Interactive storytelling. It is a holy grail in gaming ("a," not "the"). The ability to put a player into a world and have them go about, doing what they want to do, and have a story—the story you want to tell—come out of it. It is difficult to say the least.
In the end, many games don't push for interactive storytelling. Rather, developers wedge story in-between levels, showing players a bit of story that explains why the player must progress from point A to point B. Once this task is accomplished, another cutscene appears explaining precisely why they have to go to point C.
On the whole, I find this type of thing disappointing, but if the story itself is well told and the gameplay moments between it exciting, the lack of true interactive storytelling is something I can get passed. DmC: Devil may Cry, the reboot of the franchise, doesn't quite get there on either score, but on the latter it is awfully close.
In terms of the tale, we find our hero, Dante, in the present day. He likes booze and women and cursing. He gets that he is different and constantly sucked into this "Limbo" place where demons are out to get him and that he's got something of a weird past, but once a mysterious girl leads Dante to a mysterious guy, Dante grows interested in his past. Unfortunately, Dante's past is discovered in the dullest of cutscenes and the characters, including Dante, are just not interesting. As for Dante's present and the tale of world domination, it is the sort of common present-day fantasy dystopia with foolish villain and an ever-present demon horde infecting everything.
There is some sort of brilliant commentary that could be written into a game about the evils of soda, big corporations, and the mass media, but DmC doesn't offer that. Instead, it takes what could be great elements and a sort of genius conspiracy theory and takes it four steps too far so that it is no longer comedy or even parody, but simply videogame foolishness.