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Devil May Cry 4 refrain

Score: 72%
ESRB: 12+
Publisher: Capcom Mobile
Developer: Capcom Mobile
Media: Download/1
Players: 1
Genre: Action/ Adventure

Graphics & Sound:

By JRPG naming conventions, you could look at Devil May Cry 4 refrain and guess it was either an enhanced version of, or a side-story to Devil May Cry 4. You would be wrong on both accounts. Devil May Cry 4 refrain is, rather, a condensed version of the original meant to communicate some of the console experience on the iPhone. Although DMC4 refrain does a good job of dropping hints, it doesn't quite get the whole point across.

DMC 4 refrain isn't a looker, though it isn't something to ignore. Alongside noteworthy iPhone games like Infinity Blade, DMC 4 refrain shows the iPhone can display more than cartoon birds, candy munching monsters or Scrabble tiles.

Even on a brighter display, the game looks muddy. Textures are flat and geometry isn't incredibly complex. Still, the game runs incredibly well without a hint of major slowdown. The lack of visual complexity also provides a great example of Capcom's iconic character designs. Dante and Nero are instantly recognizable and it is incredibly easy to tell each apart from a simple glance. At first blush, it may not seem like a major deal, but considering the look-a-like characters in games, it's a noteworthy achievement.

A good deal of music from the original makes it's way to the iPhone, as do many of the sound effects. DMC 4 refrain packs in a lot of action, but the experience lacks the crisp, visceral feel of the console games. The music does its best to push the tempo, but it doesn't quite get the action flowing like it does on consoles.


Gameplay:

So what does one get with a version of Devil May Cry 4 that, "...does a good job of dropping hints, it doesn't quite get the whole point across?" Better yet, it is worth a purchase? Much of that answer depends on your status as a DMC fan and if you want a handheld version of the game.

I am a big fan of the original. It's one of the few games in my collection I return to on a regular basis and probably the only one I actually own on both consoles (what can I say, I wanted Achievements). Personally, I enjoyed Devil May Cry 4 refrain but recognize the game has issues that may ding the purchase for some players.

Devil May Cry 4 refrain is a distilled version of the original. Most of the cut scenes are gone and replaced with tiny text boxes. As many times as I've played the game, I still couldn't tell you the actual plot and DCM 4 refrain's text-heavy narrative does little to help. For one, the plot is too bizarre to put into words and the on-screen text is so small you probably couldn't read it if it made sense. All you really need to know is a bunch of demons are crossing over into the world and demon-handed Nero needs to stop them.

Gameplay follows the same level structure as the original. Some locales are familiar but, as is the case with most of the game, it always feels like something is missing. Areas are empty and feel too big. Battles are usually contained to small areas in the center of the screen. Even boss fights, some of which are absolutely huge on the console, come off as hollow on the iPhone. I understand sacrifices are necessary, but it seems like more could have been done to make the action feel more immediate.


Difficulty:

Devil May Cry 4 refrain manages to hold on to the sword-gun-grapple combo-based gameplay, but it is toned down considerably. Even though you still gain red stones for every kill, they aren't used as in-game currency. They are instead added to your end level score. You aren't able to purchase new upgrades and combos, stripping a lot of the decision-making from the game.

Without the need to decide how to grow your character and make active decisions, DMC 4 refrain slips into mindless button-masher territory. I didn't die until I was well into the game, and that was more a result of not paying attention than anything the game threw at me. The only difficulties that stick out in my mind involved navigation. Rooms look similar, so it isn't uncommon to enter and exit the same door. The mini-map helps alleviate some issues, though in the heat of battle, it's easy to get turned around.


Game Mechanics:

One of the few decisions you'll have to make is which control setup to use. One setup maps sword/gun combat to one button while the other splits them into two separate buttons. With the one-button setup attacks determined by distance, setting up a simple "dial-a-combo" system when combined with the gauntlet action button (essentially, a grab move) and jumping. The second offers a choice of when to use certain weapons.

I originally went with the two-button setup, thinking it would offer more control. Although it offers choice, it isn't any better than using one button. Either way, combat is smooth and, in its own way, feels like what you'd expect from the series.

I'm usually not a fan of virtual controllers, but DMC 4 refrain deserves some credit. I still would have liked to see the game utilize a scheme built around the iPhone, but the setup is incredibly tight and one of the more responsive ones I've played with on the iPhone. The setup also deserves mention. It's amazing how much information is on the screen. Even though it helps contribute to the big, hollow feel, I like that the camera keeps a tight focus on the center of the screen. HUD elements are never obscured and are always easy to access.

For fans looking for a perfect portable DMC experience, DMC 4 refrain doesn't match up. But, if you like your action simple and in short bursts, DMC 4 refrain fits the bill.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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