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Devil May Cry 4

Devil May Cry 4 is a 2008 action-adventure hack-and-slash video game developed and published by Capcom for the PlayStation 3 and Xbox 360 consoles, with a Microsoft Windows port released in 2008. It serves as the fourth main entry in the Devil May Cry series, shifting focus to a new protagonist, Nero—a young demon hunter with a demonic right arm called the Devil Bringer—while featuring returning series staple Dante as a co-lead. The game's narrative unfolds in the isolated city of Fortuna, where the Order of the Sword, a religious sect worshiping the legendary demon knight Sparda, faces demonic invasions after Dante assassinates their leader during a ceremony; Nero pursues Dante amid the chaos, uncovering the Order's sinister plot to harness demonic power for world domination. Gameplay emphasizes fast-paced, combo-driven combat in third-person perspective, where players control Nero for the majority of the campaign before switching to Dante, executing stylish chains of melee attacks with swords and firearms, alongside supernatural abilities like Nero's Devil Bringer for grappling enemies. The title introduced innovative mechanics such as Nero's Exceed system for charged strikes and Dante's four-switchable fighting styles (Swordmaster, Gunslinger, Trickster, and Royalguard) for varied tactical depth, all graded on a style meter from D to SSS based on performance. A 2015 Special Edition expanded the roster with playable Vergil, Lady, and Trish, enhanced graphics, and new modes like Legendary Dark Knight, released for PlayStation 4, Xbox One, and PC. Upon release, Devil May Cry 4 received generally positive critical reception, earning an aggregate score of 84/100 on Metacritic for its console versions, with praise for its exhilarating combat and visual flair despite criticisms of backtracking and uneven difficulty. Commercially, it became one of Capcom's strongest performers at launch, shipping over 2 million units worldwide within its first month and ultimately selling more than 3 million copies worldwide, contributing to the series' enduring popularity. The game was directed by Hideaki Itsuno, who aimed to blend accessible entry points for newcomers with challenging depth for veterans, solidifying the franchise's reputation for over-the-top action in a gothic supernatural setting.

Gameplay

Combat mechanics

Devil May Cry 4 features a fast-paced hack-and-slash combat system that emphasizes stylish combos, weapon switching, and supernatural abilities to battle demonic enemies. Players control characters who wield melee weapons for close-range attacks and firearms for ranged assaults, with mechanics designed to reward variety in attack sequences and environmental interactions. The core loop involves chaining attacks without taking damage to build combo multipliers, while utilizing unique character abilities to grapple foes or execute defensive maneuvers. Nero, the primary playable character for most of the game, employs his Red Queen sword for rev-based melee combos and Blue Rose revolver for charged shots that pierce multiple enemies. His Devil Bringer demonic arm enables grappling mechanics, allowing players to snatch distant enemies or objects with a hold-and-release input, pull them into range for follow-up attacks, or perform the high-damage Buster finisher at point-blank range to hurl foes into others or the environment. This arm also facilitates item collection and puzzle-solving by grabbing unreachable elements, adding tactical depth to combat encounters. Exceed charges on Red Queen temporarily boost attack power through a revving mechanic, enabling enhanced combos like Streak rushes or aerial Splits. In contrast, Dante offers greater versatility through four switchable fighting styles—Trickster for agile dodges and multi-directional air dashes, Swordmaster for advanced sword techniques like multi-hit Aerial Raves, Gunslinger for elaborate firearm barrages such as Rain Storm, and Royalguard for blocking attacks to build a revenge gauge for counterstrikes. His arsenal includes the Rebellion sword for broad slashes, twin pistols Ebony & Ivory for rapid suppressive fire, and the Coyote-A shotgun for close-quarters spread damage. Styles level up via collected Proud Souls, unlocking new moves that encourage mid-combo switching to maintain momentum. The game's combo grading system evaluates performance in real-time via a Style meter that progresses from D to SSS ranks based on attack variety, damage output, and avoidance of repetition, with higher ranks yielding more orbs for upgrades. Post-mission results aggregate stylish points alongside clear time and orb collection to determine overall rankings, incentivizing experimentation over button-mashing. Health management relies on a vitality gauge depleted by enemy attacks, recoverable via items like Vital Stars or, for Dante, gradual regeneration during Devil Trigger activation—a temporary power-up mode that fills through combat or damage taken, granting increased speed, strength, and demonic transformations until the gauge empties. Enemies exhibit diverse attack patterns to challenge player adaptability, ranging from basic demons like the scythe-wielding Scarecrows that swarm in groups and require breaking individual limbs to stagger them, to fast-charging Blitz hounds that demand quick grapples or dodges. More advanced foes, such as the ice-armored Frosts whose protective cocoons must be shattered before exploiting vulnerabilities, or floating Mephisto gas emitters that reveal cowardly cores upon cape destruction, encourage style-specific counters. Boss encounters, including the lance-throwing Credo with phase-shifting angelic forms and the multi-form Sanctus who pilots the colossal Savior statue, feature escalating patterns like homing projectiles and arena-wide summons, necessitating precise timing for Devil Bringer grabs or style-blocked parries to expose weak points.

Progression and modes

Devil May Cry 4's campaign consists of 20 missions structured as linear levels primarily set in the fortified city of Fortuna, where players navigate environments filled with combat encounters, platforming sections, and environmental puzzles that require interaction with the surroundings to progress. Backtracking is incorporated through mechanics like Nero's Devil Bringer arm, which allows players to pull distant objects or enemies to reveal new paths or hidden items, encouraging exploration within mission areas. Progression relies on collectible resources obtained during missions: Red Orbs serve as currency for purchasing consumable items such as Vital Stars for health recovery at Divinity Statues, Blue Orbs (formed by collecting four fragments each) permanently increase the maximum health gauge, and Proud Souls—earned based on combat performance rankings—are expended at the same statues to acquire new abilities and enhance existing ones. These elements tie directly to player advancement, as higher combat grades from stylish enemy defeats yield more Proud Souls, facilitating skill unlocks that influence subsequent mission difficulty. The game features five core difficulty modes that unlock sequentially to provide escalating challenges: Human and Devil Hunter are selectable at the outset, with Human offering reduced enemy strength for beginners and Devil Hunter providing a standard experience; completing Devil Hunter unlocks Son of Sparda, which introduces tougher enemies and more aggressive behaviors; Dante Must Die follows upon finishing Son of Sparda, where enemies gain the ability to enter Devil Trigger states for enhanced power; and Legendary Dark Knight, available in the Special Edition, activates after Dante Must Die and spawns additional enemies per encounter for extreme intensity. Higher modes retain all prior unlocks, allowing players to tackle them with fully upgraded capabilities. Beyond the main campaign, Bloody Palace serves as a post-game survival mode unlocked after completing the story, challenging players to endure 101 stages of continuous enemy waves in a single arena, with difficulty escalating from Devil Hunter to Dante Must Die levels, rewarding high scores and completions with alternate costumes and other cosmetics. New Game+ mode further enhances replayability by letting players restart the campaign on any unlocked difficulty while carrying over all collected orbs, items, and skills from their previous save, enabling pursuits of perfect rankings or higher difficulties without rebuilding progress from scratch.

Story and characters

Setting and characters

Devil May Cry 4 is set in the coastal castle town of Fortuna, an isolated location serving as the homeland of the Order of the Sword, a religious organization that reveres the legendary demon Sparda as a savior figure and commits itself to the extermination of demons. The architecture of Fortuna blends gothic and demonic elements with religious iconography, reflecting the theocratic society's devotion to Sparda and its militant stance against demonic threats. The primary protagonist, Nero, is a young knight affiliated with the Order of the Sword, orphaned and later accepted into the family that raised him. He possesses a unique demonic right arm known as the Devil Bringer, which enhances his combat capabilities, and he primarily wields the revving sword Red Queen alongside the customized revolver Blue Rose. In the latter portion of the game, players control Dante, the veteran demon hunter and son of Sparda, renowned for previously defeating the demon emperor Mundus; he employs his signature large sword Rebellion and the dual pistols Ebony and Ivory in battle. Supporting characters include Kyrie, a choir singer for the Order and Nero's close companion, who performs during the Festival of the Sword and shares a familial bond with him through her adoptive family. Her brother, Credo, serves as the Supreme General of the Holy Knights within the Order, acting as Nero's mentor despite the latter's occasional insubordination and demonstrating exceptional skill as a swordsman. Sanctus holds the position of leader for the Order of the Sword, overseeing its religious and military operations. Agnus functions as a high-ranking alchemist and researcher for the Order, contributing to its secretive scientific endeavors. The central antagonistic force involves demonic incursions tied to the Order's activities, culminating in confrontations with constructs like the massive Savior statue, a biomechanical entity designed in reverence to Sparda.

Plot summary

The story of Devil May Cry 4 unfolds in the secluded city of Fortuna, a stronghold of the Order of the Sword, a religious sect devoted to the worship of the legendary demon knight Sparda. The narrative begins during the city's annual festival honoring Sparda, where the enigmatic demon hunter Dante dramatically interrupts the proceedings by crashing through the large stained-glass skylight (ceiling) and assassinating the Order's leader, Sanctus. This brazen attack draws Nero, a hot-headed young member of the Order's Holy Knights, into the fray; tasked with apprehending the intruder, Nero embarks on a perilous journey through demon-infested streets and ruins, wielding his demonic right arm known as the Devil Bringer. As Nero delves deeper into the chaos, he uncovers escalating demonic incursions plaguing Fortuna, which appear tied to the Order's clandestine operations involving the creation of artificial demons powered by forbidden technologies. These revelations expose layers of corruption within the sect, challenging Nero's loyalties and forcing him to confront grotesque experiments that blur the line between faith and fanaticism. Following Nero's defeat and absorption into the Savior, control shifts to Dante as the playable protagonist, who backtracks through the locations to destroy the Hell Gates that were active during Nero's journey, illuminating hidden facets of Sparda's enduring legacy and the intruders' true motives. This dual narrative structure heightens the tension, revealing interconnected demonic threats tied to the Order's manufactured crisis and modern machinations. The plot builds to a climactic confrontation centered on the colossal Savior, a monumental weapon embodying the Order's twisted ambitions, while exploring profound themes of blind faith, profound betrayal, and the burdens of demonic heritage. Throughout, Nero grapples with his emerging powers and identity, evolving from a rebellious and cynical member of the Order to a more self-assured warrior amid revelations that tie his fate to the broader demon-hunting lineage. The resolution affirms Nero's personal growth, solidifying his role in the ongoing saga while subtly nodding to the larger Devil May Cry continuity through echoes of familial bonds and eternal struggles against underworld forces.

Development

Concept and design

Devil May Cry 4 was directed by Hideaki Itsuno, who returned to the series after helming Devil May Cry 3: Dante's Awakening, with the goal of building on the prior game's commercial success while evolving the franchise's core stylish action formula. Development began shortly after the release of Devil May Cry 3 in 2005 and took place at Capcom's Tokyo-based studio, emphasizing a return to the high-octane demon-slaying roots established in earlier entries while incorporating fresh elements to appeal to both longtime fans and newcomers. The script was penned by Bingo Morihashi, who had previously contributed to Devil May Cry 3 and sought to deepen the narrative focus on character motivations and interpersonal dynamics. A key creative decision was the introduction of Nero as the primary protagonist, designed to refresh the series by presenting a younger, more relatable demon hunter whose brash personality and demonic Devil Bringer arm offered a novel playstyle distinct from Dante's acrobatic flair. Itsuno viewed this shift as a significant risk, noting that "it was a gamble for us to even introduce a new character," given Dante's iconic status, but it allowed for exploring themes of inheritance and rivalry while retaining Dante as a supporting playable character for fan service in the latter half of the game. Early concepts for Nero, as described by Morihashi, envisioned him as a sophisticated, Sherlock Holmes-like figure who would sip tea amid battles, but this was revised to a more reserved yet hot-tempered youth blending Dante's cockiness with Vergil's poise to better fit the story's tone. The design philosophy centered on balancing visceral, combo-driven action with greater narrative depth, with the isolated city of Fortuna drawing inspiration from Vatican City and featuring grand cathedrals to evoke a sense of ancient mystery and religious fervor. The central antagonist, the Order of the Sword—a militant cult worshiping the demon knight Sparda—was modeled after insular communities like the Amish, merging medieval knightly aesthetics with modern elements to critique blind faith and hidden corruption. This thematic layer aimed to elevate the plot beyond mere spectacle, intertwining Nero's personal growth with broader questions of devotion and betrayal. Pre-production also explored dual protagonists from the outset, with Morihashi initially planning a 70/30 story split favoring Nero before adjusting to equal emphasis on both characters to leverage Dante's popularity. To address pacing concerns from previous titles, such as Devil May Cry 3's linear progression, early designs incorporated backtracking mechanics where Dante retraces Nero's path in reverse, allowing levels to be built symmetrically for efficient asset reuse and heightened replayability despite the constrained development timeline.

Engine and technology

Devil May Cry 4 was developed using Capcom's proprietary MT Framework engine, a multi-threaded system designed for seventh-generation consoles that supported high-fidelity 3D models, dynamic lighting effects, and intricate particle systems to depict intense demonic combat sequences. This engine facilitated seamless transitions between fast-paced action and detailed environmental interactions, such as destructible elements in battle arenas. MT Framework's architecture also enabled efficient multiplatform development, allowing the game to run consistently across PlayStation 3 and Xbox 360 hardware. On consoles, the game rendered at a native 720p resolution while targeting a stable 60 frames per second, showcasing richly detailed settings like the ornate cathedrals and snowy landscapes of Fortuna to immerse players in its gothic world. The PC port, released in July 2008, expanded these capabilities with support for 1080p resolution, adjustable anti-aliasing up to 16x MSAA, and higher texture quality options, though it required more robust hardware for optimal performance. Developers faced challenges in optimizing level backtracking and enemy AI behaviors to preserve fluid combo-based combat without compromising frame rates, resulting in occasional loading hitches and minor frame drops on original console hardware during peak action sequences. The game's audio implementation featured full English and Japanese voice dubs, with Reuben Langdon providing the voice for Dante in the English version and Johnny Yong Bosch voicing Nero. In the Japanese cast, Toshiyuki Morikawa portrayed Dante, contributing to the character's signature cocky demeanor. Sound design emphasized realistic weapon impacts, demonic roars, and contextual environmental cues—like echoing footsteps in vast chambers—to heighten the sensory feedback during battles.

Music and audio

The soundtrack for Devil May Cry 4 was primarily composed by Tetsuya Shibata, Shusaku Uchiyama, and Kota Suzuki, with additional contributions from Akihiko Narita, Kento Hasegawa, and other members of Capcom's sound team. Released on February 27, 2008, by Capcom's SULEPUTER label as a three-disc set, the album contains 104 tracks spanning over three hours and emphasizes a fusion of rock, metal, orchestral, and electronic elements to match the game's intense action and gothic atmosphere. Battle themes like "The Time Has Come," Nero's primary combat track performed by Jason "Shyboy" Arnold of Hypnogaja, deliver high-octane rock riffs to underscore fast-paced swordplay and gunfights. Choral arrangements add a layer of solemnity, particularly in tracks evoking the religious motifs of Fortuna, such as "Chorus in the Darkness" during encounters with Sanctus, blending haunting vocals with orchestral swells for dramatic tension. Other pieces, like "Out of Darkness" sung by Aubrey Ashburn, incorporate vocal performances to heighten emotional scenes, while electronic and orchestral fusions in tracks such as "Baroque and Beats" provide rhythmic drive for enemy waves. This stylistic variety supports the game's dual protagonists, with Dante's segments featuring edgier metal influences and Nero's leaning toward aggressive rock. Audio design integrates dynamic voice lines tied to the style rank system, where characters announce performance levels during combat; for instance, Dante exclaims "Jackpot!" upon reaching the top SSS rank for exceptional combos, enhancing player feedback and immersion. Combat music employs layered tracks that intensify with prolonged engagements, shifting from ambient builds to full rock orchestration as fights escalate, without fully adaptive remixing per individual action. The production utilized digital orchestration with live vocal recordings, prioritizing atmospheric depth over extensive live instrumentation to align with the MT Framework engine's audio capabilities.

Release

Marketing

Capcom teased Devil May Cry 4 with trailers at E3 2005 and the 2005 Tokyo Game Show, the latter showcasing a rugged Dante in an urban setting, building early anticipation for the series' next installment. The game's official reveal occurred at the 2006 Tokyo Game Show, where a trailer introduced Nero as the new protagonist and a playable demo was available, emphasizing his demonic arm and stylish action mechanics. Promotion intensified at the 2007 Tokyo Game Show and E3 2007, with updated trailers highlighting Nero clashing with returning hero Dante, including scenes of their intense confrontation to generate hype around the dual-lead narrative, and further playable demos. Marketing efforts included television commercials aired in early 2008, featuring fast-paced action sequences of Nero and Dante battling demons to underscore the game's high-octane gameplay. Print campaigns appeared in major gaming magazines, such as the October 2006 issue of Game Informer, which dedicated its cover story to the title and previewed its shift to next-generation consoles. Japanese outlet Famitsu contributed to pre-release buzz with an exclusive report in September 2006, confirming Dante's reduced role and introducing Nero's backstory. To further engage fans, Capcom released a playable demo in December 2007 for download on Xbox Live Marketplace and PlayStation Network, offering the first two missions to demonstrate Nero's controls and the MT Framework engine's visuals; it became available worldwide on January 24, 2008. The global launch strategy prioritized North America on February 5, 2008, followed by Japan on January 31, Australia on February 7, and Europe on February 8, aligning promotions with regional console availability on PlayStation 3 and Xbox 360.

Platforms and editions

Devil May Cry 4 launched on the PlayStation 3 and Xbox 360 consoles in North America on February 5, 2008. The game was released earlier in Japan on January 31, 2008. A port for Microsoft Windows followed in July 2008 (North America on July 8), offering enhanced graphics capabilities including support for higher resolutions up to 1680x1050, anti-aliasing, and adjustable texture filtering compared to the console versions. Capcom offered a Collector's Edition exclusively for the PlayStation 3 and Xbox 360 versions, which bundled the standard game with additional content such as a steelbook case, a CD featuring select tracks from the soundtrack, a bonus DVD containing a "making of" documentary, gameplay trailers, and an exclusive digital artbook with concept artwork and character designs, as well as the first volume of the Devil May Cry anime series on DVD, including four episodes. In 2011, Capcom released Devil May Cry 4: Refrain, a mobile port adapted for iOS devices including iPhone and iPod Touch, on February 3. This version retained core gameplay elements like sword and gun combat but incorporated touch-based controls and simplified mechanics to suit mobile hardware, though it faced criticism for frame rate drops, input lag, and reduced visual fidelity. The game was primarily distributed in physical format via retail outlets including GameStop, Best Buy, and other major chains for the console editions. Digital downloads became available post-launch through the PlayStation Network for PlayStation 3 and Xbox Live Marketplace for Xbox 360, allowing users to purchase and install the game directly to their consoles, though the original versions were later delisted from these platforms in the early 2020s. The PC version was exclusively digital, distributed via platforms like Direct2Drive and later Steam, but was delisted from Steam in January 2024.

Reception

Critical response

Devil May Cry 4 received generally favorable reviews upon its release, earning aggregate scores of 84/100 on Metacritic for the PlayStation 3 version based on 63 critic reviews, 84/100 for the Xbox 360 version based on 58 critic reviews, and 78/100 for the PC version based on 21 critic reviews. Critics widely praised the game's stylish combat system, which combined fluid swordplay, gunplay, and aerial maneuvers into deep, rewarding action sequences, alongside its impressive visuals powered by the MT Framework engine. However, common criticisms focused on repetitive level design, excessive backtracking that required replaying sections with different characters, and a linear structure that limited exploration. IGN awarded the game 8.7 out of 10, lauding the depth of its action mechanics and the satisfaction derived from chaining combos and executing stylish kills. GameSpot gave it 8 out of 10, particularly highlighting Nero's innovative Devil Bringer arm, which enabled unique grappling and slamming moves that added aggressive flair to combat without overwhelming newcomers. Eurogamer scored it 8 out of 10, commending the spectacle of its choreography, animations, and full-motion video sequences that elevated the hack-and-slash experience. Reviewers frequently highlighted the thrilling boss fights as a standout feature, with multi-phase encounters demanding precise timing and strategy, while character designs for Nero and Dante were noted for their charismatic appeal and visual polish. The PC port drew additional backlash for technical issues, including frequent crashes, input lag, and optimization problems that hindered performance on lower-end hardware, though its core gameplay matched the console versions when stable. Despite these flaws, the game's emphasis on spectacle and replayability through multiple difficulty levels and unlockable content was seen as a strong evolution of the series' formula.

Commercial performance

Devil May Cry 4 achieved strong commercial success upon its release, becoming the fastest-selling title in the series at the time. By February 2008, just one month after launch, the game had sold over 2 million units worldwide across PlayStation 3 and Xbox 360 platforms. Capcom had anticipated shipping 1.8 million units by the end of its fiscal year in March 2008, but the title exceeded expectations early, reaching 2.3 million units by May of that year. Overall, the game has sold 3 million units worldwide, including digital downloads. The title performed particularly well in key markets like Japan and North America. In Japan, it topped the sales charts in its debut week, with the PlayStation 3 version alone selling 205,390 units and the combined PS3 and Xbox 360 versions reaching approximately 245,000 units. North America contributed significantly to its global totals, bolstered by the established popularity of the Devil May Cry series, though exact regional breakdowns beyond estimates indicate robust performance there. The 2009 PC port, while not meeting retail expectations in the US, helped expand the player base through digital channels and contributed to ongoing sales growth. Financially, Devil May Cry 4 played a key role in Capcom's 2008 fiscal year results, achieving record sales for the franchise and driving overall profit increases amid a multi-platform strategy. Its success was further supported by positive critical reception, which helped sustain momentum against competition from major action titles like Metal Gear Solid 4. An iOS adaptation released in 2010 saw more modest performance, aligning with the challenges of mobile ports for console-centric series.

Legacy and influence

Devil May Cry 4 introduced Nero as a new protagonist, whose character and gameplay mechanics, particularly the Devil Bringer arm for grappling and crowd control, became a staple in the series, evolving into the Devil Breaker system in Devil May Cry 5. The game's mechanics influenced director Hideaki Itsuno's subsequent project, Dragon's Dogma, where the core design team from Devil May Cry 4 contributed to combat systems emphasizing stylish action and pawn mechanics inspired by demonic summons. It also impacted rival titles, with Bayonetta developer Hideki Kamiya stating that Devil May Cry 4's innovations pushed the game to refine its own stylish combat and performance elements. Within the series, Devil May Cry 4 served as a narrative bridge between Devil May Cry 3 and Devil May Cry 5, expanding on themes of demonic heritage and family ties while reintroducing Dante in a supporting role to maintain continuity. The title's focus on accessible yet deep combat addressed fan criticisms of the 2013 DmC: Devil May Cry reboot's Westernized tone and mechanics, paving the way for Devil May Cry 5's return to traditional roots with enhanced versions of Nero's and Dante's playstyles. Adaptations of the game include the Devil May Cry 4: Prima Official Game Guide, published in 2008 by Prima Games, which provided detailed walkthroughs, character strategies, and artwork. Additionally, Capcom released a two-volume graphic novel titled Devil May Cry 4: Deadly Fortune in 2009, written by Bingo Morihashi, that expanded on side stories involving Nero and the Order of the Sword. In modern relevance, Devil May Cry 4 has been included in Capcom's digital compilations, such as the Devil May Cry Franchise Pack on Steam, bundling it with other entries for broader accessibility. The Netflix Devil May Cry animated series, premiered in April 2025, has boosted interest in the overall franchise. Culturally, the PC version of Devil May Cry 4 has fostered a vibrant modding community, with over 100 user-created modifications available on platforms like Nexus Mods, ranging from costume swaps to gameplay tweaks. Its characters, especially Nero and Dante, remain popular for cosplay at conventions, with dedicated gatherings at events like FanimeCon and Anime Expo showcasing elaborate recreations of their outfits and weapons.

Devil May Cry 4: Special Edition

Development and updates

Capcom announced Devil May Cry 4: Special Edition on December 15, 2014, as a remastered version of the 2008 action game, targeting PlayStation 4, Xbox One, and PC platforms. The project was directed by Hideaki Itsuno, who had previously helmed the original game and sought to revitalize it for modern hardware by updating existing assets from the MT Framework engine. Development spanned approximately 1.5 years, focusing on enhancements to gameplay and presentation rather than overhauling the core structure. The primary goals were to expand player engagement by introducing three new playable characters—Vergil, Lady, and Trish—alongside the originals Nero and Dante, thereby increasing replayability through diverse playstyles and combo possibilities. This addressed common feedback on the original's limited variety and shorter sections for certain characters, such as Dante's, by allowing players to revisit levels with fresh mechanics inspired by fighting games and prior series entries. Itsuno emphasized refining character movements, drawing from community combo videos of earlier titles to ensure satisfying action. Technical updates brought the game to 1080p resolution and a locked 60 frames per second across all platforms, a significant improvement over the original's 720p and variable performance on PS3 and Xbox 360. Enhanced textures, dynamic lighting, overhauled visual effects like shadows and depth of field, and improved anti-aliasing options (particularly on PC) modernized the visuals while preserving the fast-paced combat. Additional quality-of-life features, such as auto-save functionality, were incorporated to streamline the experience. The Special Edition launched digitally on June 18, 2015, in Japan for consoles, followed by June 23, 2015, in North America and Europe across PS4, Xbox One, and PC. A physical edition was exclusive to Japan, while Western releases were digital-only at launch, priced at $24.99.

Content additions

The Devil May Cry 4: Special Edition introduces three new playable characters, expanding the roster beyond Nero and Dante to offer diverse combat styles and replayability through alternate campaigns. Vergil, Dante's twin brother, wields the Yamato katana in an Iaijutsu-focused style, emphasizing precise, rapid slashes that build a Concentration gauge for enhanced attacks, such as devastating Judgment Cuts; he is playable across all 20 missions, providing a full campaign from his perspective complete with unique opening and ending cutscenes. Lady, making her playable debut, relies on agility and long-range firearms, including pistols, shotguns, and her signature Kalina Ann rocket launcher equipped with a grappling hook for mobility and crowd control; she tackles Nero's half of the campaign (missions 1-12). Trish, a demon created in the likeness of Dante's mother, employs electricity-infused attacks with the Sparda sword, dual pistols, and unarmed strikes, without weapon-switching mechanics, mirroring Dante's versatile style but with a focus on charged energy blasts; she covers Dante's missions (13-20). Additional modes enhance challenge and variety, building on the original's structure while integrating the new characters. Legendary Dark Knight mode escalates combat by spawning a vastly increased number of enemies per encounter—up to 60 in some fights—requiring adapted strategies for crowd management, available from the start and compatible with all characters. Turbo Mode accelerates gameplay by 20%, heightening the pace of movements, attacks, and enemy behaviors for a more demanding experience, also usable across campaigns. The Bloody Palace mode, a survival arena pitting players against waves of demons in a multi-floor gauntlet, now supports all five characters, including Vergil's full playthrough unlocking tailored challenges. A new "Hell and Hell" difficulty adds extreme tension, where the player dies from a single hit while enemies scale to Son of Sparda-level toughness, unlocked after completing Dante Must Die mode. Balance adjustments refine the core experience, with tweaks to enemy AI for more aggressive and varied behaviors, alongside minor tempo changes to combat flow and accessibility. Cosmetic options expand customization, including new outfits for all characters such as Super Costumes that boost stats, purchasable or unlockable through gameplay. These additions, combined with the expanded character campaigns, extend total playtime from the original's 12-15 hours for a main story run to over 20 hours when incorporating new perspectives and modes.

Release and reception

Devil May Cry 4: Special Edition was released on June 23, 2015, in North America and Europe, following a Japanese launch on June 18, 2015, for PlayStation 4, Xbox One, and PC platforms. The game was distributed digitally through the PlayStation Network, Xbox Store, and Steam, with physical editions available in select regions but no mobile ports or subsequent console re-releases. It launched in standard and digital-only editions, later bundled in Capcom collections such as the Devil May Cry HD Collection & 4SE Bundle and the Demon Hunter Bundle. The Special Edition achieved strong commercial performance, selling 3.6 million units worldwide as of September 30, 2025. In the first quarter of 2025 alone, it sold 495,000 units, contributing to a sales resurgence driven by the broader Devil May Cry series' popularity, including promotions tied to Devil May Cry 5. This boost reflected sustained fan interest, positioning the title as a key entry in Capcom's platinum-selling catalog. Critically, the game received generally favorable reviews, earning a Metacritic score of 76/100 for the PlayStation 4 version (based on 31 critic reviews) and 76/100 for the PC version. Additions like the playable Vergil character were widely praised for enhancing combat variety and replayability, with Destructoid awarding it 9.5/10 for revitalizing the core experience. Some critics noted minor technical bugs and dated level design as drawbacks, though these did not overshadow the overall positive reception. On Steam, it holds an 86% positive rating from over 19,000 user reviews, underscoring its enduring appeal among players. In 2025, the Special Edition experienced renewed interest amid Devil May Cry 5 promotions, solidifying its status as a fan-favorite for bridging narrative arcs, particularly Dante's development, despite earning no major industry awards.