When you love a game like DmC Devil May Cry as much as I did, you’re going to approach single player DLC very cautiously. You get nervous that if the developers change things up too much, it may sour what you loved about the original.

That happened with me and the game Enslaved, which is one of my favorite games of all time. Their single player DLC changed up the gameplay so much, it wound up disappointing me in ways I wouldn’t have thought possible after singing Enslaved’s praises to anyone that would listen.

Since developer Ninja Theory was responsible for both those games and their DLC, it’s not a shock that I was somewhat disappointed in the DLC for DmC known as “Vergil’s Downfall.”

In the DLC, you play as Dante’s twin brother, Vergil, who you killed at the end of the game. You’ll wander a twisted version of Limbo looking for answers and possibly redemption as you deal with your feelings about your mother, Kat and your brother, while also trying to regain your powers.

You’ll have a variety of new weapons and combos to try that are quite different from Dante’s. While I liked some of them, I felt the fluidity of switching between Angel and Demon powers wasn’t as smart or as seamless as it was when I played as Dante. For instance, once I found combos that worked well for Vergil, I stuck with them, whereas with Dante, there was so much more to choose from and that you HAD to use to kill certain enemies, that I wound up varying my attacks on the fly every few seconds.

One of Vergil’s abilities, however, was quite addictive. You gain the ability to teleport to your enemy—when you played as Dante, you would drag them toward you. I used this ability quite a bit as I would teleport to flying enemies hacking and slashing them, and then as I started to fall, I’d teleport back to them or to another one. There were numerous instances where I would spend a minute or two teleporting back and forth in the air, without any ground behind me.

It was a powerful feeling and was quite exciting—until I of course would fall to the unending bottom. Sometimes the game got confused and wouldn’t re-spawn me back on the ground. But luckily, you could hit the restart from checkpoint button and I would be fine without having lost much progress.

The story, unfortunately, isn’t as strong as it was in the main game and I definitely missed the beautifully rendered cut-scenes—they’re replaced by comic-style drawings. The end sets up either additional DLC or a sequel, so it might be important for you to play this DLC if you care about the story.

But if you’re going to enjoy it, make sure you go in with the expectation that you’ll be playing quite a bit differently than you did with the main game. That didn’t necessarily work for me, but maybe it will for you.

“Vergil’s Downfall” is out today for 720 Microsoft Points or $8.99 on PSN and PC.

* Disclosure: An Xbox 360 code for Vergil’s Downfall was provided by the publisher for the purposes of this review. *