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[Review] ‘Devil May Cry 3: Special Edition’ Brings the Definitive Version of a Fantastic Game to Switch

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If last year’s Devil May Cry 5 was your introduction to the long-running demon-slaying series, you could be forgiven for expecting a 15-year-old PS2 game to pale in comparison. 

5 gave players three characters with wildly different movesets to master. The versatile, series mainstay Dante. The impulsive Nero, with a seemingly limitless supply of powered-up prosthetic arms. The brooding V, who functioned more like a poetry-reading Pokémon trainer than a traditional stylish action character. The game was approachable for newcomers, but rewarded time spent plumbing its systemic depths.

But, Devil May Cry 3: Special Edition on Switch may have even more to offer. 

As a prequel to the original Devil May Cry, DMC3 introduces us to a young Dante, settling in for a slice of pizza in his as-yet-unnamed business. When it’s attacked by demons, our hero has to set off for a massive tower, shrouded in clouds, to whoop his twin brother Vergil’s ass. Over the course of his adventure, he’ll beat up a jester, confront his twin and hack-and-slash through hordes of demons using a small arsenal of weapons and a suite of ability-granting styles.

Those styles are, in large part, what afford Devil May Cry 3: Special Edition its impressive depth. Trickster style grants Dante a very useful dodge. Swordmaster gives him a second attack. Gunslinger brings in another ranged move. Royalguard lets him block. All of these can be upgraded, so to have the right playstyle for every occasion, you’ll need to keep each leveled up as you progress. I stuck with Trickster for most of the game, but I’m looking forward to further exploring each of the playstyles in a subsequent playthrough.

That’s easier than ever thanks to Capcom’s decision to incorporate a feature introduced in a fan-created mod into this official release. Style-switching, which allows Dante to move seamlessly between Trickster, Swordmaster, Gunslinger and Royalguard, was first introduced in 2008’s Devil May Cry 4. Now, Capcom has officially added it as an option in Devil May Cry 3, and the game is all the richer for it. While players have the option to play the game as it originally released — with style swaps limited to checkpoints — they can also swap on the fly, if they choose, opening up potential for some gloriously lengthy combos.

The inclusion of style-switching is only the most obvious aspect of an overarching ethos that makes Devil May Cry 3: Special Edition so good: its willingness to offer players an enormous amount of different options. You play the game as Dante, but once you’ve completed the campaign, you can replay it — with additional story content — as Vergil, who has an entirely different moveset. You can alter the way that checkpointing works by playing on Gold mode (which gives you infinite continues) or Yellow (which sends you back to the beginning of a level upon death). Multiple difficulty options and the ability to go back and play previous missions to grind for currency allow you to tailor the challenge to your ability. And, most fundamentally, Dante has a ton of weapons at his disposal, and multiple styles to master. DMC3: Special Edition genuinely wants you to play this game however you want. 

And, if you enjoy challenging, varied boss battles, you’ll have plenty of reason to continue playing. I’m generally pretty boss battle agnostic; I mostly only care about them when their difficulty prevents me from progressing in a game I’m enjoying. But, Devil May Cry 3 is the rare game that had me fully invested in mastering each encounter. A giant pair of headless twins. A demon who commands a legion of shadows and bats. A deathly, charging carriage. No boss battle is like another, and each demands your full attention. It was deeply satisfying, after spending an hour learning a difficult enemy’s tells, to finally exploit their weaknesses and take them down with ruthless efficiency. 

The game does show its age in some ways. The re-release has added quality-of-life improvements and new features, but the graphics look the same. Additionally, the camera, which incorporates the fixed perspectives of early Resident Evil, takes some getting used to. Despite the lack of player control, though, it follows the action well. There were a few moments where the perspective shift caused me to briefly walk in the wrong direction. But, after an hour  or so, I never worried about the camera in combat.

It helps that the framerate is silky smooth. I never noticed any stuttering or drops, and if you blink, you’ll miss the post-death load times. There have been a decent amount of last-gen (or last-last-gen) games that have suffered in the port to Switch. But, Devil May Cry 3: Special Edition runs great. It also helps that Devil May Cry 3 holds up substantially better than other character action games of the same era. While it released just a month before the original God of War, Capcom’s action game feels miles ahead in terms of design. God of War got bogged down with bad platforming, tricky puzzles and frustrating climbing sections, but Devil May Cry 3 is laser-focused on its excellent combat and encounter design. It may look like a game from the Bush era, but after a level or two, it sure doesn’t feel like it.


If you enjoyed the excellent combat and delightful anime bullshit of Devil May Cry 5, Devil May Cry 3: Special Edition has successfully brought that formula to a handheld system. Some remasters succeed on the strength of their source material alone. But, Devil May Cry 3: Special Edition pairs a stellar game with an equally stellar re-release.

Devil May Cry 3 Special Edition review code for Nintendo Switch provided by the publisher.

Devil May Cry 3: Special Edition is out now on Nintendo Switch. 

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Reviews

‘Unhinged’ Review: Netflix’s Interactive Horror Thriller Is Short But Serviceable Gaming Fare

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Netflix's Unhinged Review

Netflix has such a strange history in gaming. I wouldn’t be surprised if most people don’t even know that there are free mobile games you can access through the service. Many of them are adaptations of their TV series, like “Too Hot to Handle” or “Squid Game”, while some are mobile versions of existing games, like Into the Breach or Hades.

In addition to mobile games, they’ve also created interactive movie experiences where you use your remote to select narrative options at branching points. Black Mirror: Bandersnatch was a fairly successful version of this, but my sentimental favorite was the one where WWE’s New Day had to escape a murder house boobytrapped by The Undertaker. Even if some of these made a bit of a splash, it seems it never really hit with mainstream audiences the way their shows do.

One of the studios they purchased while trying to break into the game space was Night School Studio, the creators of the spooky narrative series Oxenfree. This struck me as a particularly smart acquisition, as this type of narrative game seems like something that would feel at home under the Netflix umbrella. While they did release Oxenfree II while owned by the streaming giant, it was released on traditional platforms, which led me to wonder when their first Netflix exclusive would show up.

While they did produce a game called Thronglets, a mobile version of a plot element from an episode of “Black Mirror”, the recently released Unhinged seems to be one of the highest profile Netflix games in a long time.

Unhinged is a first-person, narrative-driven thriller starring Zoë Kravitz, Sadie Sink, and Troy Baker. This 30-minute experience, played on your TV through the standard Netflix app, is controlled by your phone, using some clever tricks to make the whole thing feel more immersive. It’s a neat variation on the “interactive movie” subgenre, with a tiny bit of point-and-click adventure game DNA thrown in for good measure, but it doesn’t exactly offer you as many options as something like Until Dawn.

Kravitz plays Ava, a woman who is hunkering down in her apartment complex during a dangerous hurricane. As she talks with her friend Claire, who lives in a neighboring building, about possibly leaving to find shelter elsewhere, she finds herself in a desperate chase with a crazed killer that stalks her through the halls of the building. It’s a decent setup for a very contained story, but I wish there was a little more meat on the bones. The voice acting is great, but there’s not really a ton of characterization for the two leads, and the killer was a bit “generic psycho” for my taste. There’s some implied backstory with other tenants in the building, but it’s not enough to make me feel like there’s a web of relationships that would give the story more emotional weight.

To play the game, you open up your Netflix app wherever you usually watch, then select the game. This will bring up a QR code, which you’ll scan on your phone, prompting you to download a controller app that will sync up to the game. The majority of the way you’ll interact is by pointing at the screen like a Wiimote, which selects on-screen options for Ava and shines her flashlight around the environment.

While this does give it the feel of an FMV game, Unhinged is rendered in a photorealistic graphics style, and while not quite to the level of something like P.T., it does the trick of drawing you into the action. You’re still put on a pretty strict path while moving around, which is done automatically when you select a direction, but moving your phone gives you the ability to look around your environment, even if only slightly.

The real immersive part of the game is the fact that your phone also acts as Ava’s phone. The plot is frequently moved forward by calls and text messages that you answer as you would on your own cellular device. As sound blasts out of your phone, it does put you in the shoes of the main character, momentarily worrying you that the sound of the call or text is going to alert your on-screen stalker. This part of Unhinged truly takes advantage of the format to draw you deeper into the story, though unfortunately it’s so effective that I wished the game found even more ways to use it.

There are a couple clever moments that make for unique ways of delivering twists or doing extremely light puzzle solving, but most of the time it’s just used to allow your friend to give you instructions on how to move the narrative forward.

All these mechanics come together to give the illusion of tension without actually fully delivering on it. When you get to a situation where you’re under pressure, a timer bar will appear on the top of the screen, indicating how long you have to get to safety. It’s a fine gimmick, but it comes off as a little hard to gauge. Since you don’t have direct control over your character, all your actions are very heavily animated, and sometimes your choice ends up taking longer than you think it will not because of the idea behind the choice, but because of the length of the animation. Fortunately, if you die, you’ll just pick back up at a checkpoint right before the choice, and you’ll even be treated with a voiceover discussion between police officers examining the crime scene, describing how you died.

So in theory, there is tension, counting down as the killer gets closer and closer to reaching you, but what you’re actually doing almost never feels like it’s testing you in any meaningful way. Actual choices come up very infrequently, making most of your interaction with the game world just scanning your pointer across the screen looking for an interaction point to progress, hoping the animation doesn’t take up too much time before the timer runs out. I didn’t hit a ton of friction points with it, and there’s even a Story Mode if you want to take out all possibility of death, but I found myself wishing there were more ways to affect the world around me. The phone calls and texts felt really fun and clever, but the rest of the gameplay just didn’t match that, making me wish there was more emphasis on the unique interaction model rather than the more traditional one.

Even though the mechanics aren’t necessarily pushing the tension as hard as they could be, the actual content of Unhinged’s story contains some pretty brutal situations. The villain isn’t the most unique or fleshed out, but he’s responsible for some gruesome moments that raised the stakes to make the game feel more intense. It makes your fight for survival feel that much more desperate, so even if you’re just highlighting icons on the screen, it feels more visceral thanks to what Ava is witnessing.

While I appreciate the game being lean and mean, I wish it was just a little bit longer. Thirty minutes is a pretty short runtime, and it doesn’t feel like the story for Unhinged has the time to come up with something that really sets it apart from other stories of its kind. The focus on the hurricane at the beginning made me think that was going to be more integral to the plot, but it didn’t really do much aside from explaining why the apartment complex was so empty. Thrillers like this live or die on how memorable their killer is, and there wasn’t anything really clever or unique about him. If this game doubled its runtime to the length of a standard Netflix show, it might have given them more room to build character relationships that made the action more meaningful, or at least given it a bit more personality of its own.

Night School Studio is on to something with the format of Unhinged. The combination of on screen and on phone prompts makes the game feel more immersive, drawing you in even when the narrative itself doesn’t feel fully formed or unique. The short runtime is both a help and a hindrance, keeping the pacing tight at the cost of adding any depth to the proceedings. This feels like a great first draft, and I hope that Night School is given the freedom to continue experimenting with the model, as the level of polish shown here was promising.

Even with its flaws, if you’ve already got a Netflix subscription, there’s no reason not to sit down for half an hour to check out Unhinged. If you can keep your expectations in check, it’s a nasty little thrillride that doesn’t overstay its welcome.

Unhinged is streaming now on Netflix.

3 skulls out of 5

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