Devil May Cry 5 (PlayStation 4)
User Review
Product Information:
- Release Date (NA): March 8, 2019
- Release Date (EU): March 8, 2019
- Release Date (JP): March 8, 2019
- Publisher: Capcom
- Developer: Capcom
- Genres: Stylish Action
- Also For: Xbox One
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative
Review Approach:
I am a huge fan of the Devil May Cry series, with Devil May Cry 3 resting solidly in my top five games of all time (and I've been at this a while folks..). As with the rest, I blazed through this non-stop ride at a lightening pace (Cutscenes? What cutscenes?!) before returning to the beginning with a more critical eye.
It has been 6 years since the release of the Ninja Theory-developed, controversial, and often derided reboot of the Devil May Cry games. With Capcom and Hideaki Itsuno taking the helm once again, all hopes are that Devil May Cry 5 will not only solidify (and in some eyes, redeem) the legacy of the legendary action series, but also mark the return of Capcom as the powerhouse developer it once was. Is Capcom finally back?
Capcom Presents...
The plot of Devil May Cry 5 is, as one would expect from an action-driven title, somewhat thin. Red Grave City has succumbed to a demon infestation, its inhabitants harvested for their sweet, sweet, and potentially magical, blood. This blood is transferred through the roots of a giant demonic tree where the majority of the game's action takes place, to a massive devil who sits, literally and figuratively, at the center of everything. Series newcomer "V", a frail, gothic-styled young man travelling with his pet demons, then ropes in the popular Devil May Cry heroes of old - Nero, Dante, Trish, and Lady - to do battle with the devil. With a few see-them-coming-a-mile-away twists here and there, the story is perfectly paced for the game, unfolding in a series of well-directed cutscenes that invoke both the campy humor and improbable stunts of Devil May Cry 3 with a bit of the bawdy faux-edginess of the reboot. The voice acting (available in both English and Japanese languages) is also excellent, with much of the original cast returning from previous games. Nico, a rough-around-the-edges tinkerer and erratic van-driver who has partnered up with Nero, is exceptional as a crass American Southerner in English, and an earnest adventurer with a thuggish side in Japanese. On the other hand, Nero's pet raven proves that English voice talent cannot fathom any characterization for a cartoon bird other than Gilbert Godfrey's Iago from Disney's Aladdin (he is equally a jerk in Japanese).
Voice acting aside, the booming sound of the Devil May Cry games have come to be as much of a series staple as the action. Devil May Cry 5 does not disappoint in this regard, with Nero's high-caliber pistols thundering off the walls of a demonic walkway the moment you gain control of him for the first time (play this with headphones or surround-sound, trust me!). The thumping of the aforementioned demon tree's roots is ever-present as they crash through building walls or wrap themselves around the scenery, later squishing underfoot as they are engorged with blood. The music is the standard ambient Devil May Cry fare, mixed with some absolutely fantastic menu themes that are a bit off-beat for the series but somehow make it that much better (the theme of Nico's van is an instant classic). It's also worth mentioning the three battle themes, one for each playable character that, while not as killer as the theme of Devil May Cry 3*, provide some extra excitement to go along with the crazy gameplay. Dante's theme is a scream-driven metal track, while Dante and Nero have female-led vocal tracks laced with spoilers, should you actually listen to what they're saying.
*The Deluxe version of the game, offered as a package or a $20 add-on, actually lets you access some of these old songs, along with other bonuses.
Visually, Devil May Cry 5 is stunning, with sparks and other lighting effects blazing the battlefield, and environmental details more intricate than anything yet seen in the series. You can interact with (read: destroy) much of the scenery, but this level of detail almost works against the game in situations where you think you've found a hidden area, only to be blocked by an invisible wall. It is a shame that such a stylish game boasts the rather bland environments of a demonic infestation - the demon tree pervades wrecked cities and sewers of much of the game, while the alien landscape of the tree's inner workings comprise the rest (true to the series' roots - no pun intended). The irony is not lost on the developers, as Dante himself quips, after approaching yet another destroyed building, "I'm not a fan of ruins, I prefer my cities lively". Make no mistake though, Devil May Cry 5 does deliver when it comes to set-pieces, with many of the boss fights occurring in unique locales (the battle in a medieval room crashing down the mountainside is a standout).
One last note about Devil May Cry 5's solid presentation - the game boasts a number of intermission segments, as well as a main menu, with fully animated scenes from within Nico's van which play on loop in the background along with some chill jams. In these scenes, members of the cast make subtle movements and gestures that are as effective for characterization as the cutscenes from the main story. It's one of the more powerful artistic moves I've seen in a video game - echoing the unique and goofy splash screens of niche Japanese games of old. Though it is always tempting to jump right back into the action, I highly recommend taking a moment to watch some of these scenes when they pop up.
This Party Is About To Get Crazy...
Devil May Cry 5's action never stops hitting. Gone are the days of awkward platforming and trekking through castles trying to find where to jam the glowing orb you just received from a boss. Instead, most stages are made up of linear pathways that lead from one battleground to another, with little inbetween. After completing one of the few overly simplistic puzzles reminiscent of the classic Devil May Cry games, Dante remarks, "I haven't used my brain that hard in a long time". Though the series has never been known for deep puzzles or exploration, the developers seemed intent on removing any notion that the game's genre is anything but pure action. It's a bold move - why include the typical sideshows intended to break up the monotony when the action-packed battles are anything but monotonous?
The game is paced extremely similar to Devil May Cry 4 - the first half of stages put you in Nero's shoes, while the latter half is dominated by Dante, with the new character V sprinkled throughout. Most stages force a specific character on you (even after completing the game), but there are a few that allow you to choose between two, and one that can be accessed by all three. These stages also include a shallow multiplayer element, with the ability to play the same level (albiet in separate areas of the stage) as other players online. With limited player interaction, this mode is a throwaway, but perhaps a sign of a more robust multiplayer mode for the future (be it added as DLC or in a later title).
Nero, being the opening character, is geared towards beginners, with a grappling arm to pull enemies in and powerful sword and gun combinations that don't require too much finesse. New to this title are an assortment of mechanical arms, "Devil Breakers" (built by Nico), that grant Nero new attacks and abilities, and allow some of the freedom of expression normally reserved for Dante. Breaker abilities include a multi-hitting rocket punch, energy blasts, and even momentarily stopping time. Be warned, though, if you are attacked while activating one of these arms, it will shatter, leading the next one in your inventory to be equipped automatically. Run out, and you'll have to buy more, or find them scattered throughout each stage. You can also voluntarily break them to access a limited enhanced power, or to escape a tight situation (similar to the "burst" mechanics of many anime fighting games).
V is a mixed bag in terms of difficulty - unable to attack enemies directly, he instead sends his pet demon bird (long range) and panther (short range) to attack for him, leaving him free to dodge stray enemies or read poetry (yes, you heard that right). His demons, however, are unable to finish off enemies, a task to be completed by V himself by landing a finishing blow at close range with his gothic walking cane. This can seem difficult or obtuse, especially to those familiar with the classic gameplay, but like the other well-designed systems, it becomes second nature, reminiscent of the dual-screen action of Square Enix's The World Ends With You.
It feels daunting when you finally access the series posterboy, Legendary Demon Hunter Dante, halfway through the game. Like Devil May Cry 4, he comes equipped with much of his classic arsenal (new and improved for even more varied attacks) and has access to four separate styles of gameplay - an evasive style, enhanced gunplay, enhanced melee attacks, and the defensive Royal Guard style that allows experts to absorb enemy attacks and unleash their energy in a single blow. Also like Devil May Cry 4, you can switch freely between all of these weapons and styles during battle, allowing for endless creativity on the part of advanced players, but perhaps making newcomers feel like buffoons for jamming the same old sword combos over and over*. If there is one criticism to be made about the gameplay, it is that it does a terrible job of easing new players into what is one of the most fun and unique action experiences in history (unlike Devil May Cry 3, which eases players in by unlocking these elements one at a time throughout the course of the game).
*And that's to say nothing about the fact that, in peak-Capcom fashion, every one of your battles is graded on a scale from D to SSS, based on how varied and unique you make your attacks.
Now, what good are all these fancy abilities and weapons without some challenging enemies to beat up on? Devil May Cry 5 does a decent job of fixing my issues with Devil May Cry 4 (boring enemies) and DmC: Devil May Cry (not enough bosses). In another move that emphasizes the action over annoyance, most enemies seem built more to be punching bags than a show-stopping hindrance. At the same time, none of these enemies, or even the bosses, seem new or unique to their counterparts from the older titles - in part because many of them are the same. At times it seems like your defensive strategy is based more on where the enemies are in the battle, swiveling the camera around constantly, than it is on avoiding tricky or odd attacks, though this can change a bit at higher difficulty levels.
Between the disruptive character switch halfway through the game, the return of several familiar enemy archetypes, and constant references to earlier entries in the series, Devil May Cry 5 often feels like, "Devil May Cry's Greatest Hits", rather than a brand new game (if you are familiar with the Star Wars films, this would be its "The Force Awakens"). Don't get me wrong, there are a fair amount of unique gamplay elements between Nero's devil breakers, V's summoning style, and Dante's new weapons*, and even then, having a smooth, lush, current-generation mash-up of the old Devil May Cry titles is by no means a bad thing.
*While we still don't see the return of his guitar, Dante can fight with a motorcycle, both by riding it into (over, up, and around) enemies, or by picking it up and swinging it around like juggling chainsaws.
Didn't We Just Leave This Party?
Setting comparisons to the older titles aside, Devil May Cry 5 is fast, furious, and insanely addictive. There is a robust amount of abilities and upgrades that you can buy from Nico's van (or a demon statue, and later, a demon statue inside Nico's van) using demon blood orbs that you earn from defeating enemies, completing stages, or by exploring every corner of the game. It's unlikely that you'll unlock them all on your first go, or even two - beginners (or people that are just awful at the game, like me) would be advised to spend their orbs on permanent health and energy powerups. Not being able to experience everything at once should only be encouraging, as the minute you complete the game your first time, be it on the beginner or intermediate difficulties, you'll want to jump right back in. Nothing about this game feels like a slog due to all the care taken by the development team to mainline action right to the player's veins (warning - many reports of sore hands and wrists have cropped up since the game's release).
While the game does throw a lot of complex gameplay elements at you all at once, everyone can find their own pace. The sandbox mode from the remake, "The Void", had found its way into Devil May Cry 5, allowing players to try out new abilities before buying them, or just practice combos and defense against any of the game's non-boss enemies. Additionally, Capcom has promised to quickly release the fan-favorite all-battle "Bloody Palace" mode (not available at the game's launch), where you fight endless waves of enemies - truly the best way to really learn and enjoy the game's deep and rewarding mechanics.
It would take a truly jaded Devil May Cry fan to treat this game with anything but adoration, while players new to the series are in for the most stylish action seen since the Playstation 2 era. Believe the hype, Capcom is back.
The plot of Devil May Cry 5 is, as one would expect from an action-driven title, somewhat thin. Red Grave City has succumbed to a demon infestation, its inhabitants harvested for their sweet, sweet, and potentially magical, blood. This blood is transferred through the roots of a giant demonic tree where the majority of the game's action takes place, to a massive devil who sits, literally and figuratively, at the center of everything. Series newcomer "V", a frail, gothic-styled young man travelling with his pet demons, then ropes in the popular Devil May Cry heroes of old - Nero, Dante, Trish, and Lady - to do battle with the devil. With a few see-them-coming-a-mile-away twists here and there, the story is perfectly paced for the game, unfolding in a series of well-directed cutscenes that invoke both the campy humor and improbable stunts of Devil May Cry 3 with a bit of the bawdy faux-edginess of the reboot. The voice acting (available in both English and Japanese languages) is also excellent, with much of the original cast returning from previous games. Nico, a rough-around-the-edges tinkerer and erratic van-driver who has partnered up with Nero, is exceptional as a crass American Southerner in English, and an earnest adventurer with a thuggish side in Japanese. On the other hand, Nero's pet raven proves that English voice talent cannot fathom any characterization for a cartoon bird other than Gilbert Godfrey's Iago from Disney's Aladdin (he is equally a jerk in Japanese).
Voice acting aside, the booming sound of the Devil May Cry games have come to be as much of a series staple as the action. Devil May Cry 5 does not disappoint in this regard, with Nero's high-caliber pistols thundering off the walls of a demonic walkway the moment you gain control of him for the first time (play this with headphones or surround-sound, trust me!). The thumping of the aforementioned demon tree's roots is ever-present as they crash through building walls or wrap themselves around the scenery, later squishing underfoot as they are engorged with blood. The music is the standard ambient Devil May Cry fare, mixed with some absolutely fantastic menu themes that are a bit off-beat for the series but somehow make it that much better (the theme of Nico's van is an instant classic). It's also worth mentioning the three battle themes, one for each playable character that, while not as killer as the theme of Devil May Cry 3*, provide some extra excitement to go along with the crazy gameplay. Dante's theme is a scream-driven metal track, while Dante and Nero have female-led vocal tracks laced with spoilers, should you actually listen to what they're saying.
*The Deluxe version of the game, offered as a package or a $20 add-on, actually lets you access some of these old songs, along with other bonuses.
Visually, Devil May Cry 5 is stunning, with sparks and other lighting effects blazing the battlefield, and environmental details more intricate than anything yet seen in the series. You can interact with (read: destroy) much of the scenery, but this level of detail almost works against the game in situations where you think you've found a hidden area, only to be blocked by an invisible wall. It is a shame that such a stylish game boasts the rather bland environments of a demonic infestation - the demon tree pervades wrecked cities and sewers of much of the game, while the alien landscape of the tree's inner workings comprise the rest (true to the series' roots - no pun intended). The irony is not lost on the developers, as Dante himself quips, after approaching yet another destroyed building, "I'm not a fan of ruins, I prefer my cities lively". Make no mistake though, Devil May Cry 5 does deliver when it comes to set-pieces, with many of the boss fights occurring in unique locales (the battle in a medieval room crashing down the mountainside is a standout).
One last note about Devil May Cry 5's solid presentation - the game boasts a number of intermission segments, as well as a main menu, with fully animated scenes from within Nico's van which play on loop in the background along with some chill jams. In these scenes, members of the cast make subtle movements and gestures that are as effective for characterization as the cutscenes from the main story. It's one of the more powerful artistic moves I've seen in a video game - echoing the unique and goofy splash screens of niche Japanese games of old. Though it is always tempting to jump right back into the action, I highly recommend taking a moment to watch some of these scenes when they pop up.
This Party Is About To Get Crazy...
Devil May Cry 5's action never stops hitting. Gone are the days of awkward platforming and trekking through castles trying to find where to jam the glowing orb you just received from a boss. Instead, most stages are made up of linear pathways that lead from one battleground to another, with little inbetween. After completing one of the few overly simplistic puzzles reminiscent of the classic Devil May Cry games, Dante remarks, "I haven't used my brain that hard in a long time". Though the series has never been known for deep puzzles or exploration, the developers seemed intent on removing any notion that the game's genre is anything but pure action. It's a bold move - why include the typical sideshows intended to break up the monotony when the action-packed battles are anything but monotonous?
The game is paced extremely similar to Devil May Cry 4 - the first half of stages put you in Nero's shoes, while the latter half is dominated by Dante, with the new character V sprinkled throughout. Most stages force a specific character on you (even after completing the game), but there are a few that allow you to choose between two, and one that can be accessed by all three. These stages also include a shallow multiplayer element, with the ability to play the same level (albiet in separate areas of the stage) as other players online. With limited player interaction, this mode is a throwaway, but perhaps a sign of a more robust multiplayer mode for the future (be it added as DLC or in a later title).
Nero, being the opening character, is geared towards beginners, with a grappling arm to pull enemies in and powerful sword and gun combinations that don't require too much finesse. New to this title are an assortment of mechanical arms, "Devil Breakers" (built by Nico), that grant Nero new attacks and abilities, and allow some of the freedom of expression normally reserved for Dante. Breaker abilities include a multi-hitting rocket punch, energy blasts, and even momentarily stopping time. Be warned, though, if you are attacked while activating one of these arms, it will shatter, leading the next one in your inventory to be equipped automatically. Run out, and you'll have to buy more, or find them scattered throughout each stage. You can also voluntarily break them to access a limited enhanced power, or to escape a tight situation (similar to the "burst" mechanics of many anime fighting games).
V is a mixed bag in terms of difficulty - unable to attack enemies directly, he instead sends his pet demon bird (long range) and panther (short range) to attack for him, leaving him free to dodge stray enemies or read poetry (yes, you heard that right). His demons, however, are unable to finish off enemies, a task to be completed by V himself by landing a finishing blow at close range with his gothic walking cane. This can seem difficult or obtuse, especially to those familiar with the classic gameplay, but like the other well-designed systems, it becomes second nature, reminiscent of the dual-screen action of Square Enix's The World Ends With You.
It feels daunting when you finally access the series posterboy, Legendary Demon Hunter Dante, halfway through the game. Like Devil May Cry 4, he comes equipped with much of his classic arsenal (new and improved for even more varied attacks) and has access to four separate styles of gameplay - an evasive style, enhanced gunplay, enhanced melee attacks, and the defensive Royal Guard style that allows experts to absorb enemy attacks and unleash their energy in a single blow. Also like Devil May Cry 4, you can switch freely between all of these weapons and styles during battle, allowing for endless creativity on the part of advanced players, but perhaps making newcomers feel like buffoons for jamming the same old sword combos over and over*. If there is one criticism to be made about the gameplay, it is that it does a terrible job of easing new players into what is one of the most fun and unique action experiences in history (unlike Devil May Cry 3, which eases players in by unlocking these elements one at a time throughout the course of the game).
*And that's to say nothing about the fact that, in peak-Capcom fashion, every one of your battles is graded on a scale from D to SSS, based on how varied and unique you make your attacks.
Now, what good are all these fancy abilities and weapons without some challenging enemies to beat up on? Devil May Cry 5 does a decent job of fixing my issues with Devil May Cry 4 (boring enemies) and DmC: Devil May Cry (not enough bosses). In another move that emphasizes the action over annoyance, most enemies seem built more to be punching bags than a show-stopping hindrance. At the same time, none of these enemies, or even the bosses, seem new or unique to their counterparts from the older titles - in part because many of them are the same. At times it seems like your defensive strategy is based more on where the enemies are in the battle, swiveling the camera around constantly, than it is on avoiding tricky or odd attacks, though this can change a bit at higher difficulty levels.
Between the disruptive character switch halfway through the game, the return of several familiar enemy archetypes, and constant references to earlier entries in the series, Devil May Cry 5 often feels like, "Devil May Cry's Greatest Hits", rather than a brand new game (if you are familiar with the Star Wars films, this would be its "The Force Awakens"). Don't get me wrong, there are a fair amount of unique gamplay elements between Nero's devil breakers, V's summoning style, and Dante's new weapons*, and even then, having a smooth, lush, current-generation mash-up of the old Devil May Cry titles is by no means a bad thing.
*While we still don't see the return of his guitar, Dante can fight with a motorcycle, both by riding it into (over, up, and around) enemies, or by picking it up and swinging it around like juggling chainsaws.
Didn't We Just Leave This Party?
Setting comparisons to the older titles aside, Devil May Cry 5 is fast, furious, and insanely addictive. There is a robust amount of abilities and upgrades that you can buy from Nico's van (or a demon statue, and later, a demon statue inside Nico's van) using demon blood orbs that you earn from defeating enemies, completing stages, or by exploring every corner of the game. It's unlikely that you'll unlock them all on your first go, or even two - beginners (or people that are just awful at the game, like me) would be advised to spend their orbs on permanent health and energy powerups. Not being able to experience everything at once should only be encouraging, as the minute you complete the game your first time, be it on the beginner or intermediate difficulties, you'll want to jump right back in. Nothing about this game feels like a slog due to all the care taken by the development team to mainline action right to the player's veins (warning - many reports of sore hands and wrists have cropped up since the game's release).
While the game does throw a lot of complex gameplay elements at you all at once, everyone can find their own pace. The sandbox mode from the remake, "The Void", had found its way into Devil May Cry 5, allowing players to try out new abilities before buying them, or just practice combos and defense against any of the game's non-boss enemies. Additionally, Capcom has promised to quickly release the fan-favorite all-battle "Bloody Palace" mode (not available at the game's launch), where you fight endless waves of enemies - truly the best way to really learn and enjoy the game's deep and rewarding mechanics.
It would take a truly jaded Devil May Cry fan to treat this game with anything but adoration, while players new to the series are in for the most stylish action seen since the Playstation 2 era. Believe the hype, Capcom is back.
Verdict
What I Liked ...
- +Extremely streamlined, nothing stands between you and endless action
- +Plethora of weapons and abilities to explore and master
- +Combination of every Devil May Cry game's best elements
What I Didn't Like ...
- -Sometimes feels too familiar, safely builds on what made the previous games successful
- -Beginners may be overwhelmed with the abundance of combat options thrown at them with little-to-no explanation of how best to use them
10
Gameplay
Like Pokemon, each subsequent Devil May Cry game only builds upon what makes the previous title successful. 5 is a true successor to 4 and DmC, offering non-stop action and near-bottomless expression for the discerning fan.
9
Presentation
The graphics are glorious and the cutscenes deliver you from one action-packed sequence to the next at a blazing pace. Surprisingly, the fully animated menu screens, accompanied by killer tunes, are as entertaining as the game's main plot.
9
Lasting Appeal
Built for multiple playthroughs, and with the endless 'Bloody Palace' mode to be added soon, Devil May Cry stands up to every action gamer's old standards - be it DMC4, Revengeance, Bayonetta, or Ninja Gaiden.
9.2
out of 10
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