Devil's Third Review
Cycle of violence
Devil’s Third opens with such promise. There’s a momentary glint of
intelligent commentary on the detached nature of modern war, a slow
downward camera pan through a Guantanamo Bay under siege, and a somewhat
indulgent solo drum performance by our hero, Ivan, as we’re treated to
sepia-washed flashbacks of a history that still haunts him. The thing
is, it’s all a ruse. Devil’s Third isn’t thoughtful, subtle, or even
entertaining. It’s the kind of soulless, perfunctory action game I fear
people judging the medium of video games by.
That initial glimmer of hope flickered out quickly once I actually took
control of Ivan and started doing the only thing he can do: murder fools
in a comically graphic
fashion with a limited, uninteresting set of abilities. To
its credit, Devil’s Third melds melee and gunplay fairly effectively but
neither is varied or even immediately satisfying enough to sustain any
level of excitement. Simple doesn’t have to be bad, it just is here; the
repetitive melee executions come with a loss of control and a jarring
camera cut, interrupting the flow of combat constantly, as if Devil’s
Third doesn’t want to be played.
I don’t have any
problem with bald hyper-violence either, as long as it’s conveyed in a
visually interesting way, or is used as a pay-off for good play, like in
Mad World or Gears of War, but in Devil’s Third it’s neither. It’s hard
to imagine how Ninja Gaiden and Dead or Alive creator Tomonobu Itagaki
was involved in combat so simplistic and void of tactile joy. Melee
hits have their impact blunted by tinny, cheap sound effects, and
gunfire feels similarly limp. Even perennial favorites like
flamethrowers, miniguns, and under-barrel grenade launchers fail to
elicit a grin.
“
[It's] as if Devil's Third doesn't want to be played.
A
lot of this could be made up for if there were interesting decisions to
make in combat, or if it was mechanically demanding in some interesting
way, but neither is the case. Despite silly, inconsistent damage spikes
(Ivan can shrug off RPG shells, but dies near-instantly to random
swarms of bats), I found it easy to strong-arm my way through the
campaign in a few hours by leaning heavily on one particular attack
string with the katana. Only a couple of bullet-spongey enemies made me
work, and the bosses were really just exercises in monotony – I beat
most of them by spamming dodge and chipping away at them a couple of
quick swipes at a time. By the time the final boss fell, the only
emotion I could muster was relief that there wasn’t any more to trudge
through.
There is a multiplayer component to Devil’s Third, which seems odd
because the combat is nearly deep or gratifying enough for me to want to
play it with other people in a competitive setting. You’ll purchase
equipment, choose a loadout for your character and engage in mostly
pedestrian game modes, save a couple of oddball ones that don’t really
fit the game’s established tone. The real insult to injury moment comes
when you realize the multiplayer is riddled with micro-transactions,
giving your competition a chance to buy the best equipment while you
grind tirelessly for it.
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