PS2: Devil May Cry 3: Dante's Awakening Special Edition

The DMC3 Special Edition will be out January 24th in the US, go for $19.95 as a Greatest Hit AND will add a new Continue system to the game (Aaa-le-lu-ia!), among other features. One of them is a grueling option to speed the game up by 20%! Eek!

SOLD!

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Completed Very Hard mode with Vergil.

Last night after about a month away from DMC3:SE I sprinted through the last three levels of the game with Vergil in Very Hard mode.

I found an alternate route through the level (I think it's 17) with the very blatant jumping puzzle featuring Tron-style blocks. By continuing to climb up that vertical shaft on the blocks I was able to avoid a vexing encounter and make my way to the Doppelganger at the end of the level more easily.

That Doppelganger, normally pretty easy to defeat, proved pretty tough this time around. It was more aggressive than on easier difficulty settings, using more combos that put Vergil in a tight spot since he can't dodge all that well.

After that it was the journey into hell featuring the chessboard, re-defeating about 5 or 6 of the bosses from earlier in the game, followed a few tight spots with the phasing demons, the blob fight, and finally the fight against the red Vergil.

I thought the Vergil fight was going to be extremely difficult, but either I'd warmed up quite a bit or I'd learned a few things along the way fighting Vergil a number of times. Don't get me wrong I needed to use more than a few healing items, but I got through it.

This unlocked Vergil's infinite devil mode skin. I immediately switched to it, jumped into Bloody Palace to earn back orbs to fill out the healing items inventory, and made a mad dash for the top. I was smacked down rather rudely in the 8000-series of levels by -- you guessed it -- a bevy of banshees nonstop charging and teleporting around. They are simply obscenely hard.

By some fluke I managed to defeat those screaming menaces but did so at great cost. I had so little health left it wasn't even enough to register the barest hint of green on the health meter.

When I jumped into the next level and came up against a smattering of spiders, I knew it was over. A few seconds later one slash ended Vergil's meteoric rise.

no more videos?

With the failure of the replacement GameBridge I don't get to show off my l33t Bloody Palace ski11z.

Anyway, while writing out some DVDs for the kids last night with my PC I spent a little while earning orbs with Vergil in the Bloody Palace mode. I got pretty good at fighting a couple of the bosses by relying on two things. Vergil's default Devil Arm weapon -- the Yamato samurai sword -- has quite a long range when slashed in midair. And his summoned swords ranged weapon comes in very handy when up against certain boss monster stages.

I've relied on this to take out the angels very easily, but it turns out to be very useful against any large target that's hard to approach. That means the Leviathan organs boss fight -- just as squishy as it sounds, thank you very much -- just got easy again with Vergil. (Dante very easily took out that boss fight, thanks to quick dodging and strong ballistic weaponry.)

The Yamato makes the (tall) blob fight towards the end of the game manageable, and the summoned swords make taking out the snake monsters it spawns much easier. Devil Arms just didn't, ah, cut it against those snake guys.

gamebridge videos posted

I've posted a bevy of videos of my playing DMC3 Bloody Palace mode with Vergil. I took them with the faulty, soon-to-be-replaced GameBridge TV adapter. If you expand the video to full-screen it's easy to see the artifacts and you can hear the static bits on the audio if you listen closely enough.

lunchtime

I sneaked home for lunch and after a quick sandwich fought my way through Very Hard level 10 with Vergil. Those spiders are a real pain in the ass with no Trickster mode, but fortunately their charge attacks are fast enough that Vergil's teleportation can often blink out as they sweep past.

Vergilization

I spent an hour or so playing Vergil up through levels 6, 7, 8, and 9 last night.

The boss fights continue to be a real challenge with Vergil's dark slayer fighting style. One of the easiest fights for Dante was a major problem for me with Vergil: the three-organs fight inside Leviathan. This is normally a cakewalk but took four or five Vital Star L's to keep me in the game.

I ended up using a Gold Orb up against the vampire woman along with two or three Vital Star L's. A slip up with her -- blinking towards her instead of away from her by accident -- is devastating at Very Hard difficulty. Trickster style with Dante made getting away from her easy.

Vergil is now very low on items and I'm thinking I might just keep it going forward as long as possible until I'm forced to use Bloody Palace to earn orbs.

I'd been craving some DMC3SE action for a few days and this fit the bill nicely.

Another run, another horrible death.

BP LVL 9210
I made another run at the Bloody Palace and I got farther -- to level 9210 -- only to die another horrible, couch-punching, screaming-into-pillow death. I spent the whole game in devil mode with the infinite devil mode skin I'd unlocked earlier.

The level pitted me against at least three of those vanguard banshee creatures -- the super annoying ones that teleport around the arena and swoop across -- with the blue protective aura around them.

Everything in the 9000-series of levels -- in addition to having the blue aura that makes knocking them back or knocking them out of attack mode extremely unlikely -- seems accelerated. This might be where they got the Turbo setting from, the 120% speed option you have in this Special Edition.

So the banshees, as I like to call them, tore me apart, cutting me down from 2/3 health when I started the level to zero in record time. They each would swoop up or across at least two times before coming back to rest, meaning I had six swoops to dodge and then try land a blow on one of them, any of them, before they all started swooping across again.

It's insane. Totally insane. I don't know how I'll be able to take them out if I get that far again.

I had a great setup this time, too, having gotten the worst of the randomly chosen boss fights out of the way early on. It was so close I could taste it. So...close...-hnurk-...-cough-...*thud*.

DMD LVL 5
I tried Dante Must Die mode, level 5 earlier in the evening, thinking I'd dig in a little further with that one, but got shredded into mincemeat by the normally easy Jester boss fight.

*clang!*

While playing through level 4 at DMD difficulty I had to slay the big crawler caterpiller-y thing.

Unlimited demon form helps, but I accidentally discovered that swinging the scimitars when about to be hit by its purple energy attack deflects the spheres with an audible *CLANG* sound.

It's nice, but it's plenty tough to time that swing when there's a good six or eight of them coming at you at various distances. Can't deflect all of them.

things I learned

Here are a couple of things I learned or reinforced during last night's BP session:

1. The best devil arms are still the Beowulf gauntlets and The Agni+Rudra swords.

2. The Ebony and Ivory pistols and the Spiral rifle/cannon are the best guns to carry. The Spiral cannon has very long range and knockback, while the rocket launcher -- a former favorite in that slot -- is short to medium range only.

3. The infinite devil form skin is a necessity. As I've mentioned before, it prevents attack interruption and/or knockback when hit by most types of attack. It also greatly cuts down damage received.

4. Swinging the A+R swords at the right time can shatter the incoming red archer bolts and gives a very big boost to the style meter. Given the wide sweep of the swords, this isn't hard to do.

Two players?
Reading through the Wikipedia entry for DMC3, it looks like the Doppelganger mode allows a second player to control the copy of Dante using a second controller. Interesting.

Quote:
Doppelganger

Allows Dante to utilize a shadow to double attacks.

* After image - Spawns a second shadow version of Dante who will mimic your attacks as you perform them. Also Devil Trigger consumptive. When active, this also allows a second player to control the shadow version of Dante for as long as the effect lasts, if desired. Inserting a second controller and pressing Start will enable two-player mode.

2h18m

Two hours and 18 minutes later my quest for Bloody Palace domination was stopped in its tracks.

6000
In the 6000's, the second boss form of Agni and Rudra started showing up on occasion in the arena, not as a boss fight. He's not hard to defeat, but seeing him show up on the circular disc by himself where I normally fight everything else was a surprise.

7000
In the 7000's the game would sometimes throw a level of banshees at me. Two or three on one level was murderously hard. When they teleported around and flew past slashding, or erupted from the ground, scythe twirling, it was painful and knocked Dante down, even to demon form.

8900
At level 8900 I fought the final Vergil fight and just scraped past him with one segment of health left. I was worried I wouldn't survive, so close to finishing the Bloody Palace, but the infinite devil form skin proved its worth yet again. I celebrated with a victory dance, and quickly sat down to face the last batch of foes. This will be tough if they throw banshees at me, I thought, I'll have to be extra careful if I can.

9000
Level 9000 started with a ghastly backdrop, and three spiders flashing into view, a blue aura protecting them. This was a shock! No creature in BP had had an aura until now. I really didn't expect the blue auras to show up in BP mode, but there they were, and around spiders no less. With so little health it was very hard to stay in one place for any length of time.

I took to slashing and dashing, but they hit me often enough that my health was falling too quickly. That gave way to dodging and using the Spiral cannon, and finally dodging and using the twin guns. I didn't slay even one of the three spiders. Not even one. They were too strong.

When the last hit landed, Dante's corpse exited demon form with a flare of red energy and flopped onto the ground.

So close. So close! But the last ten levels of enemy are all covered in blue areas?! Who could endure that!

Triumph!

Bloodied and Sore
After a marathon Bloody Palace session that saw me perish under a hail of snake-demon-monsters spawned by the severely weakened demon blob boss normally found on level 19, I poured every last orb back into the items and refilled both my Devil Stars and Vital Star L's to maximum capacity.

Dying up against the demon blob was hard to take. It's a very hard boss, yes, but I'd figured out its pattern. I still hadn't figured out how best to fight the swarm of snake monsters it spawns, and that's what ate up the lion's share of Dante's health. I might have jinxed myself by noticing that I'd reached level 5000 and really wanted to be able to write that number into my sig.

After that I took a breather, exercised my wrists a bit, took another dose of ibuprophen to fight off my sore throat pain, and loaded up level 20 of Very Hard mode, the final fight against Vergil. Come to think of it, that ibuprophen probably made it easier for me to fight that long. Drat, falling back on drugs again!

This time I didn't forget the gravy.
Loosened up from the Bloody Palace I made significant inroads into Vergil, including occasional strikes in between his normal points of vulnerability in his attack patterns. I slowly managed to wear him down to about 25% health, and that's when things got crazy.

On higher difficulties the enemies are faster, as are the bosses. In the previous levels this is when Vergil gets more devil power more often, and as I mentioned before, on this level at this difficulty Vergil heals when in devil mode.

Any chain of attacks I did led me to trigger Devil Mode right away to nail him for as much damage as possible, and I was using the Beowulf gauntlets-and-boots weapon. Up until that last quarter of his health I was able to regenerate devil power (by hitting him with melee attacks when out of devil mode) enough to be able to hit him hard again in devil mode.

It took about as long to grind him down from the last quarter of health to zero as it did to get him there. He was taking devil form more often, and his teleporting chains of attacks were faster -- so fast that I occasionally got hit even when constantly fleeing using Trickster's dashes, aerial moves, and the Air Hike from the devil arms.

I came very close to dying a couple of times, but those Vital Star L's saved my skin and kept me from screaming into and punching a pillow in frustration. It was one sweet victory.

The Best Part?
The best part was winning it, but a nice perk is a new costume for Dante which grants infinite devil power. You don't heal while in devil form, unfortunately, but all attacks and movement are faster and hit harder. Nice, and should make it easier for me to fly farther in Bloody Palace mode.

Will bloody for food.

I spent last night slashing and shooting my way through the Bloody Palace levels for a couple of hours total to earn orbs. I'll probably do it again tonight to pay for restocking healing items for another stab at the final Very Hard boss fight.

I've swapped out Beowulf gauntlets and boots for the Agni+Ruda swords. While Beowulf is more powerful per hit, the swords make fighting off the spiders and the angels a little easier, and that makes a big difference. In fact, I might toss out Rebellion entirely next time I play and use Agni+Ruda along with Beowulf for sheer stopping power.

The Agni+Ruda swords are fire and ice swords, and they help against the spiders differently from the angels. The flurry of hits you execute with them seems to catch the spiders at key moments when they rear back to strike, interrupting or staggering them a bit, and the swords do a bit more damage with fire while you fight.

The swords have a mid-air rave ability where you can swing both swords out in an X-arc while falling -- something that you can't do with Rebellion unless you're using Swordmaster style. This is a great way to tag the angels as they fly around. Jump up, rave them, repeat.

I also swapped out the Kalina Ann rocket launcher and picked up the heavy single-shot rifle. It's a pretty good alternative, can knock over most smaller enemies, and will usually turn the blood gargoyles to stone in one shot, making them vulnerable to attack.

I've spend near zero time with the electric guitar weapon, though, so I'll have to see what that can do for me sometime.

vacation

After a long weekend vacation I was happy to jump back into the Very Hard mode, aiming to finish it off.

I pushed through the final few levels up to the very last boss fight. This last fight against Vergil is made even harder because his devil mode slowly heals him up, but faster than on previous difficulty levels. So not only do I do less damage, but he heals faster, and a couple of slashes from him halves my health.

I spent about ten minutes trying over and over again to make headway, but it looks like I need to fall back and do some Bloody Palace to earn money and then stock up on Vital Star L's again. I was down to 8 or 9 of them last time I looked (out of 30). That's not going to cut it. Fighting off the demon blob on level 19 took way more VSL's than I expected it would.

phew

I pulled ahead with another BP record with Vergil: 2987. I started out walking up the ladder using the water portal one level at a time, then after a while figured I'd ascend using the fire portals and see how far I'd get.

Three (count'em three!) angels and a grinder demon did me in. Angels are tough, but three is just insane.

Then I managed to take out the bosses on level 19 and 20, so I've finished Hard mode with Vergil. Phew, that was a workout! I also managed to slay all 100 demons during the credits, ending with a banshee. You get a congratulatory message if you do that, but no unlockables as far as I can tell. Last time I finished it with Dante I remember that the closest I got was 99.

All it did was unlock a new costume, since doing Hard difficulty with Dante unlocks the Very Hard and Dante Must Die difficulties for any new game started on the same memory card, Vergil or Dante.

14 to 18, 2200

I spent a second night digging into DMC3:SE with Vergil, pushing him up four Hard difficulty levels from 14 to 18. Some of it was grueling, especially when faced with his inability to dodge bosses. Teleporting in place or jumping out of the way can dodge short-range or melee attacks, but forget about area of effect attacks. Getting through 18 was especially difficult as I had to re-fight a number of boss monsters on part of the level.

I did manage to edge past my old Bloody Palace record of 1900 to 2100 going up strictly by 100s using the fire portals, as you might guess. I made it through a couple of boss fights to get to 2200, but perished squaring off against a trio of banshees coupled with other monsters. Once again Vergil's inability to dodge makes him a sitting duck for the banshee's chime-teleport-and-charge attack. Dodging it by jumping and teleporting is more luck than anything else.

Vergilization

I managed to push Vergil through levels 11 to 14 last night, and man did it hurt. Not just because dodging with him is very tricky given his lack of an Air Hike move on any weapon, and the inability to do the Trickster style Dante has, but because he's strapped for cash. I frequently had to do a boss fight with no Vital Star L (full healing) items to use in the heat of battle.

After that I fired up the Bloody Palace mode and was surprised when I handily defeated the fire-and-ice sword-wielding twins and then pushed on to a level 1900 finish. On 1900 I had just finished a really, really punishing boss fight up against the stagecoach, but was too weak to survive the regular wave of enemies right after it -- a few spiders along with some teleporting scythe-wielding enemies. It was humbling to be cut down by something other than a boss. I'd been completely out of juice, just squeaking past the stagecoach in devil form.

GameCritics' Brad Gallaway: Now I see.

GameCritics' Brad Gallaway writes a second opinion on DMC3, this time reviewing the Special Edition, and he thinks he finally sees what the fans of the DMC series have said is there all along.

It's not what you're doing, he notes, it's how you're doing it. The flashiness of the fighting as well as the over-the-top cut scenes work together to make a fun and playable game. He also likes all of the adjustments that the Special Edition made to the game, still leaving open the original difficulty level for those (crazy people) who want it.

Very Hard, not as hard as DMD.

Very Hard mode is not as hard as Dante Must Die, but it's still very tough. The blue protective halo doesn't show up on your enemies, thankfully, but they do swarm aggressively and do some significant damage.

The blue-bolt archers are still firing red bolts, and it seems like Continues start the whole level over. Yow.

Starting the whole level over is not an insurmountable problem -- the trick is to use healing items during the level or, worst case, a gold orb in the level itself. I'd just earn lots of them out in Bloody Palace mode and then come back in and play another level or two in Very Hard mode. Time-consuming, but it would work.

Hardened

Motion capture
I finished Hard mode last night. It unlocks a new costume, the Very Hard and Dante Must Die modes, and a neat video of lots of motion capture they did with people for the cut scenes. They show the cut scene inset, with camera angles comparable to what the cut scene is showing with the actors on wires with the motion capture suits on. They even had them doing the lines from the cut scenes too.

During that video they also show one or two short shots of people with simpler motion capture suits on (fewer recording points on the skin of the suit) doing motion capture for enemies as they fall down.

Seeing the studio with all the equipment, camera men, and everything else really shows you how big of a budget these games can have. I didn't even think of motion capture as I was watching the cut scenes, but it makes sense in hindsight.

Very Hard? Nah, Dante Must DIE!
I jumped over Very Hard and loaded up Dante Must Die. How hard could it be?

Level 1 starts off tough! And those are the weakest enemies in the game! It has a couple wrinkles in terms of throwing in one or two later enemy types, and in terms of a really nasty thing they do to you. After a certain number of enemies are killed, some of the remaining enemies get the blue protective haze I've written about above. They're extra tough to kill and don't get staggered by much of anything. Add extra aggression into the mix, and the fact that a slashes from the weakest demon's weapon can do a quarter of your health in damage and man is this crazy-tough!

I also think this mode removes the easy continues -- it lets you continue, but forces you to restart the whole level.

I got to level 3, which is excruciatingly hard because that's where the archer statues first show up. They fire red bolts right off the bat, and they fire very quickly, so they're going to rain down pain and suffering at least twice before you can reach one of them, unless you stagger them you're basically toast.

I am really shocked at the difficulty level, and I'm thinking I'll take Very Hard for a spin instead.

a little closer

I zipped through a few more levels towards the end game last night, and found myself popping more than a few healing items even outside of boss fights.

The boss fights are definitely getting tougher towards the end, with some of the variables involved changing to fit the Hard difficulty. For example, in the boss fight against the shadow Dante, you have to strike the edge of the arena 5 times instead of 3 to switch on the light on that portion of the arena. Plus, he so aggressively snuffs out lights that you don't really have a hope of turning them all on at once, which stuns him for a long enough time to do major damage. I found myself having to strike the edge four times and keep running at it with my back to him so he'd zoom in to strike. Just bofore he reached me I'd strike it one more time, stunning him with the short-range light and denting his health just a bit with a few hits. Lather, rinse, repeat.

Snowdog came by last night and learned the ropes using the Bloody Palace mode. His learning curve became a brick wall when the game dropped him into one of the later boss fights against Virgil just nine levels in.

Hard mode.

DMC3SE doesn't save your game like most games do. It basically saves a profile and lists your most recent accomplishment on the face of the save game.

Once you load your game save, you're presented with a menu where you can play through any level you've reached before on each difficulty you've played it at, view the in-game cinematics, change Dante's skin, or play the Bloody Palace game mode.

Over the weekend I spent a few hours racing through Hard mode, reaching Mission 15 last night after starting at Mission 7 a few days ago. The Bloody Palace's gameplay definitely put Dante in top fighting form, but having all the weaponry available from my first play-through is also a big help. The extra orbs earned in Bloody Palace have also helped, letting me max out all of the items Dante can carry. That includes 30 large health crystals which can restore his full health in one shot. One or two of those are often all that's needed during a given boss fight thus far.

I'm looking forward to tearing through the rest of Hard mode to see what else gets unlocked, and maybe trying my hand at the next level up.

Vergil
Vergil is not part of your profile, unfortunately, so you need to start a brand new game with him and re-earn everything from the start. I find that he plays quite differently from Dante and I haven't bothered to get used to him yet.

Super
I took a little peek at the unlockables in a GameFAQs Secrets FAQ and noticed that finishing Very Hard and Dante Must Die difficulties will give some nice skins with good features. Of course, there are a separate set of things unlocked when you have to replay the game again with Vergil, but I don't know if I'll be doing that.

(Edit: Fixed GameFAQs link. They prohibit direct linking to the FAQs.)

Royal Guard

I spent about a couple of hours over the past two nights upgrading the Royal Guard style. It turns out blocking is very handy and not terribly timing-oriented.

Level 1 lets you block while standing on the ground, with a Release attack that basically does a short, dash-like forward strike. I'm not certain, but it appears that blocking an attack and then doing a Release at a foe does more damage than just a release. Level 2 upgrades the Release and allows blocking in midair. Level 3 upgrades the Release attack and also adds a special block called Ultimate which creates a sort of pentagram-styled disc in front of Dante for a second or two. I'd guess the disc can block any kind of attack, but I'd have to try it against boss creatures to be sure.

Blocking does have limitations. Very strong attacks will shatter the block, so to speak. You'll see a glass-like crash on Dante's arm and he'll stagger a bit. You'll also see the block shatter if you keep it on too long and block two consecutive attacks without releasing it. I noticed this when fighting the banshee-like enemies, which will sometimes give two swipes of their scythe. Blocking the first slice works, but the second slice will shatter the block. However, releasing the block in between them and then blocking again blocks the second attack without the stagger.

Certain enemies are far easier to deal with when blocking, especially the spiders. You just need to listen for the two audio cues -- the one for the charge, which is easy to hear, and the other one for when they slash at you with their front legs. Being ganged up on is still tough regardless of whichever enemy you're up against, but blocking lets you avoid jumping around constantly and can let you take advantage of an enemy as it recovers from an attack.

Blocking also gives you a nice surge in the style meter in the upper right corner of the screen, so it's a good way to start a set of combos.

boss fights, weapon choice

After a couple more sessions of Bloody Palace I have to say that the boss fights are the toughest thing about it. I'm often able to keep moving well enough up against other foes and get an occasional green orb to restore some health as I go with regular enemies but the boss fights can be really tough to get through alone.

You're not allowed to use items, like those that can restore health or demon power, and that makes boss fights very tough.

All the boss fights are on the table, too. Even the very last one that for me is the toughest. The last boss uses chained attacks where if you're hit anywhere along the way you can't recover and get out of the way quick enough to not be hit by the rest of the chain that can take out three or four segments of your health bar.

I also realize that I really need to keep Rebellion (the sword) as one of my two devil arms. The other will definitely be Beowulf (the gauntlets and boots). Last night I tested out a new mediocre device I bought for connecting the console to my computer monitor and played using Cerberus (the ice nunchucks) and Beowulf and tried to focus on using Cerberus to get better with it. Not having Rebellion made fighting spiders and the angel-like beasts (the two toughest enemy types in the game, IMHO) very difficult, and anything that walks is easy pickings for Beowulf. As for guns, I always keep the Ebony And Ivory pistols and bring out Kalina-Ann when I need to clear some space.

One other thing about Bloody Palace mode -- you can't change styles. I've been using it to level up styles, getting Swordmaster style to level 3 last night. I'm almost dreading trying to level up Royal Guard. That one seems so timing-centric that I doubt it'll be easy.

Completed it.

I read about what you get when you have a DMC3 save game on your memory card.

I finished level 20 tonight, which is the end of the game. It unlocks Vergil as well as the Bloody Palace mode. It's pretty fun. I spent over an hour getting into the 1100-something level of Bloody Palace.

I died fighting the quicksilver horse and carriage, which is quite a bit harder in the Bloody Palace version. Both the horse and I had a sliver of health left and I didn't zig-zag when I should have. From time to time it throws a boss fight at you as you jump up in levels.

Re: 20

Infinity wrote:
I dragged myself through 18 and 19. Thankfully they made the very arduous 18 be Continue-friendly, not requiring you to replay all the tough fights you'd already won on the level.

I'm pretty sure 20 is the end, a boss battle. I managed to get it down to half health on one of my attempts so I've gone back to load up on orbs and buy healing items. It shouldn't take a terrible number of them to win.

I did notice, however, in the File section describing Style moves via mini TV's that there were static-covered screens where moves should probably be. Hm.

When I loaded up the special edition game, it recognized my DMC3 gamesave and unlocked Virgil as a playable character along with a bonus level. I'm on level 17 right now.

20

I dragged myself through 18 and 19. Thankfully they made the very arduous 18 be Continue-friendly, not requiring you to replay all the tough fights you'd already won on the level.

I'm pretty sure 20 is the end, a boss battle. I managed to get it down to half health on one of my attempts so I've gone back to load up on orbs and buy healing items. It shouldn't take a terrible number of them to win.

I did notice, however, in the File section describing Style moves via mini TV's that there were static-covered screens where moves should probably be. Hm.

PS2: Devil May Cry 3: Dante's Awakening Special Edition

Yeah, I didn't play it last night. Played X-Men Legends 2.

Mission 18

I've made it to Mission 18, which is probably close to the end. I definitely knew I wasn't going to make it through 18 tonight. You'll see why when you get there.

Dang my wrists hurt from playing this game.

Re: animal

Infinity wrote:
You're an animal!

I got to Mission 15 tonight. Up way too late playing. Time for bed.

Mission 15! Aha! That sounds like a dare to me!! You're on!

animal

You're an animal!

I got to Mission 15 tonight. Up way too late playing. Time for bed.

PS2: Devil May Cry 3: Dante's Awakening Special Edition

Quote:
The other Secret Mission involves you having to break every breakable thing in a replica of the bar you go into in an earlier mission. You have a very short amount of time, it must be 45 seconds at most, and every time I tried it I had at least 10 of the 50 breakable items left when time was up. I'll come back to it, maybe with a more appropriate and wider-sweeping melee weapon if I get one.

I've gotten 49 on that secret mission. It's actually a great way to collect red gems because you can just keep going back in and you keep whatever you get during that attempt.

In two sessions (one from this past Saturday night that lasted until about 4am), I've reached level 12. Totaling about 6 1/2 hours so far.

Up to 12.

9, 10, 11
A couple of hours of focused DMC3:SE time allowed me to tear through Missions 9, 10 and 11. The story is progressing well enough, the locales are varied, the environments are nicely detailed, and the difficulty of the enemies is also climbing. I don't think you'll be upset if I mention that you end up having some very nice fights against some vicious spiders, complete with web-slinging abilities.

The boss fights continue to be a challenge, but the gold-mode continue system keeps them from being frustrating. I often use the first few lives just to see the different modes the boss fights in as it gets weaker, and then spend the next half dozen or so trying to kill it. Once I have a handle on it, I make sure I have health replenishing items on hand and use those when I think I can pull off slaying it. Some of the most recent fights seem to me like there's no way anyone could do them with anything but Trickster style on, but if a player is exceptionally skilled I think they could squeak by without its very handy system of dodges.

As the enemies get tougher, fighting older enemies seems significantly easier and a lot more playful and fun. You need to move around so quickly to avoid the newest foes that the pokey older foes are just fun to throw around the room and try more exotic moves on. Sure I could juggle this one kind of enemy with the pistols until he died, but what fun would that be?

Secret Missions
I've also tripped over a couple of Secret Missions along the way. Blue-hued doors or panels trigger mini-game side missions. I haven't been able to clear the two I found most recently -- they're tough -- but I was surprised at the variety.

The first is a variation on one part of an earlier level. A platform rises up, and waves of bad guys appear on it. Knock the bad guys off the platform fast enough or it slides back down to the ground, or die trying. If you can knock all waves of enemies off the platform, it finishes rising and you win -- at least that's how I got past it in the regular game. In the regular game this took a little bit of trial and error for me to figure out. Basically blast them over the side with the shotgun and you're good to go. It took some good aim and movement, and you had to act quickly, but it was do-able. In the Secret Mission they have that blue protective aura I mentioned -- they don't get staggered easily. So I wasn't able to even get the first wave off the platform before it wheeled back down to the ground and left me to deal with them. Dealing with them in a wide open room isn't much fun either. They're slow, but they can block pistol shots, and the blue aura keeps a charge attack from slamming them onto their backs.

Dying in a Secret Mission doesn't kill you, it simply throws you out of the mission. I think the game automatically fully heals you when you exit a Secret Mission, but I'm not sure.

The other Secret Mission involves you having to break every breakable thing in a replica of the bar you go into in an earlier mission. You have a very short amount of time, it must be 45 seconds at most, and every time I tried it I had at least 10 of the 50 breakable items left when time was up. I'll come back to it, maybe with a more appropriate and wider-sweeping melee weapon if I get one.

The adjuticators have spoken.

The Adjuticators

There are statues at certain points in various levels of the game which have a number of limbs, each with a burning flame at the end. They might be white flames, yellow flames, and so on, and the statues hide a treasure. So far what I've seen them hide are blue orb fragments. Four blue orb fragments join together to boost the maximum health bar by one unit.

Striking an adjuticator with a weapon shows you a message if you're trying to hit it with an incorrect weapon with a hint as to what weapon you should strike it with. Striking it with the right weapon starts the style meter in the corner. Moving up to the next style using a variety of melee moves snuffs one of the flames on the statue. Snuff all of them and the statue shatters, giving up its prize.

In early levels there are maybe three flames. In the current level I'm on there's a statue with lots of flames. There must be six or seven of them. Try as hard as I might I can barely, just barely snuff the second-to-last flame. The speed and variety of melee moves you have to execute to get up that high was extremely tough for me. And keep in mind the Style meter (which goes up from D to C to B to A to S, and then I think one more S above that!) system has a built-in bar that rises as you do a wider variety of moves. Repeating moves in sequence or repeating the same move does NOT give you a boost on that meter. So not only do you have to know all those moves, you have to fire them off with a good amount of variety.

It's very tough. And when I couldn't take out the one statue I've found with Dante's Rebellion sword, I was miffed. I'd come back to it sometime, to be sure, but still it was tough to admit defeat and walk away.

Missions 5-7

Trickster style
Correction: With Trickster style level 2, you get mid-air dashes that work like the ground dash. A red flare of energy propels you in the direction you push the stick when pushing the circle button while you're in midair. You can do it just once.

On the ground, you can do dashes one time per Trickster level. So starting out, you could do it once. With level 2, you can dash twice in succession in different directions.

Mission 5 demons
I managed to defeat the ice and fire demon guardians at the end of Mission 5 -- the trick is to stagger them by persistently trying to hit through their guard stance with your sword then switch to the chucks to really do major damage to them before they can get back up. All the while dodging the other demon. I lucked out when I managed to defeat them -- when you defeat the one demon, you get a little bit of time before the other demon leaps off the stage to claim his slain brother's sword. By keeping him engaged in combat and by luck staggering him to one knee, I managed to slay him before he could power up.

Take us with you
The two demons had some funny dialogue starting things off. They have headless bodies, but their heads are actually shrunk down and sit on the pommel of their scimitars. Once defeated, the scimitar heads call out to Dante that they've been waiting an awfully long time for someone more powerful than them to come along, so they want him to take them with him. So the ice and fire scimitars become another sword weapon for Dante. Dante's condition? No talking. I was bummed -- I was hoping they'd become a source of advice for Dante complete with back-and-forth arguing between the two pommels, recounting things they'd heard about different areas he was going into.

Two weapons
And here's where it gets a hint of strategy. You can only carry two of each weapon type. That means two melee weapons and two guns. At that point I had Rebellion the sword and the chucks (the name of those escapes me), so whenever you start a level or meet up with one of the special statues, you can swap out weaponry.

Missions 6 and 7
I made it through Mission 6, including a set of three trials and the classic maze puzzle. Enter a square room with three exits other than the one you entered. Choose the correct door the next three times to make it through. Choose the wrong door along the way and a room fight starts. The room fight was pretty tough -- the mix of enemies is pretty varied so dodging is even more important.

Mission 6 also had that room with the demon switches I mentioned.

I'm now in Mission 7, and along the way Trickster upgraded to level 3. This added a really slick new aerial dash move which is basically a teleport a la Nightcrawler from Marvel Comics. While in the air, push the stick towards an enemy and hit circle and POOF teleport right over by him. It's great for teleporting over and slamming a melee weapon down on them from above and looks really good.

Your enemies have been able to teleport similarly for quite some time, mind you, so it's not like Dante is going to wipe the floor with them.

The variety and detail of the enemies in the game really is very good. The art style is very cohesively gothic and demon-oriented. The most recent, most striking enemies I've faced are ghoulish guys carrying what looks like a big coffin. They move slowly but can swing the coffin around as a weapon if you get close. They'll occasionally slam the coffin into the ground and it lights up bottom to top and opens at the top, releasing a ghost. The coffin acts as a very good shield. You can only hit them from the side where they're holding onto the coffin, and when I first met up with them they were generators for other bad guys -- I had to kill the coffin bearers to stop the really annoying, fast-dashing other guys from spawning.

This game is really fast and gritty action at its best. God of War was slick and really pretty easy, but this is gothic, darker, grittier and so much faster-paced.

ouchy

I just paused the game so the wife can watch TV for a while just outside a really hard room.

There are two what I call demon switches in the room, and four or five enemies made extra tough by a blue aura. Throwing both switches dispels the aura on the enemies for a while, but they do shut off again and the aura returns.

Throwing the demon switch means striking it multiple times with a melee weapon. This leaves you wide open to attack from behind, and when they're fast and vicious, I find it almost impossible to throw them a second time. You _can_ kill the blue-aura-protected enemies, but it's really damned hard. They don't get staggered by any attacks, so even if they're about to slash you you can't hit them with the sword or chucks to knock them back.

This means lots of use of the Trickster dashes and mid-air lateral teleports. And wrist strain, oof.

Gamespot reviews, my level 5 monsters

Gamespot Reviews
Gamespot has reviewed DMC3:SE. Greg Kasavin seems to complain a little bit about the easier difficulty level, calling the game less rewarding as a result.

Here are the web review and the video review.

Mission 5
Mission 5 in the game has proven to be a bit of a tough climb for me. It's forced me to go back and replay previous Missions and earn orbs to build up abilities and at the same time I'm getting better at the game and more accustomed to the combat system.

I'm able to go through the level pretty well, but the end boss is really tough.

It consists of a pair of headless humanoid creatures, each with a scimitar. One is heat-oriented, the other is cold-oriented. Each of them has a separate, very long health bar.

It took me quite a number of tries before I was able to slay one of them, but all that did was trigger a cut scene where the other one grabs the fallen one's sword, locks it into place back to back with its own sword, creating a kind of long-bladed polearm, and then it jumps back into the fray with anavoidable attack, followed by waves of elemental fire and other ranged attacks.

It was just crazy, and after dying in record time I decided to stop playing and go back to boost up Dante's health meter, weapon skills, and so on by replaying earlier levels and earning orbs.

As I'm going back through the Missions I'm experimenting more and taking more risks, relying less on the handguns and getting more up close and personal with the bad guys with the Rebellion sword. Occasionally I'll also use the ice nunchuks (sp?) but I miss one of the handiest attacks when I'm not using the sword: the charge attack that sends Dante racing across the room to stab straight into an opponent, sending them flying.

rock'm sock'm fun.

Late last night I took the shrink wrap off of DMC3:SE and fired it up. I probably shouldn't have. It kept me shooting, dodging, and sword-swinging for about an hour or so, well after 1am. Granted I had kid-related interruptions and got an extra load of laundry done at the same time, but still I was up too late.

The game is super addictive to me, and already I like the combat styles and enemy difficulty at the Normal difficulty level. I'll occasionally die, and some enemies are much tougher to stay away from in the opening few levels than others, but as long as I remember to keep moving I'm in good shape. So far the Trickster dash move hasn't been necessary 100% of the time, letting me experiment with other Styles of play. The swordsman style and gunslinger aren't all that useful to me, I think, because their specials require you to stand still, at least at the first level. They certainly look cool, but in combat standing still is an easy way to get chopped up.

I chose the Gold continue mode, which let me continue a few times to defeat the ice cerberus boss once I learned how he worked. I'd already replayed earlier levels to max out the pistols' power, so I was basically able to shoot the three-headed dog demon to death from a reasonably safe distance.

One pet peeve -- no context-sensitive help. The first door the game showed me didn't tell me how to open it. I walked up, push X. Dante jumps. Push square? Dante shoots his guns. Push triangle? Dante swings his sword. Push circle? Ah that's it, you go in. It took me a little while to understand that circle also activates other things, like the hourglass statues that let you switch Styles and/or upgrade stuff within a given level. After the silky smoothness of the God of War UI, this kind of thing seems like a throwback to the old days.

Speaking of God of War, I can see why it took the title as best action game of 2005 away from DMC3. Yes God of War was significantly easier to play, but the presentation, user interface, and overall style is a lot more seamless and fluid than DMC3's. Capcom treated DMC3 kind of like DMC1. There's a story there, but it's plainly just there to drive the action forward one room at a time. Why is there a three-headed ice cerberus at this point? Why do I fight him when I don't know if he gives me anything important, like a weapon? Why don't I just go around him? Kratos would've just walked around to get closer to his goal. Is the cerberus blocking the way?

These are things that the game doesn't talk about, doesn't guide you through the way GOW's very cohesive style and story does.

I do think DMC3's graphical style in terms of its enemies, environments, powerups, and so on is very good and quite distinctive, but without good storytelling between missions linking things together it comes off as rough and somewhat unrefined. The storytelling could be really great, but instead it's just good.

release day

Today's the release day for DMC3:SE. I called around and found the local Gamestops and EBs in my area will have it tomorrow.

Gamespot notes the release and says it'll have a full review of the Special Edition soon.

9.5

PSM gives the Special Edition a 9.5, saying it's even better than the original DMC3, and cheaper to boot.

Pro:
Play as Vergil with his own weapons and cinemas, and Easy mode is actually easy.

Con:
Vergil could have used more unique stages and enemies.

They mention that finishing the game with Vergil unlocks some nice additional costumes for him, and they feel that playing through with Vergil feels good to the point that "you can't help but think this is the complete true vision for the game."

The original DMC3 got a 9.0.

Re: the US DMC3?

Infinity wrote:
I thought they took out the checkpoints in the US version of DMC3 so you always started over at the beginning of a level when you died.

Only if you didn't have continue orbs. Yellow orbs. You chewed through those like chicklets, though.

the US DMC3?

I thought they took out the checkpoints in the US version of DMC3 so you always started over at the beginning of a level when you died.

PS2: Devil May Cry 3: Dante's Awakening Special Edition

Quote:
These are yellow orbs, which let you resume at the last checkpoint versus teh start of the whole level or a new "gold orb" system. The gold orb resurrects you right where you died. If you run out of gold orbs, you go back to the last checkpoint. Nice!

Yellow "continue" orbs were in the original DMC3, nothing new. Gold orbs are new and I'm sure they'll cost yay too much cash.

hands-on impressions

Gamespot has some Devil May Cry 3: Special Edition hands-on impressions.

Quote:
Vergil's armed with his brand-new "Dark Slayer" fighting style, and apart from him, you'll also get to battle against one new boss, experience adjusted difficulty levels, use an alternate continue system, and play in a survival-arena mode called Bloody Palace.
...
you won't be able to pick up the Special Edition and begin playing as Vergil or in the Bloody Palace immediately. Your two options for unlocking them are to either have a copy of the original DMC3 saved on your memory card already (you simply need a clear save from any level), or to play through the Special Edition as Dante. Whether you start the Special Edition as Dante or Vergil, you'll be able to opt between two continue systems.

These are yellow orbs, which let you resume at the last checkpoint versus teh start of the whole level or a new "gold orb" system. The gold orb resurrects you right where you died. If you run out of gold orbs, you go back to the last checkpoint. Nice!
Quote:
The game's difficulty modes include Easy, Normal, Hard, Very Hard, Dante Must Die, and Heaven or Hell, but, as in the original, only Normal is available at the start. Very Hard is the new mode to this game, although it's equivalent to the Hard mode of the previous version. Devil May Cry 3's notorious difficulty has been toned down quite a bit, thanks to what could be best considered as these "more realistic" naming conventions.

They go on to describe the differences between Vergil and Dante when playing as Vergil for the first time, then mention more on the Dark Slayer style.
Quote:
Meanwhile, the Dark Slayer style is similar to Dante's Trickster style (only with a much cooler name). It lets you teleport short distances, and when used in the air in conjunction with the targeting button, you'll teleport to the nearest enemy. As you level up the Dark Slayer, you'll learn other teleportation evasions, such as being able to teleport to a spot directly above where you're standing.

And finally the survival mode:
Quote:
Bloody Palace, the survival arena mode that wasn't in the original Devil May Cry 3, lets you battle a few waves of enemies using any of the weapons in your arsenal. After you've cleared the enemies onscreen, three warp points appear. The warp of flames lets you skip 100 levels; the warp of lightning is for moving past 10; and the water warp will simply take you to the next one. This lets players of greater experience move on to the more-difficult levels swiftly, without having to play through each one along the way. We also checked out the new "turbo" option, which supposedly makes gameplay 20 percent faster. It does in fact increase the gameplay's pace, but you need only nuance the way you fight to accommodate for it.

I'm thinking I'll be taking Ace Combat 5 off the shrinkwrap shrine to pay for this game.

Gameplay movies are also available.

PS2: Devil May Cry 3: Dante's Awakening Special Edition

I might pick this one up as well, I enjoyed my time with it but it was too frustrating to restart a level over and over.

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