DmC: hands on with the new combat system
Having finally played DmC I can finally stop worrying about whether it’s going to be any good. It is. I always liked teen Dante, the weird gothic city setting and I’m hot for Ninja Theory (after the excellent and criminally underrated Enslaved) but there was something about early videos that worried me – something about the combat that didn’t seem to have the right snap. Swords were swinging, bit of monsters were coming off but it didn’t click.
Now, having played it, it’s put all my fears to rest. Things were sliced up and mostly on purpose. The first few button stabs feel welcomingly familiar as you tap and time swords attacks, reading the animation to vary and string combos together. Or batter square to pepper things with bullets. That still doesn’t really do anything but it always looks good.
Where things get a bit of a shake up are the new Angel and Devil triggers, which live on L2 and R2 respectively. These act as attack modifiers. Angel attacks are light and fast – whirlwind scythe twirling for example – and use a whip attack that pulls you towards enemies.
Devil attacks on the other hand are heavy, slow blows using a hammer that smashes away armor or flips things into the air for a little juggling. It also has a whip attack that pull enemies towards you.
It takes a bit of getting used to – during the initial button hammering it’s easy to get confused and hold one trigger down or have a brain fart that sees you locking up completely as you juggle left, right, heavy, light, evade, GUNS, SWORDS, JUMP argh!
It settles in soon enough, though. Partly thanks to some jumping sections that see you alternating between the Angel trigger to pull platforms out and the Devil trigger to pull you towards them.