 4 Collector’s Edition will be available February 5, 2008, for both the PLAYSTATION®3 computer entertainment system and the Xbox 360® video game and entertainment system from Microsoft.

The Devil May Cry: The Animated Series anime disc will be packed with the Steelbook case, and will include the first four episodes of the 12 episode anime series. Volume one of the four-disc DVD anime series will be available from ADV Films at the same time the game launches. Inside the case will be a second bonus DVD alongside the game that users can slip into their computers. The bonus DVD will contain a “making of” feature on the game, music from the Devil May Cry 4 soundtrack, a digital art book with images and sketches from the development team, wallpapers, icons and screen savers.

Devil May Cry 4 Collector’s Edition contains the following extras:
• Volume 1 of ADV Film’s Devil May Cry: The Animated Series on DVD, including four complete episodes of the anime (a retail value of $29.99)
• Unique Steelbook™ metal case
• Bonus DVD
o Making of Devil May Cry 4
o Music from the soundtrack
o Digital artbook
o PC content (screen savers, wallpapers, icons)



These DMC4 console bundles are ONLY AVAILABLE IN JAPAN.

PS3 Version

360 Version

*Please note that the PS3 version comes with a Bonus disc of extra footage/cutscenes and the 360 bundle DOES NOT. The exact content of the Bonus Disc isn't actually clear.


Can be purchased from Amazon.

Here is the track list:

1. Out of Darkness(Prologue) by AUBREY ASHBURN
3. The Hell Gate
4. Stage I
5. Sworn Through Swords by SHOOTIE HG OF HOSTILE GROOVE
7. Temptation
8. Awaken
9. The Viper
10. The idol of the “Time and Space”
11. Swipe of Sword
12. Stage III
13. Lock and Load(Blackened Angel mix) by SHOOTIE HG OF HOSTILE GROOVE
14. The Gate is Opened
15. Shall Never Surrender(End Roll) by JASON "SHYBOY" ARNOLD OF HYPNOGAJA

The soundtrack list also reveals the artists behind the music of DMC4. Jason Shyboy of Hypnogaja and Aubrey Ashburn are new additions to the franchise. The score is orchestrated by the same person as DMC3, Tetsuya Shibata.




Ah yes, the moment the fans have been waiting for. This section discusses the most important aspect of DMC4, the game play. Most of the new improvements and additions apply to Nero, thus his section will be the longest. Dante's game play is very similar to his DMC3 counterpart and any new changes/additions on his part will be discussed in his section.

Stylish Nero Game Play footage
Nero Demo Trailer


Nero's Weapons

Red Queen

The default sword for Nero, issued to him by the Order of the Knights. This sword is standard for all the members in the Order. Nero on the other hand has further enhanced his sword by adding a motorbike-like handle + brake handle. This addition is not just for show, for this handle motif gives Nero access to Red Queen's Exceed ability which will be discussed later. This weapon is used with the /\ button and the Exceed function used with the L2 button.

Nero wields Red Queen mostly with his left arm due to his right arm occupied by the Devil Bringer. It can perform most of the basic DMC style moves but with it's own style of course. With the Red Queen Nero is able to go beyond the abilities of a normal human being.

Blue Rose

The Blue Rose is a twin-barreled revolver that shoots bullets with a bright blue discharge. It is not an issued weapon of the Order of the Knight since they look down upon the use of firearms within their organization. Due to the twin-barreled nature of the revolver, bullets are fired one after the other without any cool down, which means that Nero's rate of fire can be on par with Dante's Ebony and Ivory fire. This weapon is used with the [] button.

An important property of Blue Rose is that because of it's slightly wider discharge, it is able to hit in a wider hit area meaning more splash damage. In addition, thanks to the power of the Devil Bringer, Nero can channel extra energy into Blue Rose for a very powerful discharge (causing full knock back). This is accomplished by holding down []as is standard of the series. The Blue Rose has multiple levels of charges, with the final charge causing Guard Breaks on higher level of enemies.[/QUOTE]


added at the request of the op - sorry for getting in the way ><


This ability is tied to the Red Queen weapon. Nero has fine tuned his weapon to allow him to exceed his normal powers and abilities in order to more efficiently take out enemies. This ability is activated by the L2 button, which causes the gauge on the top left hand corner of the screen to fill up. After it has filled up the entire gauge, one "Lamp" will be lit up and then the gauge will start from the bottom again until 3 "Lamps" are lit up.

These Lamps act as reserve stocks for your sword for when you want to use the Exceed. Normally, the player can just hold down L2 for a few seconds and then unleash a powerful move or two. A move enhanced with Exceed gains more power, reach and new properties. By having more Lamps in reserve, you can produce almost an entire combo with the Exceed power up bonus. The L2 charge can be done while doing other actions, so it is to some extent bufferable. This is a powerful tool for Nero when it comes to dishing out damage on high level enemies and it can be upgraded as all of Nero's abilities.


Streak - Performed by holding forward in the enemy's direction + R1 + /\. This will cause Nero to dash towards the enemy with his sword and deliver a powerful horizontal slash. This is Nero's Stinger equivalent and it covers quite some distance as well as packing a solid punch.

Roulette Spin - While powered up with Exceed, the regular Streak ignites with flames and depending on how long you hold the input, there will be a number of revolutions where Nero spins 360 doing widespread damage for maximum efficiency. There is a clip of Nero performing this move in 3 successions provided 3 fully charged Lamps are available.

High Roller - Performed by holding Left analog away from enemy + R1 + /\. This is the standard juggle starter for Nero and like Hightime it can be held to allow Nero to go up with the airborne enemy and follow up with some bread and butter aerial combos.

High Burner - A powered up version of the High Roller with Exceed that allows Nero to launch even higher as well as the rising version of High Roller come in 2 hits for even more damage.

Double Down
- This staple vertical aerial finisher is performed by holding the left analog stick in a certain direction and pressing /\ while in the air. This can also be enhanced with the power of Exceed for more speed, damage and reach.

Aerial Rave
- A series of 4 hit slashes that are performed in the air by pressing /\ 4 times. The last hit causes the enemy to hit the floor and these slashes can also be enhanced with Exceed for more damage and reach.

and now my original, informative post:

oooh is it that time already?

DANTE's Game Play

Dante is back and while he has a new visual design this time around, he is mostly a next-gen version of his DMC3 self with brand new weapons. Dante is clearly the character of choice for the seasoned veterans in DMC4 and he does not disappoint in that aspect.

Stylish Dante Game Play footage



Dante’s standard sword that he used in DMC3. It’s essentially unchanged from before only now it leaves a black trail upon a strike and a red glow when super charged.

Stinger - The staple move of the entire DMC franchise has been revamped once again for next-gen consoles. The general properties are the same, it's the visual effects that have been altered. The same move input as before, R1+Forward+/\, Stinger now has a nice motion blur effect and air whizzing past Dante as he lunges towards the enemy for the deadly strike.

Million Stab - A move that has been substantially altered from before. The fiery red color on the strikes isn't the only change on the move, it now has a wider reach and has a faster appearance to it. The changes probably indicate a better efficiency to the move than before. It has the same input as before, during Combo II of Rebellion rapidly press /\.

Drive - The most improved move in DMC4. In DMC3 this move was low-tier, rarely used by the players. This time around it seems extremely useful, to the point of being almost overpowered. The damage streak hits in a wider AND longer range than before, it MUCH more powerful and comes in 3 strikes! It even qualifies as a boss killer move. If that's not enough, the move input has been changed so that now you have to charge with O instead of /\, meaning you can be dishing out damage with the normal melee attacks while charging this beast! Drive is now a Swordmaster exclusive move.

Helm Breaker
- No major change on this move, aside from more sparks flying when Dante comes crashing down to the floor. Move input is in the air /\.

Hightime - No major change here either but now like all of Rebellion's standard slashes it comes with a cool black after-image that is representative of the dark nature of Rebellion itself. Move input is R1+Back+/\.

Roundtrip - Roundtrip makes a comeback after missing in Dante's arsenal in DMC3. It replaces the Drive move by being the hold /\ input, meaning it's a universal move.

Pop Shredder - Identical move of the same name in DMC3.


(Received on defeating Echidna)

Another classic weapon class returns for DMC4, this time with great modifications to allow it to be the best in the series. Gilgamesh is an equipment type weapon with an extra equipment on the back and on the face. When in full charge form, a face mask appears over Dante. During punch charges, the spikes extend from Dante’s forearm and propel him for extra power, where as the rotators on the heel of Gilgamesh swirl around when charging is required for the foot moves. Just about every signature hand to hand combat move in the DMC series can be seen in Gilgamesh, ranging from Volcano, Rising Dragon, Kick 13 Auto Combo, Ifrit Combo I, Beowulf Combo II. Gilgamesh can be described as Beowulf meets Ifrit as it commands the element of both fire and light.

Kick13 Combo - The Auto-Combo variety of this move was a DT exclusive move in DMC1. It has made a comeback as a universal move in DMC4 and it is said to come in multiple tiers with another tier reserved for DT. At tier 1 it is a 3 hit combo that unleashes two very quick roundhouses finishing with a rising kick that sends an opponent in the air. The other tiers haven't yet been seen in action.

Ifrit Combo I - Identical in appearance and mechanics to the one in DMC1 only the last hit doesn't knockback but knockdown the opponent, leaving great room for more follow up, even from a Rising Dragon.

Rising Dragon - The standard launcher of Beowulf makes a comeback and comes with a nifty charge effect.

Volcano - Identical to move of same name from DMC3.


(Received on defeating Berial)

Another equipment type weapon that is brand new to Dante. It’s a symbiotic type weapon that latched on to Dante’s upper shoulder and has 2 limbs retracting out. The weapon comes with a rose that Dante has between his teeth. The main ability of this weapon is to summon a large number of ethereal swords to hurl at enemies or set up traps and formations with them. The swords can be grabbed by Dante for close ranged combat as well. This is a very complex and variated weapon that is a huge improvement over the Summoned Swords of Vergil. The exact method of how this weapon operates is not at all clear at the moment, even after seeing the screens and hands-on impressions, which goes to show the complexity by which this weapon operates.

Multiple swords can be summoned at once and can be discharged in multiple directions for excellent crowd control.


Ebony and Ivory

Dante's classic dual Desert Eagle pistols make another comeback, living up to their fan given phrase "Devil arms come and go, but Ebony and Ivory are forever". Now much more intricately detailed than before in-game, they have better muzzle sounds and a brighter discharge image. They have all of the classic moves from before and probably a few more tricks.

Two-Some Time - Identical to move of same name from DMC3.


Another one of DMC's classic weapons, one that has found itself in all DMC games thus far. Powerful at close range, not so at longer ranges. The Shotgun also retains it's signature moves from DMC3, including Fireworks both in the air and on the ground. The player is able to switch between E&I and Shotgun on the fly in the demo that has Dante playable.


It's a briefcase that can transsform into numerous weapons of mass destructions. The one that has been showcased in video format is where the Box transforms into a huge, circular missile platform for Dante to sit in (think Dr. Egghead in Sonic) and fire off missiles in all directions wihle floating in mid-air, away from enemy attacks.

The potency of Pandorra's Box brings in balance issues which Capcom has combated by providing Pandorra's Box with a gauge (colored purple right above Dante's DT symbols). It limits the usage of Pandorra's Box making it the only weapon in DMC history to be limited by anything other than Dante's DT.

Forms of Pandorra

Missile Platform

Gatling Gun

Laser Cannon

Flame Crossbow


A total of 7 forms are confirmed for Pandorra.

On the Fly Style Switch

The most important and ground breaking addition to Dante's game play. Before in DMC3, you had to change your styles via a Statue but now you can do it in REAL TIME! This means that just like your 4 weapons that you can use at any time, you can also do the same with your 4 styles: Swordmaster, Gunslinger, Royal Guard and Trickster. The styles are indicated on the top right hand corner, each mapped to one of the D-pad buttons.

From Royal Guard to Trickster.


Whenever you tap a D-pad button, Dante announces that style name and a corresponding color flashes from Dante. It is simple yet very effective as it should be.

Triple Arm Switch

If the on the fly Style switch wasn't a big enough change, Capcom once again pushes the envelope for DMC by introducing the Triple Arm Switch or Multiple Arm Switch. While this isn't technically new to the DMC series, it is new to Dante as this functionality was exclusive to Vergil because of his lack of multiple firearms (Vergil was able to switch freely among 3 Devil Arms where as in DMC3 Dante was restricted to paired weapon sets only).

The limitations have been lifted and now Dante can wield up to 6 weapons at one time! That's 3 Devil Arms and 3 Firearms. The order of the switch is up to the user and it thus far appears to be a linear sequence switch. Ex: Lucifer -> Rebellion -> Gilgamesh OR E&I -> Shotgun -> Pandorra's Box. While it isn't completely clear as to how someone who would want to go in reverse order (like in the above sequence, going direction from Lucifur to Gilgamesh) would be accomplished but not everything is known about this mechanic yet other than it being seen in action for about 2 seconds in a clip.


As is standard of all DMC games, Dante does have a DT in DMC4. It is an evolved form of the DMC3 DT, borrowing traits from all DTs of previous games. The DT is far more universalized across the various Devil Arms with minor modifications per Devil Arm. However, in DMC4 the DT will amplify specific moves greatly and give statistical upgrades to give more importance to this mechanic. It is pales in comparison to Nero's new DT mechanics which is generally new to the series.



Devil May Cry Tips, Tricks and Advice for Newcomers

So you just downloaded the brand spanking new DMC4 demo on your Xbox360 and ran through it mashing some buttons and doing things you have probably never done in a game since Ninja Gaiden. At first you are probably thinking “Wait, this is it? I thought this was DMC THE UBER KING OF ACTION? Where is the depth? Where are these so called COMBOS I keep hearing about?”

But then you probably saw your Stylish gauge and wondered “Hmm I wonder how high it goes up to…” It goes up to Triple SSSs by the way and unless you are some talented gamer you will not reach it that easily unless you know how to play DMC. This little write up will help you on understanding the core mechanics of DMC so you can start practicing your combos for the real thing.

The demo introduces you to a new character in the DMC universe, Nero. While he looks a lot like Dante and Vergil, I can assure you that he is indeed a new character and he plays quite differently. He has some new tricks worth mentioning but first some essential mechanics of DMC have to be discussed.


A very essential part of the DMC combat. The Lock On (activated by R1 or Right Bumper) allows you to lock on to an enemy and basically synchronize your movements to the perspective of that enemy. It also lights up a target reticule giving you an approximation of the health remaining for that enemy (blue reticules in a circle).

You don’t need to lock-on to an enemy to attack it, but to perform certain moves you must. But before we get on to moves you can do with the Lock-on it is essential to understand the difference between attacking without lock-on as opposed to attacking with lock-on. For the sake of brevity I will address no lock-on as “Soft lock-on” (don’t press R1/R bumper) and actual lock-on with “Hard Lock-on” (press and hold R1/R bumper)).

In Soft lock-on you always attack the enemy that is closest to you and your character generally tries to attack in the relative direction of that enemy. This applies for both shooting and slashing. In between slashes you can actually change the trajectory of your slash AWAY from the enemy so soft-lock is generally used when you are fighting in close groups and you are in need of quick crowd controller. Also note that the Buster move can only be performed with Soft lock-on (ie. It cannot be performed while pressing R1). Your movements during Soft-lock on are free/normal.

In Hard lock-on, you will ALWAYS attack in the direction of the enemy whether it be slashes or shooting. It doesn’t even matter how for the enemy is or how close the next enemy is, you are committed to that particular enemy until either A) You disengage the Lock-on B) Kill the enemy or C) Change targets manually. During Hard-lock on your movements are in relation to the enemy, with your character always facing the enemy. This makes doing hard lock-on attacks much easier. The moves that require you to press R1 can only be done with Hard-lock and there is no alternate way of doing them, so this Hard lock-on is required for combat.

One important note about Hard-lock is that you can actually change the Lock-on on the fly and you do this by pressing L3 (press in the Left analog stick in as a button) and this will target the next closest enemy.

Hard Lock-On Specific Moves

Rolling/Back Flipping

The first one you want to learn is the evasion move, which is a simple Roll. Note that this roll grants the player INVINCIBLE FRAMES, which means that during the actual roll you cannot be hit. A very useful technique.

It is performed by holding down R1, move Right Analog stick either Left or Right in the perspective of the character and X/A (the Jump button).

Notice the way I phrase how to perform this move: In the perspective of the player. This means that when you input a “left/right/forward/back” move it is ALWAYS in relation to the character on screen and not according to you as a player. So if your character is facing towards the right of the screen, then you need to move the analog stick towards the left side of the screen to activate a move designated as “Back”. This seems complex at first but in fact it’s very easy once you get a hang of it and trust me…. You NEED to get a hang of it quickly.

If you press Back instead of Left or Right during a Roll, you will do a Back flip which has a few I-frames (Invincible frames).


This is a move performed by your sword that allows your character to move towards the target with rapid speed. This is an essential part of the DMC combat because this is how you will be starting off combos (or ending combos). It is performed by doing R1+Forward+/\ / [Y]. Again, the Forward is in the perspective of the character on screen ie. Towards the enemy. This will initiate a quick dash with the sword followed by a slash that will cause the enemy to fly back.

High Roller

A move probably MORE essential to DMC than Streak. This move is performed in 2 inputs:

R1+Back+/\ / Y

R1+Back+/\ / Y (HOLD /\ / Y)

The first part of the move will do a vertical strike that will launch an enemy in the air. When an enemy is in the air, it is for the most part immobilized allowing you to perform additional moves on the enemy and it can’t do a single thing to you. As long as you keep attacking the enemy, it will remain suspended. The staple move to do after this move is to just pull out your guns (keep R1 pressed) and shoot continuously (tap X/[]). You can also perform some slashes while the enemy drops down but it’s not as cool.

The second part of the move is where things get exciting. When you hold down the attack button, you RISE with the enemy. This now converts the attack into a ground based attack that leads into an aerial attack. While in mid-air you have a lot of options that you can pursue in terms of combos that not only look cool but are highly effective. In DMC, aerial combos are ESSENTIAL to top-tier play so you better start practicing.

Aerial Rave

This move is performed by simply tapping /\ / [Y] in mid-air. This is a series of 3 slashes that you can EASILY follow up after the 2nd part of the High Roller. The 3rd slash in this move causes your enemy to fall back to the floor, converting the air combo to a ground combo. This is an easy option to follow up with after a High Roller. This move does not need R1 to be initiated.

Helm Breaker

This move is performed by doing Streak in mid-air (or R1+Forward+/\ / [Y] in mid-air). This is the opposite of the 2nd part of the High Roller, meaning now you are FALLING down with the enemy from the air to the ground. This is a move to follow up after your Aerial Rave as the 3rd slash of the move causes your enemy to drop to the floor.


R1+O or [R1+B]. Another EXTREMELY USEFUL AND ESSENTIAL move to DMC that is in fact a new addition to the series. It is extremely quick and responsive as well as being very flexible because it can be used in any situation. What it does in a nutshell is that it pulls enemy towards you from a far, even when they are in the process of being tosses away by a move like Helm Breaker or Streak. This move can be performed IN THE AIR as well which automatically leads into an air combo (Aerial Rave). There are a lot of things you can do with Snatch so experiment with them.


O or . You can’t have R1 depressed to perform this move. This move varies from enemy to enemy and can also be performed in the air. Against the enemies you face in the demo, you perform an uppercut against the Scarecrows and cause them to drop on the floor (whether in the air or on the ground). You can freely combo afterwards. Against Frosts it ends up with a twirling toss that throws that very far and you have to get them back with the Snatch move to perform additional combos on them. This is best used as a combo finisher BUT IT DOESN‘T have to be a combo ender.

So we have discussed 4 attacking BASIC attacking moves here. Just from understanding what they do you can easily tell where each move is used when in a combo. Here is an example of a combo that uses all 4 moves in conjunction:

Streak > Snatch (pulls the enemy back to you,), > High Roller (Non-Rising version) > Shoot with gun, High Roller (Rising Version) > Aerial Rave > Helm Breaker > Snatch > Buster

A simple combo has been made just out of the basic moves that actually is a combo that never ends because after the Helm Breaker you can either do Snatch or Streak to continue the combo and repeat if you want.

The following combo did not require an extra skill or finesse aside from actually performing some moves. What you must do from now on is grasp the need for canceling moves which will lead to the vast majority of insane combos you can do in the game.

Sword Combo I: /\ / Y tapped 4 times in succession

Sword Combo II: /\, /\, pause, /\, /\, /\ [Y,Y, pause, Y,Y,Y]

Sword Combo I is a generic 4 sword combo that you have probably seen numerous times in many hack n’ slash games. The last hit causes the enemy to fly back meaning you either have to do a Streak or a Snatch to follow up. The main problem with this move is that it’s very slow and the last attack is EXTREMELY slow. This is normally where the average player gets hit while in the mess of things. To fix this, all you need to do is learn how to cancel…

Additional Side Note: Pausing before the final hit of Combo I will allow you to do a mini-charge up on the attack for more damage.


You have probably heard this word being used a lot in games, mostly in fighting and action games. DMC is the king of canceling and always has been. In DMC, canceling is SO natural that half of the time you don’t even know that you are doing it. What canceling means it that you essentially INTERRUPT the execution or finishing of a move with another move or ability. This allows you to by pass recovery animation of an attack (for the most part) and allows you to link certain moves very freely. An example:

/\, /\, High Roller [360: Y, Y, High Roller]

The 3rd move in the standard sword combo has been negated or cancelled by the activation of the High Roller. The benefit of doing this is simple: You don’t have to deal with the remaining 2 VERY SLOW slashes of that particular combo and you start off an aerial combo as a result.

Cancelling can be done in a DOZEN different ways. You can pull out your guns during attacks, begin to charge up your sword, roll out or even waggle your stick. Cancelling biggest impact to DMC is in the combos. Another example:

/\ [Y], /\ [Y], High Roller (Rising version), shoot in the air cancelled into Aerial Rave, cancel 3rd hit with Buster, Snatch, Aerial Rave, cancel 3rd hit with Helm Breaker.

In the above combo you attained 3 options during an Aerial rave with the aid of canceling.

Grasping an understanding of which combination of moves cancels into what other combination of moves is the key to understanding the essence of combo canceling. Incorporation of all 3 aspects of Nero: Snatching, Slashing and Shooting is possible with the help of canceling.

Have you broken a sweat yet? No? Good because I am just getting warmed up!


An aspect of DMC that has been with the series since DMC1 but is probably the most overlooked aspect of the game by the casual gamers. It’s a simple concept: You can use the body of enemies as a platform for your jump. Tap X/A (jump) on top of an enemy and you can perform another jump on top of them for a total of 2 jumps.

The importance of this jump rebounding may not make sense in this demo as you don’t have access to moves like Air Hike or Trickster but it should give you something to experiment with in the long-run. The idea is that a Jump rebound allows you to “reset” your jump and aerial options. At it’s base level it also works as an AERIAL CANCEL allowing you cancel out attacks performed in the air COMPLETELY.


High Roller (rising), /\, /\, X, Snatch, /\, X, Snatch, Buster

[360= High Roller (rising), Y, Y, A, Snatch, Y, A, Snatch, Buster]

The character performs a High Roller, leads with an Aerial Rave and cancels in between the frame of 2nd and 3rd slash with a jump OFF OF THE BODY of the enemy while in mid-air. This resets the character’s position in mid-air, slightly above the enemy after which you have to perform a Snatch to come at the same level as the enemy. Perform a slash and then rebound again…. Perform Snatch again and then finish with a Buster.

You will notice that the height of your combos have increased dramatically as has the air time of the combo. Also this combo is where it starts getting difficult as the timing for these Rebounds is not exactly super easy. It varies from moves to moves and even from enemies to enemies (try it on Frosts, it’s actually a bit easier) but you can perform this little thing using any aerial attack.


High Roller (rising), Aerial Rave, Helm Breaker ~ tap Jump right upon the time of impact ~ Helm Breaker.

This type of rebound allows you to cancel the recovery animation of the Helm Breaker, effectively negating the knock back ability of the Helm Breaker YET STILL DAMAGING THE OPPONENT! You can keep chaining Helm Breakers over and over again if you get the timing down though it’s difficult at first

Hell you can even do this with Snatch and reach the skies (LITERALLY!). Performing this trick with the Snatch is deeped “Snatch Hike” because it looks like you are using Snatch to literally hike yourself up to the sky!

Tricks with Blue Rose

By now you have figured out that shooting is VERY WEAK. That is the point of DMC, the guns only serve as your sub weapon. That still doesn’t mean you shouldn’t use them but don’t use them like you would in a shooter. The gun (called Blue Rose) can juggle enemies after a Type 1 High Roller and will keep them suspended indefinitely. It can also be used in mid-air against grounded opponents to slow down your fall from a jump and you can use the fall break trick to perform extra Snatch > Busters in the air (try to do 4 of them in mid-air!).

When the enemy is in mid-air and you as well (like after a Rising HelmBreaker) you can use the gun as one of your aerial attacking options. Use it in between Aerial Rave strikes, Snatches etc. Experiment at your will.

The real “trick” with the Blue Rose is it’s CHARGE ability in which you just hold down the Shoot button. Note that charging DOES NOT take you out of any other attacks, so you can be charging WHILE DOING OTHER ATTACKS! This makes it the perfect combo finisher in attacks and aerial combos because a charged shot is considerably more powerful than the normal shots. You can also shoot a charged shot at point blank, follow it up with Snatch and start up a combo that way.

Gun shots in mid-air can also be Rebounded off of as it is considered an attack performed in mid air.


This is a mechanic of your sword that is mapped to the L2/Left Trigger button. This is probably the most complex aspect of Nero found in the demo. At first glance, it appears to be a way to charge up your sword attacks with a nice glowing orange fire and it is. However there are 2 methods of doing this:

Charge Stance Method: While standing you continuously tap the Exceed button until your gauge starts filling up. Once you get in the rhythm of the taps, you can get it to charge fairly quickly. While in this state you cannot perform any other attacks and are bound to the state until the charge finishes or you perform a slash with the sword. There are 3 Lanterns to fill up, each Lantern represents a move or an attack. Meaning with 3 Lanterns you can perform 3 EX High Roller (the EX abbreviation means a super charged up move with different properties of the one that is named).

This method is not that useful…. at all. It’s not that quick even if you DO get in the rhythm of it and 9/10 you are just better off attacking the enemy with normal attacks because of the time consumption. It also takes away time from your Style meter which I will get to at near the end. It’s only semi-useful application is it’s “ghetto” canceling property which allows it to completely override moves in the game, even some aerial ones. I am still working on some fancy things you can do with the Stance but just concentrate on the 2nd method…

So the question is… how do I get maximum utilization of this mechanic?

Just Frame EX. The 2nd method does not constrain you to a stance of charging up. Instead it requires you to perform any slash attack and figure out a particular FRAME during that attack when you are able to tap the EX button which allows you to SUPER charge up a Lantern in an instant!

That particular frame is called the move’s “Just Frame” where if you just tap the EX button it will reward you with a full lantern. Clearly this method is vastly superior to the Stance method as it allows you to effectively incorporate EX moves into combos. The limiter factor to this method is that with each successive move that you Just Frame, that frame window becomes smaller and smaller. Theoretically speaking, if you are aware of every attack’s Just Frame window you can perform a combo in which EVERY MOVE is EX!


/\ [Y], EX, High Roller, EX, /\ [Y], EX, /\ [Y], EX, Helm Breaker, EX, Streak

The above combo is base level EX combo, it doesn’t incorporate stuff like rebounding, canceling, Snatch/Buster or gun tricks. Yet it is probably more difficult to perform than any previous combo you have done up to know because of the amount of Just Frames you have to get right.

The timings of the Just Frames varies from move to move. With Streak and High Roller, the JF window is at the recovery animation of the attack where as with the regular slashes it’s towards the middle. Experiment with this mechanic and you will be rewarded immensely.

The following is a breakdown of how particular moves are affected by EX:

Ground Combos EX: Animation wise they stay the same, but their speed, power and range are drastically increased. The final hit of Combo I is quite hard hitting. Getting all of Combo II to go EX is very difficult as it’s like 9 slashes in a row!

Aerial slashes EX: Same as above. No animation change but increase in speed, power and range.

Streak EX: Animation is changed greatly. The character rears back with the sword and delivers a twirl of flaming carnage. It has phenomenal range and is a great crowd clearer. An interesting property of this move is that you can hold the attack button to allow the move to be charged EVEN FURTHER! During the charge you can tap the EX button to gain more EX gauge for following attacks. The perfect combo finisher.

Hell Breaker EX: Animation is also changed. It is now an extremely fast thrust downwards as opposed to being a slow vertical slice downwards. It still retains its rebounding ability.

High Roller EX: Quicker, stronger and launches higher than the normal version. It also appears to have more range.


By this point if you have following what I have said and experimented around, you get the general idea of the core mechanics of the game. It is not my place to DIRECT your method of play because the beauty of DMC is that the player is the one who decides what combos he wants to do. Every combo is malleable to the will of the player, I just gave some sample ones that I personally used and may in fact be very different from what you use. Experimentation with the game will yield you great rewards later on.

Let’s talk about Style. Style is a major aspect of DMC and has been since DMC1 (only now it’s even a bigger factor of your game play). On your screen on the right side is a Style Grading system that keeps track of your Style performance during your combat encounters.

Style is judged in a plethora of different ways but it ultimately comes down to how well you are utilizing your moves. It is something that sort of ticks in the background pushing the player to be more creative yet at the same time be skillful. The following is the general criteria used:

*Ranking goes from: D, C, B, A, S, SS, SSS. D being lowest and SSS being highest. Each of these letter grades is incorporated into a word, like Deadly or Carnage.

*The higher the rank, the higher the Stylish points yield, the higher the Red orbs yield, the higher the Proud Souls yield and ultimately the higher the Devil Ranking points yield. While these factors do not play much into the demo, they will ultimately dictate your experience and performance in the full game so pay extra close attention to Style.

*Staying untouched is VITAL to Style ratings. Getting hit once drops your Style down some but getting thrashed around takes you to no style at all and you have to start all over again with the meter. When trying to go for those high style ranks, remember that getting hit is not stylish at all.

*Performing the same move twice in a row will cause no increase in the gauge. Using it a 3rd time will cause a decrease in the meter and using it a 4th time will possibly drop you to no Style at all. Basically… variation in moves is ESSENTIAL to maintaining styles. Note that you have to perform about 3 moves in between 2 of the same moves to not be met with a Style decay or something like that.

*Hitting more than one enemy with a particular attack multiplies your Style points. That is why moves like EX Streak give major boost to Style meter.

*Performing moves of high degree of skill yield greater style.

*Performing moves that are generally considered of high style value yield a high style as well.

*Evading enemy attacks at particular evasion windows yields Style points.

*Taunting enemies.

Taunts are performed by the Select button next to the Start button. It’s a different taunt for generally different Style ratings (you get a different Taunt for SS as you do for doing it during D). A successfully completed taunt upgrades you one ENTIRE LETTER GRADE! A Taunt is considered a single move, so doing 2 successive Taunts will not yield you any extra gain and doing 3 will cause decay. Taunts are BEST performed after a combo ender to further increase the Style meter.

The secret to Style is that… there is no secret. Mix up your attacks, don’t get hit and keep performing those combos without stopping. Cancels and rebounds help a lot, as do having a synergistic relationship between the 4 aspects of Nero: Red Queen Sword Attack, Exceed, Blue Rose and Devil Bringer. If an enemy dies, move on to the next one without delay.

Other Things To Do in the Demo

Performing Buster on Berial

You can actually use the Buster on Berial as well. Keep slashing Berial until he turns charcoal black. Then jump near it’s head and tap O/B (don’t press R1). Nero will raise Berial with his arm and then drop him to the floor. When on the floor, you can perform Buster AGAIN to toss Berial in the air and smack him away.

Nero’s Drop Kick

While Sprinting, you can press the Taunt button to initiate Nero’s signature move: The Power Ranger Drop Kick! You can even combo off of this attack!

Nero the Power Ranger?

If you get up to at least SS rank in a Style meter, perform Taunt. You will get a really over the top Taunt that resembles something out of a Power Ranger episode!

That’s it for me. If you have any specific questions feel free to ask them on the Official DMC4 Thread on NeoGAF. I am still in the process of playing DMC4 and this information is based on my first few walkthroughs so it’s still a bit rudimentary but I think I have done a good enough job of bringing the newcomers up to speed.


Dahbomb said:
I think I have already met the limit for the OP. :lol

I have like a ton more information to post. :(

Nice thread. You can ask the guy who made the first response to post it up for you on his space.


Dahbomb said:
I think I have already met the limit for the OP. :lol

I have like a ton more information to post. :(

Just get a mod to move it into the 2nd post.

Have them remove those squigglies while they're at it. :p


Teknoman said:
Heh and here I just realized thats just about a week or so away. Such a long wait and now it's right around the corner.
Yup that's why we are allowed to have an official thread now. :D


Hail, peons, for I have come as ambassador from the great and bountiful Blueberry Butt Explosion
Demo tomorrow, plus 31st for the full version? Man, NMH is landing at my doorstep at a baaaad time. :(


Verdict: If you are one of those lucky gamers who he is bestowed with BOTH a PS3 or a 360 then it is recommended based on the following facts that the PS3 version is the version to get over the 360 version. Due to the issue of legacy controls and no load times the choice becomes exceedingly simple.

Sony lap dog aren't you? No load times 1 second difference after a 25 minute mandatory install? :lol Controls are preference not a fact get it straight. If you own BOTH consoles, it doesn't matter which version you get, it all comes down to what control you prefer. Saying the PS3 version is the definitive version because of controls is very much laughable. It goes to show that you lack the intelligence to decipher between opinion and facts.
PJX said:
Sony lap dog aren't you? No load times 1 second difference after a 25 minute mandatory install? :lol Controls are preference not a fact get it straight. If you own BOTH consoles, it doesn't matter which version you get, it all comes down to what control you prefer. Saying the PS3 version is the definitive version because of controls is very much laughable. It goes to show that you lack the intelligence to decipher between opinion and facts.

Also the achievements on the 360 version, plus the 360 version is alot cheaper in the uk.
Dahbomb, get rid of the 'suggestion' on which version to get.

Outline the differences, sure -- but don't 'inform' people on what version to buy.

That's not up to you. And since you don't have the final version, you don't know all details.

The demo comparisons should be what's needed.


Wollan said:
Must I guess further? Details please. ;)

That’s right kids, you heard it here first: The Devil May Cry 4 demo you’ve heard about will be up on XBox Live and PlayStation Network this Thursday, January 24, 2008. We’re told to expect it up on XBox Live at 2am PST, and between 2 and 3pm PST on PlayStation Network.

No idea if it'll be available in your neck of the proverbial woods, but here's hoping!
OP is smaller than I expected, I guess you'll have to cut out some stuff and just leave the important bits Dahbomb... It's a damn shame :(


Suckin' dicks since '66
DantesWrath said:
OP is smaller than I expected, I guess you'll have to cut out some stuff and just leave the important bits Dahbomb... It's a damn shame :(

Never leave it as be man I like it! :D


OP said:
*Devil May Cry 4 takes place after the original Devil May Cry making it the first direct "sequel" to the first game (DMC1). The OFFICIAL timeline of the series is deemed by Capcom to be following:

DMC3 --> DMC1 --> DMC4 --> DMC2
Thats messed up.
So the DMC4 PS3 SE comes with two discs? That's weird, why not just put it on one Blu-Ray? I have a hard time believing that they ran out of space on the first disc considering the same game fits on a DVD9.
OldJadedGamer said:
So the DMC4 PS3 SE comes with two discs? That's weird, why not just put it on one Blu-Ray? I have a hard time believing that they ran out of space on the first disc considering the same game fits on a DVD9.

One production run is a lot more efficient than two separate runs.


OldJadedGamer said:
So the DMC4 PS3 SE comes with two discs? That's weird, why not just put it on one Blu-Ray? I have a hard time believing that they ran out of space on the first disc considering the same game fits on a DVD9.

The second disc would contain something like the Making of or special ost, not the game. You know there is a technology call double layer Bluray.


PJX said:
Sony lap dog aren't you? No load times 1 second difference after a 25 minute mandatory install? :lol Controls are preference not a fact get it straight. If you own BOTH consoles, it doesn't matter which version you get, it all comes down to what control you prefer. Saying the PS3 version is the definitive version because of controls is very much laughable. It goes to show that you lack the intelligence to decipher between opinion and facts.
omg, cry me a river :lol
i'm sure you'll be getting the ps3 version then right? :lol
OldJadedGamer said:
So the DMC4 PS3 SE comes with two discs? That's weird, why not just put it on one Blu-Ray? I have a hard time believing that they ran out of space on the first disc considering the same game fits on a DVD9.

Because a single disc special edition is a marketing disaster. If people pay more, they want more (physically).


I am making some edits in the OP. I guess some people didn't like the "PS3 version is the version to get" remark I made. :lol

Also yes DMC4 just got 9/9/9/8 from Famitsu. :D
Dahbomb said:
I am making some edits in the OP. I guess some people didn't like the "PS3 version is the version to get" remark I made. :lol

Also yes DMC4 just got 9/9/9/8 from Famitsu. :D

The thread is more likely to descend into chaos if you leave in the recommendation, lets put it that way. I`m sure people will be able to play both demos anyway.


An blind dancing ho
*Devil May Cry 4 takes place after the original Devil May Cry making it the first direct "sequel" to the first game (DMC1). The OFFICIAL timeline of the series is deemed by Capcom to be following:

DMC3 --> DMC1 --> DMC4 --> DMC2

wow , so it's another prequel and Dante
still lost in hell :(

wtf indeed , DMC2 is just wrong , they should pretend it never happened .

i am very disappointed and shocked that Nero is in fact Dante half-brother , this is so lame , in same level of cheap disney sequels , been the only sons of Sparda was the special thing about Virgil and Dante (DMC3 ) , and now there is half brother and maybe missing sister and Sparda ugly big brother and crap .

i know DMC try to copy stuff from MGS series ( nero = Solidus Snake ) but this is just puer lameness


DMC2 has no direct impact in DMC4. It can easily be non-existent but all it means is that Dante WILL survive in DMC4. :lol
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