Devil May Cry 3
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Devil May Cry 3
''Devil May Cry 3: Dante's Awakening'' is a 2005 action-adventure game developed and published by Capcom. The game is a prequel to the original ''Devil May Cry (video game), Devil May Cry'', featuring a younger Dante (Devil May Cry), Dante. Set a decade before the events of the first ''Devil May Cry'' in an enchanted tower, Temen-ni-gru, the story centers on the dysfunctional relationship between Dante and his brother Vergil (Devil May Cry), Vergil. The game introduces combat mechanics with an emphasis on combos and fast-paced action. The story is told primarily in cutscenes using the game engine, game's engine, with several Pre-rendering, pre-rendered full motion videos. ''Devil May Cry 3'' was released in February and March 2005 for the PlayStation 2 and ported to Microsoft Windows in June and October 2006. It was widely praised by critics, hailing it as a return to form for the series, yet did receive some criticisms for its high level of difficulty in the North American rele ...
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Dante (Devil May Cry)
, also known under the alias of , is a character and the main protagonist in ''Devil May Cry'', an action-adventure hack and slash video game series by Japanese developer and publisher Capcom. Introduced as the protagonist of the 2001 game with the same name, Dante was a former devil hunter dedicated to exterminating them and other supernatural foes in revenge for losing his mother Eva and having his twin brother, Vergil, lost. He is the son of Sparda, inheriting demonic powers which he uses with a variety of weapons in the games. After returning to the Demon World, he along with his brother Vergil are the current undisputed rulers of demon world. The character also appears in several ''Devil May Cry'' novels and manga volumes and is featured in the 2007 anime television series. Dante has also made multiple guest appearances in crossover games. Named after the Italian poet Dante Alighieri, the character was designed to fit ''Devil May Cry'' game designer Hideki Kamiya's ...
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Capcom
is a Japanese video game developer and video game publisher, publisher. It has created a number of List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil'', ''Monster Hunter'', ''Street Fighter'', ''Mega Man'', ''Devil May Cry'', ''Dead Rising'', and ''Marvel vs. Capcom''. Mega Man (character), Mega Man himself serves as the official mascot of the company. Established in 1979, it has become an international enterprise with subsidiaries in East Asia (Hong Kong), Europe (London, England), and North America (San Francisco, California). History Capcom's predecessor, I.R.M. Corporation, was founded on May 30, 1979 by Kenzo Tsujimoto, who was still president of Irem, Irem Corporation when he founded I.R.M. He worked concomitantly in both companies until leaving the former in 1983. The original companies that spawned Capcom's Japan branch were I.R.M. and its subsidiary Japan Capsule Computers Co. ...
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Devil May Cry (video Game)
is a 2001 action-adventure game developed by Capcom Production Studio 4 and published by Capcom. Released from August to December, originally for the PlayStation 2, it is the first installment in the ''Devil May Cry'' series. Set in modern times on the fictional Mallet Island, the story centers on Dante, a demon hunter who uses his business to carry out a lifelong vendetta against all demons. He meets a woman named Trish who takes him on a journey to defeat the demon lord Mundus, who is responsible for the deaths of Dante's brother and mother. The story is told primarily through a mixture of cutscenes, which use the game engine and several pre-rendered full motion videos. The game is very loosely based on the Italian poem ''Divine Comedy'' by the use of allusions, including the game's protagonist Dante (named after Dante Alighieri) and other characters like Trish (Beatrice Portinari) and Vergil (Virgil). The game was originally conceived by Capcom developers as ''Resident Evil ...
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Saved Game
A saved game (also called a game save, savegame, savefile, save point, or simply save) is a piece of digitally stored information about the progress of a player in a video game. From the earliest games in the 1970s onward, game platform hardware and memory improved, which led to bigger and more complex computer games, which, in turn, tended to take more and more time to play them from start to finish. This naturally led to the need to store in some way the progress, and how to handle the case where the player received a " game over". More modern games with a heavier emphasis on storytelling are designed to allow the player many choices that impact the story in a profound way later on, and some game designers do not want to allow more than one save game so that the experience will always be "fresh". Game designers allow players to prevent the loss of progress in the game (as might happen after a game over). Games designed this way encourage players to 'try things out', and on r ...
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Health (gaming)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usually ...
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Puzzle Video Game
Puzzle video games make up a broad genre of video games that emphasize puzzle solving. The types of puzzles can test problem-solving skills, including logic, pattern recognition, sequence solving, spatial recognition, and word completion. History Puzzle video games owe their origins to brain teasers and puzzles throughout human history. The mathematical strategy game Nim, and other traditional, thinking games, such as Hangman and Bulls and Cows (commercialized as ''Mastermind''), were popular targets for computer implementation. Universal Entertainment's ''Space Panic'', released for the arcades in 1980, is a precursor to later puzzle-platform games such as Apple Panic (1981), ''Lode Runner'' (1983), ''Door Door'' (1983), and ''Doki Doki Penguin Land'' (1985). ''Blockbuster'', by Alan Griesemer and Stephen Bradshaw (Atari 8-bit, 1981), is a computerized version of the Rubik's Cube puzzle. ''Snark Hunt'' (Atari 8-bit, 1982) is a single-player game of logical deduction, a ...
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Platform Game
A platform game (often simplified as platformer and sometimes called a jump 'n' run game) is a sub-genre of action video games in which the core objective is to move the player character between points in an environment. Platform games are characterized by levels that consist of uneven terrain and suspended platforms of varying height that require jumping and climbing to traverse. Other acrobatic maneuvers may factor into the gameplay, such as swinging from vines or grappling hooks, jumping off walls, air dashing, gliding through the air, being shot from cannons, or bouncing from springboards or trampolines. Games where jumping is automated completely, such as 3D games in ''The Legend of Zelda'' series, fall outside of the genre. The genre started with the 1980 arcade video game, '' Space Panic'', which includes ladders, but not jumping. '' Donkey Kong'', released in 1981, established a template for what were initially called "climbing games." ''Donkey Kong'' inspired many clon ...
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Devil May Cry 3 Gameplay
A devil is the personification of evil as it is conceived in various cultures and religious traditions. It is seen as the objectification of a hostile and destructive force. Jeffrey Burton Russell states that the different conceptions of the devil can be summed up as 1) a principle of evil independent from God, 2) an aspect of God, 3) a created being turning evil (a ''fallen angel''), and 4) a symbol of human evil. Each tradition, culture, and religion with a devil in its mythos offers a different lens on manifestations of evil.Jeffrey Burton Russell, ''The Devil: Perceptions of Evil from Antiquity to Primitive Christianity'', Cornell University Press 1987 , pp. 41–75 The history of these perspectives intertwines with theology, mythology, psychiatry, art, and literature developing independently within each of the traditions. It occurs historically in many contexts and cultures, and is given many different names— Satan, Lucifer, Beelzebub, Mephistopheles, Iblis—and at ...
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Devil May Cry 3 (manga)
is a manga series based on the best selling video game '' Devil May Cry 3: Dante's Awakening'' was released in Japan and later an English translation was released in 2005. The manga is divided into three parts, Code 1: Dante, Code 2: Vergil, and the (never) to-be released Code 3: Lady. The plot of the manga centers on the events that happened one year before Devil May Cry 3, it explains how the conflict between Dante and his brother Vergil started and how the game's characters were introduced to each other. Code 1: Dante explores the storyline from Dante's point of view, it introduces the main characters. It explains how Vergil and Arkham meet and how they formed an alliance. Dante is first introduced as a mercenary willing to take any job that offers a good reward, eventually revealing that the reason behind this is a desire to avenge the death of his mother by slaying those that killed her. Code 2: Vergil introduces the Temen-ni-gru a structure that holds the door to the demo ...
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Greatest Video Games Of All Time
This is a list of video games that multiple reputable video game journalists or magazines have considered to be among the best of all time. The games listed here are included on at least six separate "best/greatest of all time" lists from different publications, as chosen by their editorial staffs. List Publications The reference numbers in the notes section show which of the 46 selected publications list the game. # '' 1001 Video Games You Must Play Before You Die'' – 2013 # ''The Age'' – 2005 # ''Collider'' – 2020 # ''Digitally Downloaded'' – 2016 # '' Electric Playground Network'' – 2013 # ''Edge'' – 2000, 2015, 2017 # ''Electronic Fun with Computers & Games'' - 1984 # ''Empire'' – 2009 # ''Entertainment Weekly'' – 2003 # '' Esquire'' – 2018, 2020 # ''FHM'' – 2010 # '' Flux'' – 1995 # '' G4'' – 2012 # '' GamesMaster'' - 1996 # ''Gamecenter'' - 2000 # ''Game Informer'' – 2009, 2018 # ''Game On! From Pong to Oblivion'' – 2006 # ''GameSpot'' – ...
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Full Motion Video
Full-motion video (FMV) is a video game narration technique that relies upon pre-recorded video files (rather than sprites, vectors, or 3D models) to display action in the game. While many games feature FMVs as a way to present information during cutscenes, games that are primarily presented through FMVs are referred to as full-motion video games or interactive movies. The early 1980s saw almost exclusive use of the LaserDisc for FMV games. Many arcade games used the technology but it was ultimately considered to be a fad and fell out of use. In the early 1990s FMV games had a resurgence of interest, the proliferation of optical discs gave rise to a slew of original FMV-based computer games such as ''Night Trap'' (1992), ''The 7th Guest'' (1993), ''Voyeur'' (1993), ''Phantasmagoria '' (1995), and '' Daryl F. Gates' Police Quest: SWAT'' (1995). The introduction of CD-based consoles like  3DO,  CD-i, and Sega CD brought the concept of interactive FMV gameplay. Comp ...
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Pre-rendering
Pre-rendering is the process in which video footage is not rendered in real-time by the hardware that is outputting or playing back the video. Instead, the video is a recording of footage that was previously rendered on different equipment (typically one that is more powerful than the hardware used for playback). Pre-rendered assets (typically movies) may also be outsourced by the developer to an outside production company. Such assets usually have a level of complexity that is too great for the target platform to render in real-time. The term pre-rendered refers to anything that is not rendered in real-time. This includes content that could have been run in real-time with more effort on the part of the developer (e.g. video that covers many of a game's environments without pausing to load, or video of a game in an early state of development that is rendered in slow-motion and then played back at regular speed). This term is generally not used to refer to video captures of real-ti ...
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