Editorials
After 20 Years, Is ‘Devil May Cry 2’ Still a Toss Up for Fans?
After Capcom’s Devil May Cry hit the scene with its stylish action and cool-as-hell protagonist, fans were hungry for more from Dante and company. To say that the sequel didn’t exactly live up to expectations was an understatement. Gone were Trish and Dante’s iconic one-liners and attitude, and in their place we had Lucia and a Dante that was more concerned with coin flips than cracking smart. In the years since the release of Devil May Cry 2, Capcom, much like the fans, has acted as if the first sequel never happened.
And really, looking back at the game now, it’s plain to see why.

After battling demons at a museum with the aid of a mysterious woman named Lucia, Dante is invited to Lucia’s homeland of Vie de Marli, an island sanctuary. There, the Uroboros corporation has installed itself, looking to harness “special ores” found on the island. In reality Uroboros is headed by a man named Arius who seeks to absorb the power of a demon named Argosax for his own purposes. Dante sets off to stop Arius, while Lucia seeks to gather the Arcanas, holy relics that are found throughout Vie de Marli that Arius needs to summon Argosax.
As you might have guessed, rather than only having Dante to play as this time around, in Devil May Cry 2, players can also choose to play as newcomer Lucia, who wields dual swords and throwing knives. Playing almost exactly like Dante, Lucia is quicker than the Son of Sparda, but also deals less damage. Still, as a trade-off, Lucia’s speed can help with juggling foes during your combos (and netting more of those red gems as a result). Regardless of who you choose to play as, the characters do meet up along their respective journeys at certain points, and also share stages.

Having multiple characters to play as isn’t the only new thing in DMC 2. Devil Hearts are a new feature that augment your Devil Trigger, and can be used by either Dante or Lucia. The Devil Hearts grant you new abilities such as flight, enhanced speed, or augment your attacks with elemental damage. There are nine hearts in the game, though Lucia is the only one who can make use of all of them (since she’s the only one with a water level).
Along with the Devil Hearts, there are also new weapons available. Dante can find guns such as a shotgun, dual machine guns, and even a missile launcher to complement his sword. Lucia, on the other hand, can find crossbows and “Cranky Bombs” that can function like a grenade or a mine, depending on how they’re used. And as in the previous game, you also have upgradeable primary weapons for each character, though none of the weapons Dante wielded from the first game make an appearance here.
Rounding out the new stuff is the ability for Dante and Lucia to make use of a wall run, that when combined with being able to double jump or jump off of walls, allows for some cool-looking acrobatics as you dish out punishment on your enemies. Dante can also now use his guns to push himself further into the air, or keep himself airborne while firing on enemies. You can even aim and fire in two opposite directions, perform somersaults and overall make combat look like something out of The Matrix.

Sadly, that’s probably where the good things about Devil May Cry 2 end for many players. Once you get past the flashiness, the game’s problems and shortcomings quickly become apparent, as the sequel just can’t build on or capitalize on what the original brought to the table.
The problems with Devil May Cry 2 began from its inception. While Capcom made the smart decision to begin development on a sequel to Devil May Cry while that game’s production was winding down, the execution was full of missteps. Instead of being helmed by Hideki Kamiya (director of the first Devil May Cry, and the legendary Resident Evil 2), the sequel was handed off initially to Noritaka Funamizu (who was eventually swapped out for Hideaki Itsuno), whose experience at that time was in fighting games. Indeed, the entire team that was first assigned to DMC 2 had almost exclusively worked on fighting games.
To be fair, you would think with a background in fighting games, the team would be able to harness some of that frenetic fast-paced action, and incorporate that into DMC 2. Heck, just keep what the original had and build on that. That sadly wasn’t either case. In the first game, Dante’s stylish and speedy combat style focused on you juggling enemies with guns and swordplay. This was all balanced by an upgrade system for your weapons and abilities that made for some great customization. In the sequel, we now get a slower style of gameplay that throws off your timing for combos, and attacks that while stylish, are no longer unlockable. Instead, you just upgrade the existing attacks for greater damage. Heck, you don’t even get a taunt button this time to extend your combos!

Making the payoffs for combos even worse is the game’s AI, which for some reason is woefully inept this time around. Your foes will literally stand around as you walk up to whale on them, or you can literally just run past them, avoiding some fights altogether. It’s even worse when it comes to the bosses, which unlike the first game, don’t require that much strategy to beat. You encounter a returning Phantom from the first game (aka that giant spider boss), which this time around, has none of the patterns you have to memorize to score a hit and avoid damage. You can literally walk up to him and unload your guns in his face. To say that there’s a distinct lack of challenge when compared to the first game is pretty appropriate.
Graphically, DMC 2 is a mixed bag. While the team did carry over the gothic look of the first game, the environments themselves look and feel repetitive. It doesn’t help that as mentioned before, Dante and Lucia’s quests overlap locations, making the sameness more apparent. The environments are larger, but there are also stretches where you’re literally just running from one end to another to get to the door, with no enemies popping up to break the monotony.

Speaking of enemies, they’ve also been given a bit of a downgrade graphically, but that seems only to allow for the game to have more of them onscreen at once, and with more variety. As for Dante and Lucia, their character models models look pretty good. And if you ever wanted to see Dante or Lucia rocking Diesel jeans (seriously), you can unlock these costumes by completing the game with that respective character.
To top off Devil May Cry 2’s litany of disappointments is its story. Admittedly, Devil May Cry never had the greatest story, but it was made up for by Dante’s cocky attitude and one-liners. Here, the story just breeds confusion and nonsense, and Dante’s personality is non-existent. No wise cracks, and hardly any of what made fans fall in love with him in the first place. You could sort of justify this reserved Dante as a result of having some sort of emotionally-scarring event that affected him in between this game and the first. But, that would have required some sort of explanation by the writing. Instead, we now get a Dante flipping a coin to determine his next course of action, and one quip. Lucia doesn’t far any better. Her character development is as undercooked as Dante’s. And what we do learn about her is pretty cliché.
Time really hasn’t been kind to Devil May Cry 2. There are certainly some good ideas that would be fleshed out in later installments, but the overall experience just feels hollow when you compare it to the original. The gameplay ups the stylish aspect, but combat becomes a chore and a bore to play once you scratch below the surface. Dante just isn’t the character that we loved from the first game. The upgrades system has taken a step forward with the new Devil Hearts mechanic, but the new weapons don’t feel worth the effort to upgrade. With Capcom barely acknowledging Devil May Cry 2 as the series has gone on, that’s probably a cue to skip this one and move on to Devil May Cry 3.

Editorials
Meet the Actors Who Brought the ‘Backrooms’ Still Life Monsters to Life [SPOILERS]
Judging from the unprecedented box office success of Kane Parsons’ Backrooms adaptation, you’ve likely already seen the liminal horror hit that managed to make audiences afraid of empty hallways and bad wallpaper. And now that so many of us have already entered the yellow labyrinth (some of us more than once), the time has come to discuss the spoiler-filled details that make the movie so fascinating in the first place.
And if there’s one element here that makes the Backrooms movie stand out from any previous lore/mythology, it has to be the genius addition of the Still Life entities. Warped recreations of real people that somehow wandered into the Complex, these misremembered creatures are responsible for some of the most disturbing imagery of 2026 – as well as laugh-out-loud memes created by one of the film’s very own concept artists.
However, true to Parsons’ word that the movie would rely heavily on practical effects, each of these distorted monsters was brought to life by real actors under heavy layers of makeup and prosthetics (with the occasional splash of CGI enhancements). While Anora and If I Had Legs I’d Kick You actress Ivy Wolk wasn’t among these performers, despite what Letterboxd might have you believe, the creature cast did benefit from veteran players with plenty of genre experience.

For starters, Alien: Romulus alumni Robert Bobroczkyi (who previously brought that film’s horrific Offspring to life during its most memorable sequence) plays the flick’s main antagonist, the Still Life version of Captain Clark. And though there was some obvious CGI involved in making the character’s peg-leg and nightmarish face more believable, Bobroczkyi’s monstrous performance and his natural 7’7″ frame helped to make that final chase sequence a clear highlight among this year’s genre offerings.
The film’s Texas-Chain-Saw-inspired “dinner” scene also features a freaky collection of less-aggressive Still Life creatures in the form of the Bearded Man, the Red-Headed Woman and, strangest of them all, the cheekily named “Archibald Leland Sutter Still Life” (who earned this title among fans and crewmembers as a reference to his apparent affinity for lamps).
While this was the first major horror outing for both Patrick Baynham (The Bearded Man) and Dana Mahmood (Archibald), Rhiannon Roberts has worked as a stunt performer in everything from Yellowjackets to HBO’s The Last of Us adaptation – which is probably why The Red-Headed Woman is the most active out of Clark’s impromptu “family.” That being said, the Archibald Leland Sutter Still Life is my personal favorite of the bunch simply because his anachronistic outfit suggests that the Backrooms phenomenon might be a lot older than the Async Foundation. I also love how hard he tries to be helpful with that little light of his!

That might be it for the Still Life entities, but I think horror fans will also be pleased to hear that the film’s Found Footage prologue stars none other than Resident Evil: Welcome to Raccoon City star Avan Jogia as Naren Warne – and American Mary herself Katharine Isabelle also shows up in a blink-and-you’ll-miss-it cameo at Mary’s house party towards the middle of the story (though I have a feeling that she originally had a bigger part that was likely cut for time).
At the end of the day, Parsons’ Backrooms may have been an auteur-driven project motivated by the young director’s unique take on the classic creepypasta, but film has always been a collective artform, so it’s fun to see just how many talented performers it takes to bring this kind of supernatural nightmare to life in a way that connects with so many people.

You must be logged in to post a comment.