Devil May Cry 4 refrain In-Depth Review

For all the presentational niceties Devil May Cry 4 refrain lost in the porting process, it scores major points for having a control scheme that feels virtually perfect — and this has much to do with the fact that Capcom provides the player free reign to rearrange it however he or she likes. The default control scheme leaves a bit to be desired: the player will find at first three action virtual buttons, one of which combines the gun and sword attacks into a single button and lets the game engine decide which should be used based on the distance between Nero and the nearest auto-targeted enemy. Any Devil May Cry fan knows that simply isn’t the way to go, so the player’s first task will be to dive into the in-game options menu and set things right. All the action virtual buttons and the virtual joystick can be arranged wherever the player sees fit, and they’re always reliable to boot. With the exception of Nero’s safety roll maneuver – which requires a slightly unintuitive series of button presses – special moves and complex combination attacks are a cinch to pull off.

Devil May Cry 4 refrain leaves all camera work out of the player’s hands; the result is a wonderfully unflinching focus on Nero’s major adversaries during boss battles, but lukewarm results during exploration. The camera system at least holds its own in the latter regard by turning just in the nick of time when Nero nears a door or other important object. The camera’s dynamic rotation also holds its own in regular battles, where the player should at least be able to get a clear view of the nearest minion Nero must off in order to ensure his own survival.

Perhaps the most unique aspect of Devil May Cry 4 refrain is how heavily it piles on the replay value, especially in light of Dante’s addition as a playable character in the latest update. Once the storyline mode is complete – such as it is – the player can successively unlock new equipment and features with additional playthroughs. Since Dante has his own traditional moveset that diverges from Nero’s, and new paths can be opened in specific levels after multiple playthroughs, Devil May Cry 4 refrain should offer plenty of bang for the buck to any player intrigued enough to stick with it that long.

Aesthetically, Devil May Cry 4 refrain has been stripped down and optimized to such a degree that Capcom has left it a bit behind the most visually impressive iOS titles available nowadays. Still, the texturing and model work appear to be on par with early PlayStation 2 era graphics, and certainly suffice to get the job done as far as 3D iOS titles go. As with all Devil May Cry titles the music tends toward subdued ambiance until enemies erupt, at which point it seems the protagonist must have walked straight into a heavy metal concert laden with semi-Satanic overtones.

iFanzine Verdict: The most important thing to remember before jumping headlong into Devil May Cry 4 refrain is that it’s not Devil May Cry 4; Capcom renamed it for a reason, that reason being that the iOS simply can’t handle a full-on PS3 or XBox360 game of that magnitude (…yet). The porting process undeniably stripped Devil May Cry 4 refrain the presentational charm it needs to compete directly with the most impressive games made exclusively for the iOS, but Capcom’s dedication to providing an interface that’s up to the task proves that complex action games can be pulled off handily on a touchscreen. Highly recommended for Action game vets on the lookout for deep battle systems, reliable and moddable controls, and lots of replay value; if you fit that description you shouldn’t be disappointed.