DmC: Devil May Cry is, for many, a tricky proposition. Its a reboot of a beloved Japanese franchise for a fresherfaced audience. While this is nominally in the name of a grittier style, the main thrust is to make the game more accessible to new, Western audiences. Enter Ninja Theory, hack n slash veterans of Heavenly Sword and Enslaved. While DmC gleefully forgoes any serious grab for realism, there is something dirtier about the design than previous games. Things are grimy. You get the feeling that if you fell over in the world of DmC youd graze your knees. The realworld sections have a darkness to them thats pleasingly dystopian. You still have to deal with a runaway Ferris wheel as monsters slash at your heels in the first five minutes, though. The game follows Dante on his quests to a save the world from its demon overlord and b get to the bottom of his parentage. Alex Garland The Beach, 28 Days Later has had his hands on the script so comments on the media and consumer culture abound. Of course, its all about the combat, really. Dantes sword, Rebellion, and his pistols, Ebony and Ivory, are all present and accounted for. Theyre joined early on by Arbiter, an axe that comes out when you use the right trigger to activate demonic mode and delivers heavy attacks. On the other trigger we have an angelic mode, which brings the faster Osiris, a scythe thats handy for ranged attacks, to bear. While theres a reasonably substantial moves list to be picked up, though, the game really isnt about complicated button sequences. Its about how you tie together the different moves at your disposal. As in previous games, youre rewarded with style points that are dished out for unbroken chains, not taking damage and, of course, variation. Hammering away with one weapon will only get you so far. DmC is fresh, fast and an ideal jumpingon point for anyone who hasnt ventured into the Devil May Cry universe before.