Ну тогда еще и возможность включить любую пройденную миссию, а так же на старте игры выбрать «золотой» или «желтый» режим, при котором золотая сфера будет либо воскрешать героя моментально, либо как в оригинальном Devil May Cry возвращать на контрольную точку)
New playable character, Vergil. This is the biggest difference. Note that Vergil follows Dante's campaign; he doesn't get a new story of his own, but there are two new cutscenes at the beginning.
Bloody Palace. Fight waves of enemies until you reach the end, level 9999. Cannot save or use items. Fire pillar lets you jump up 100 levels. Water pillar replenishes your health, but only lets you jump up 1 level. Lightning pillar replenishes your DT and lets you jump up 10 levels. Best to always use the fire pillar.
New difficulty level added, Very Hard. This is identical to Hard mode in the US original, which was made much harder than Hard mode in Europe and Japan. Meanwhile, SE's Hard is identical to Hard in the EU/JP original. In short: SE has five difficulties compared to the original's four difficulties: Easy, Normal, Hard, Very Hard and DMD.
The lower difficulties have been readjusted. SE's Normal and Hard corresponds to Easy and Normal in the US version. However, Very Hard and DMD remain as hard as they ever were.
SE has added an optional continue system, aka Gold. (This was in the Japanese original, but not in the US or EU one.) Gold lets the player use infinite continues and hold up to 3 Gold Orbs, which revive you on the spot when you die. It also has the original Yellow system, where the only way you can continue after dying is to revive yourself with a Yellow Orb. You can hold up to 99 of these, but they must be bought or (in rare cases) found. Gold Orbs don't exist in Yellow mode.
Demo Digest. You can watch all the cutscenes with this option.
Turbo mode. This increases the game's speed by 20%. PAL DMC3:SE doesn't support turbo mode and just has normal speed instead. It's optional, so you can turn it off if you don't like it.
New semi-optional boss, Jester. The first encounter is compulsory, but the second and third ones can be skipped.
New costumes. Dante's former Super Dante costume has become downgraded; you still have infinite DT, but health is not replenished and DT is drained when you do a DTE or use the Quicksilver and Doppelganger styles. Super Dante is unlocked after beating Very Hard. In the meantime, beating DMD mode unlocks Super Sparda; with this costume, health is replenished and DT isn't ever drained. Vergil of course also has costumes, including coatless Vergil, Corrupt Vergil (turns into Nelo Angelo with his own moveset when DTed; you'll know who NA is if you've played DMC1), Super Vergil and finally Super Corrupt Vergil. SCV is the closest you'll get to a god mode in DMC. He is a tank; if you die with him in DT mode you've done something very wrong indeed.
New, powered-up, Dullahans. Remembered how these did absolutely nothing in the original? Well, in SE they'll charge at you if you get too close. They home in quite accurately and are tough to evade without getting chip damage. In a small number of cases, these new Dullahans have replaced other enemies, eg, Blood Goyles in the altar in Mission 14 in Easy-Hard mode.
And finally…
Alteration to the jump-cancelling mechanics. If you don't know what jump cancelling is (JC for short), look up Broly2012 or ThatGoober02 on YouTube and search for their JC tutorial vids personally, I recommend ThatGoober myself. Anyway, the alteration is that more cancellable frames have been introduced, which means you can get more aerial attacks in before the enemy drops to the ground. Take Dante's Swing move. In SE, you can get in about 10 JCed Swings; in the original, you can only get in 6 at absolute maximum.