For as long as games have told stories, one of the medium’s greatest strengths has been putting the player in the shoes of the characters. The silent protagonist, the dialogue option, the first-person camera, are all ways that we are drawn into the experience, become the plumber or the soldier or the chosen one. The Devil May Cry series doesn’t do that. In fact, Capcom wants players to not become series protagonist Dante but to borrow control of him, and they leverage this disconnect to motivate players to perform better, reward them with cutscenes that teach them gameplay mechanics, and encourage exploring high-level play.



For the uninitiated, DMC works on a mission system, with a ranking given at the end of each one. Ranging from D to S, the determining factors in rank are: the amount of damage received, the amount of stylish points accumulated which are given through attacks and multiplied by combos, the amount of red orbs (money) collected and time taken, with a penalty based on the amount of items used (in DMC4 the player is also penalized for using continues). To get a high ranking the player must quickly finish the level while demonstrating their mastery of the combat system and balancing between leaving the main path for orbs and the time required to do so. Between the deep combat, multiple weapons and characters to master, abilities to unlock, challenge missions, difficulty settings and online leaderboards, Devil May Cry is a series meant to be replayed and mastered. Going through the story once and putting it away would be experiencing a fraction of what it has to offer. In an era of gaming where most players won’t pick a game up again unless it has multiplayer, how does Capcom get fans coming back for more? That’s where Dante comes in.

Dante is a badass, both in gameplay and in cutscenes, which feature him killing demons while spouting one-liners. In a game focused on combat this might seem unnecessary, but the trick is that Dante makes fighting enemies look effortless. If he can pull it off with such style and ease, why can’t we? He only uses in-game equipment and his moves are primarily variations of the ones available to the player. By demonstrating advanced play, Dante shows us what we can become if we dedicate ourselves. Watch DMC vets play and you’ll find performances that wouldn’t be out of place in a cutscene. Players even extend their score by taunting, like Dante would. Players may be controlling Dante, but only an elite few match his skill.

Dante’s behavior in cutscenes is also used to teach the player about new abilities and mechanics. The player is rewarded with a new piece of equipment when they defeat a boss. Afterward they feel accomplished, and the new ability only sweetens the deal. They’re itching to try it out, but first Dante gets a turn.

It’s entertaining enough on its own, but now the player has learned the attack patterns of the weapon, and seen what it can do in the hands of a pro. The player is now pumped to try the equipment out for themselves. All delivered through Dante’s personality.



And Dante’s character hasn’t been left in a vacuum. DMC2 had a cold Dante that represented him at the height of his power. As a prequel, DMC3 had a younger and more brash Dante who discovered his abilities as the player did. Not coincidentally, 3 is considered the toughest entry in the series. By DMC4 Dante is presented as a villain, vastly more powerful than new protagonist Nero. During the first half of the game Dante taunts Nero and the player. It isn’t until you prove yourself as Nero that you earn the privilege to control Dante and get into the loop of the plot.

Between his power and cocky demeanor, Capcom has designed Dante to be better and cooler than you, to encourage you to improve and to teach you what a pro can do. There’s no way to know what Dante will do next, which is why he’s remained popular with players after so many years. You’re not so much playing as Dante as you are guiding him, taking control of him for gameplay sake. Perform poorly and you’ll die. Prove yourself and you just might make it, kid.