This PS2 hack and slash-classic really delivered a concentrated, expertly crafted gaming experience in a time when I have become disappointed with so many supposedly great contemporary games. It is also sort of a melancholy reminder of a time when triple A-titles were the major providers of artistic merit within the medium.
In contrast to the horrendous second entry in the franchise, Devil May Cry 3 is a return to form and a true evolution of the formula established in Devil May Cry. Back is the labyrinthian castle environments, edgy atmosphere and elaborate fighting system, but everything feels more coherent this time. Dante's cocky personality is ever so present in the cutscenes, something that is perfectly reflected in the stylish melee combat. One second Dante is asking a gigantic three-headed demon dog to go for a walk, the next he is interlinking sword combos with devastating guitar licks of doom to decimate hordes of giant spiders. This confidence in identity helps a lot to build a sense of a cohesive whole, something just clicks.
The strongest aspect of the game is without a doubt the combat. Almost every single enemy has an interesting pattern, requiring adaptability and quick thinking to survive the onslaught. Luckily, you are able to express yourself fully via a small but diverse arsenal of blades, guns and gauntlets. Most noteworthy is the ability (and encouragement) to switch between two melee and two gun weapons right in the heat of battle, allowing for endless creativity in chaining combos and utilising different the strengths of different weapon types on the go.
I am no expert of fighting games or classic beat 'em ups, but i still found the gameplay both exhilarating and manageable. The feeling of actually getting better when trying to understand enemy behaviours and executing combos or strategies is incredible. A special mention goes out to some of the boss battles, who rank among the most impressive fights from any game when it came out in 2005.
The fighting is balanced out with simpler puzzles and Zelda-lite dungeon exploration, as well as some platforming elements. The platforming is a bit stiff, and it is obvious that the Dantes movement is not designed for advanced jumping, but there are luckily only a few instances where this actually becomes irritating (I'm looking at you, giant flying insect snake).
I think my only major gripe with the game is in its scoring system. I love the idea that how varied you fight in regards to combos and weapon switching affects how you are ranked in stylish points, but to me it seems counterintuitive that you are punished with a lower final score for taking your time exploring different missions. In game you are encouraged to try some off-beat paths, either to find secret missions or valuable items. This is great game design and helps to make the world feel like a real place rather than a linear gauntlet. However, the scoring indicates that you should play through the level as fast as possible. I think these two ideas clash in an otherwise very harmonic experience.
This leads to my largest confusion with this game: It seemingly wants to be a swift arcade action game and an interconnected dungeon explorer at the same time. I have never understood the idea that Devil May Cry is a franchise typically described as intended to be replayed over and over due to this specific duality of intent. Devil May Cry 3 took me 20 hours to beat all in all on normal difficulty, 10 of those I would guess are from boss battles. It was hard, but not frustrating, and left me with a feeling of accomplishment and satisfaction. This is the exact opposite of a game I would describe as intended to be replayed. When I think of games designed around the idea of replaying, I think of shorter titles with far less exploration, such as shoot em ups or rogue likes.
It is worth noting that I do not necessarily feel that this discourse surrounding the game makes it worse by any means, nor do I question any fans who find enjoyment from becoming experts at this masterful game. Almost every great classic have a dedicated player base focused on speedrunning or other ways of reaching perfection with the systems, and that's wonderful. I am just baffled at how such a large, difficult and explorative game has gotten this label. No one would sell Dark Souls as "that RPG that's constructed around the idea of replaying several times".
That aside, Devil May Cry 3 stands as a stark reminder of the inherent qualities found in committing wholeheartedly to a few core design principles and constructing your game around those. Many modern action games could benefit from trying to apply this mindset to their own creation process, instead of competing on who is the best multi billion company at remaking Assassin's Creed.