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While there were multiple guns to equip Dante with, none of them could lead the gameplay in the same way Alastor and Ifrit could. Alastor was a faster, more versatile weapon that shared most of its moveset with Force Edge, Spara, and Yamato when playing as the Legendary Dark Knight, while Ifrit was a slower, close ranged set of gauntlets that gave Dante access to heavier combos. In the original DMC, Dante effectively only had two base play styles: Alastor and Ifrit. Of all the methods Itsuno and his team used to evolve Devil May Cry ’s gameplay, Styles stand out as the most overt and important. The inclusion of Styles give Dante six different base play styles to fool around with Dante now has ten weapons to choose from and can have four equipped at all times the level design takes after the first DMC with arcade-esque missions Dante’s brother Vergil is a playable character with an arguably just as in-depth play style and the story actually works in benefit of the gameplay. Where the original simply refined where it needed to, DMC3 goes above and beyond to ensure every detail and mechanic is thoroughly polished. Devil May Cry 3 is elegant in every facet of its design, not unlike the original Devil May Cry. DMC3 is often considered one of the greatest games of all time and the gold standard within the hack ‘n’ slash genre, but why? What is it exactly that propels DMC3 above its predecessors, contemporaries, and successors? Refinement. Taking into account Devil May Cry 3 ’s legacy, it perhaps goes without saying that Itsuno was right not to take the easy way out. Considering the circumstances the franchise was put under thanks to Devil May Cry 2, a straight up sequel might actually have worked, buying back some of the series’ lost goodwill, but at the expense of taking a chance to genuinely push Devil May Cry forward. Any sequel that didn’t play with the foundation Hideki Kamiya left behind would run the risk of being considered a pale imitation. A good sequel can be similar to its predecessor, many are, but Devil May Cry had effectively already done everything it could as best as possible in a format that it had, more or less, created. Devil May Cry 3 just as similarly would have been a bad sequel had it simply placed DMC1 in a new setting. Devil May Cry 2 was a bad sequel because it misunderstood what made the first game so good. Instead of simply making an acceptable sequel to the original Devil May Cry, Hideaki Itsuno and his team outright refined the hack ‘n’ slash genre.įor as impressive as the original Devil May Cry still is, it’s nonetheless quite obvious it wouldn’t have been able to lead into a sustainable franchise without a few changes moving forward. While it would have been easy to take Devil May Cry 2 ’s criticisms to heart and build off the foundation Devil May Cry left behind in a safe, but respectable manner, DMC3 took a more ambitious approach to remedy past mistakes. For the franchise to regain any semblance of good will, Devil May Cry 3 would not only have to clean up the second game’s mess, it would need to remind fans why the original was so beloved in the first place. Devil May Cry 2 felt more like a copycat than it did a proper sequel to the original Devil May Cry. Following Devil May Cry 2 ’s disastrous, to say the least, release, Capcom needed Devil May Cry 3 to be more than just a good follow-up it needed to rekindle a fire that had been put out.