Personally speaking, I felt as though Lords of Shadow failed narratively on almost every level. Particularly because the game is effectively about the origins of Dracula, and they only remembered that Gabriel needed to turn into a vampire in time to make the DLC.
I agree with you 100% when it comes to the plot regarding the DLC. It felt blatantly shoe-horned in, and actually has a lot of narrative elements that directly contrast with a lot of what was established in the core game. The way they actually explain Gabriel’s ascension to Dracula is one of the most facepalm-worthy things I’ve ever seen: he literally
leaps in front of someone else to absorb a wave of hellish power. That’s borderline Looney Tunes logic right there. And I could spend another week ranting about the narrative Hindenburg that was
LoS2, but I blame that mostly on internal developmental hindrances over at Mercury Steam than anything else.
But as for the core story with the main game, I think it did a pretty sound job with its story, especially for a game in a genre where the story is typically an afterthought, or laughable in terms of execution. I thought the game kept a good balance between exposition and narrative flow, with Gabriel facing the harsh truth of the world and the Order with each Lord of Shadow he confronted, actually questioning his own morals and principles along the way. To me, that’s the transformation into Dracula that the writers were trying to establish, and I loved the way they did it.
I’d like to see someone take the same approach to
DMC’s story, and hoist it to the same kind of epic, satisfying level. Even if you don’t like
Lords of Shadows’ story (which I take no issue with), I’d at least offer the venture to agree that
DMC tell not the same KIND of story, but take the same approach to the flow of its narrative, and the tone it was trying to achieve.
I thought even DMC4 did that much. Every time you got to a new locale the ambient music and atmosphere would change.
Very true.
DMC4 did establish its locations relatively well, but I wouldn’t consider it on the same level of ambience of
Lords of Shadow or even the first
Devil May Cry. I’m not sure what it is, maybe it’s the emphasis on more epic music the deeper you plunged into Mundus’ Castle, or me being jaded from retreading the same locales in
4 simply draining my enthusiasm for the locales at all.
The one location I felt really teamed with the essence of what was going on with the story was Nero approaching the Order’s Tower, with its emblem sprawled up high on the front. That really struck me as the protagonist running towards the place where all the answers were buried.
But those moments seemed scarce to me in
4, and more present in
LoS and
DMC1. But again, my experience with these games isn’t universal.
RE6 gets kind of a bad rap, for two reasons - It went full action game and basically abandoned any pretense of survival horror, and despite the crazy situations they're put in the characters hardly ever have any levity. Change a few details around and it would be a very good RE.
You’re actually talking to someone who likes it when
RE jumps the shark and becomes full-blown, nonsensical action. See, I have my gaming origins rooted firmly in the arcade, so I love high-octane arcadey action like
House of the Dead and
Time Crisis, and that’s what 4 & 5 felt like to me.
But to me,
6 not only seemed to create mechanics and gameplay elements that didn’t work, trying to desperately add third-person shooter elements to a combat system built around the arcade-like shooting of
RE4 and
RE5, but it also seemed like it was taking itself
suicidally-seriously. There’s government conspiracies, betrayals, conflicting goals, some cringey romance building on the side...and none of it worked. And before you regale me about the story being “self-aware”….Capcom
themselves labeled
RE6 as a “dramatic horror” game, emphasizing on how dead-serious the story and character interactions were. That’s the whole reason for the spider-webs in the intro: to lock inter-webbing characters and stories into one massive plots.
All of that, plus the game didn’t feel very polished. Say what you will about
RE5, but aside some buggy AI, the game felt slick, stylish, and above all
finished. RE6, from its ugly textures and NPC character meshes, the complete absence of a proper shop system, and suffocatingly-narrow hallway approach to its levels, reeks of a game that was rushed to store shelves, and not given the development time it needed.
All to secure the sales “rivaling
Call of Duty”, as Capcom so loudly opined their desire for the game.
It is true the games are more about gameplay than story, but in my opinion the issue was the level of emphasis placed on the story. In DMC the story wasn't very intrusive and could be enjoyed both on a surface level as a goofy tale about demon slaying or more if someone really wanted to get invested. With DmC it was stressed as central much more from the very beginning, and gameplay is interrupted with cutscene more often than even DMC4. I think it is valid for people to have not particularly been interested in DMC's story yet still have been put off by the changes introduced in DmC.
I’d be compelled to agree with you, if Capcom themselves didn’t put such a large emphasis on the story in
DMC3-4. They hired American script-writers and upped the budget on motion-capture
precisely because they wanted to make the story more of a focus in the game. Hiroyuki Kobayashi himself stated that he wanted the cutscenes in
4 especially to stand so well on their own, that a bypasser could compile them into one big video, and pass it off as a big-budget Hollywood production with well-written characters and a serious plot.
Capcom
themselves are taking the plot just as seriously as the fans do. It’s just a matter of whether or not they can answer the questions fans want answered, or can deliver in terms of development or fleshing out characters.
The only difference is that
DmC integrated its story in its gameplay, and I’d argue that’s more of a side-effect of having Western developers. You’ll notice in a lot of Japanese games, especially hack-n’-slash games, that there’s a clear divide between cutscenes and gameplay, or nothing in the gameplay ever transitioning smoothly into cutscenes. This is usually because of the developers using the PS2-era method of having separate engines for gameplay and cutscenes, with very obvious loading times in between (the
Yakuza series is a very prominent example of this).
DmC, on the other hand, had the bulk of its cutscenes in-engine, which is why, for-instance, if he strikes a boss, it’ll switch to a cutscene almost seamlessly, since they’re running on the same engine.
This is also why you’ll rarely see a
DMC game where any story-centric dialogue or verbal thought is expressed by Dante or Nero in-game, or outside of any cutscenes.
I’m not saying it’s
bad, because I like plenty of games that take this approach, like
Yakuza, it’s just something I’ve noticed.
I don't think that's much of a retcon. In fact Dante went through basically the same character evolution in the Kamiya-approved novel. Overall, I think it's Dante shifting from a mindset of revenge to a mindset of justice.
The difference is that in the Kamiya novel, it’s implied that Dante’s suffering from mild amnesiac illness, in the same fashion that Dante suffers in
DmC, which perfectly explains some of the missing pieces to his motivation.
And honestly, I don’t see how shifting from revenge to justice even works in
DMC3, seeing as how it’s stated in
DMC1 that he started his demon hunting business expressly
for revenge. If anything, that kind of growth happens in
DMC1 where Dante shifts his motives to carrying out his father’s legacy as an enforcer of justice, when he sees Griffon get mercilessly executed by Mundus.
I don’t know where that happens in
DMC3 or why it should, given everything the first game establishes. It’s “the importance of family” that’s revealed to Dante throughout
3, which I take extreme issue with given how that was established in the first game as his entire life’s pursuit from childhood.
Unless facing Vergil at the end for more heroic reasons instead of “for the fun of it” like before (or any poorly explained rivalry motivating their past fights) constitutes as being more just. Which in that case, makes some sense, giving how he’s preventing Vergil from tainting their father’s legacy and absorbing enough power to become a threat to the world.
That would make some marginal sense, but like the rest of
DMC3’s plot, it’s a narrative conclusion that takes a mile of mental gymnastics to reach because of how disjointed and sloppy the actual execution is.
Hasn't the Devil's Lair forum been dead for like four or five years? I'm not sure how people could have disagreed with you on the topic in such a way as to warrant such a grudge.
I mostly refer to
Devil’s Lair because it represented, in my opinion, the worst hive of one-minded
DMC fanboys I’ve ever encountered. You and many other people on these forums can and have been miles more civil in comparison, but my experience in those days is such a perfect representation of the people I’ve had these kinds of arguments with, and have been shut down purely because of their preferences and bias towards the material, not because of any argumentative legitimacy.
My days as a fan started there, at that irrational echo-chamber of hypersensitivity, so whenever I think of the worst example of the
DMC fanbase and the kind of arguments they give, that site is always the example to turn to
Personally I've never really thought any threat to Dante's life was ever intended to be an aspect of the plot or a reason for the player to be invested.
It doesn’t necessarily have to be a threat to Dante’s life. He’s so powerful that no enemy intimidates him or forces him to work at getting stronger, or provide room for any development for him. He rarely expresses anything outside of confidence towards
everyone and
everything he meets, that we as the audience won’t be invested with the knowledge that he’ll just stomp the insurmountable demon or god he’s facing….without it even being a
challenge. Even if it doesn’t threaten his life, he still has nothing to lose if he fails, because he’ll win each and every time.
It robs the plot of any tension or suspense, and confines it to being boring, repetitive, and predictable.
There are characters in fiction like Alucard and Spawn who are extremely powerful, but still run into narrative dilemmas and threats even larger than them or by losing or winning in a way that didn’t give them the victory they were hoping for, to give them a chance to develop or provide insight to their character.
That’s what Dante lacks. He’s a one-note, uninteresting, victory-machine that
has room for proper character development even WITHOUT having his life threatened.
From the very beginning of DMC1, danger to Dante himself was not the issue, either to him or the player, and the fact that he has nothing to lose is actually one of the central points of his character, to the point that he's often described as either exceedingly overconfident or dangerously suicidal, acting with no regard for his own life.
….but he had something to lose. He expressed frustration or caution frequently whenever confronting someone like Nelo Angelo, who actually succeeded in overpowering him and catching him off-guard in their very first fight. He becomes desperate and hell-bent as soon as sacrifices like Vergil and Trish build up, and races after Mundus with the intent to bring his emotional investment to a close.
Even if
DMC1 Dante’s life was never in danger (which I would argue, it actually was in a number of instances), he had things to lose, and strong motivations that him relatable enough to want to see the story through.
DMC3 and the anime have NONE of that. The only place where the lack of it works is
DMC4, and that’s only because he’s not the central protagonist of the game, so his carefree attitude and level of experience were not only less intrusive, but necessary for a story riding on someone as ill-equipped as Nero.
I think it's actually integral that for the vast majority of the time, Dante be relatively flippant and unconcerned about the threats facing him, because that is not where drama in the plot is derived from.
My problem is that the drama that ensues barely involves Dante, precisely because he has nothing to lose in any of it. He’s never in danger of failing at his mission or even expressing concern or anxiety at what he’s doing. It’s difficult to relate to someone that detached and “too-cool-to-care”, because if
he has no reason to care, why should we?
I understand it doesn’t bother everyone, and I’m probably in the minority on this. But it’s something that consistently makes the story of these games seem extremely lacking, and takes all the personality of these characters and the narrative potential bursting from them and just throws it all to waste.
I'm pretty sure that's because most of the fanbase doesn't have the opinion that he's poorly written.
Understandably so. And I take no issue with conflicting opinions, as long as people aren’t hostile about an opinion some deem to be unpopular. And personal experience with the worst of the
DMC fanbase has taught me the scarcity of that mindset within the bowels of its rabid and infuriated whorls.
Rather than that being a plot hole, I think it is actually the crux of Dante's character post-DMC1, and his lack of motivation and a need for trouble to occupy him has direct, negative ramifications. This eventually leads to his persona in DMC2 of simply rushing to get the job done without much fanfare or emotion.
I don’t consider it a plothole, so much as wasted spot of potential to give Dante something new to motivate him. Killing Mundus was his primary directive, sure, but that didn’t have to be his ONLY one.
That was the only mission that inspired any passion or commitment out of him, and in just about every mission or task he undertakes afterwards, he doesn’t present any substantial evidence of caring whatsoever.
You can give him new motives, something new to care about, something new and impossible to work for…with the right kind of creativity and thought that, frankly, Capcom doesn’t seem willing to implement.
I don't believe this is something that should be dropped in favor of simply depowering Dante, offering him a more threatening scenario, or removing him altogether, but rather it's an aspect of his character that should be further expounded upon and explored.
I’d be completely down with that. If they decided to actually home in and make that an integral element of the story, him moving on from the one thing that gave him a drive to fight demons in the first place, it could make for an excellent story arc in Dante’s career.
If you set it just after
DMC1, just exploring the early days of him fighting alongside Trish, and give him a wayward mentality aimed at finding something new to fight for…it would make for a good side-story, or even a flashback for a future game.
I’m pretty sure that’s exactly what the anime could’ve been used for, but I could write a college thesis about how much wasted narrative potential was in THAT agonizing, missed opportunity of a show.
EDIT: @ the mods undoubtedly about to read this, there is no argument going on here, and I actually agree with a number of
@Veloran's points. With the exception of some discussion of other games towards the beginning of the post, most of this is on-topic as well.