Review by OhhSnap
Devil May Cry 5 - Perfection Unleashed
Capcom continues to dominate the game market with its streak of incredibly successful games as they release the latest installment of Devil May Cry, a stylish hack n slash action game that runs on the gorgeous new Resident Evil engine. The story takes place after the events of Devil May Cry 4. A mysterious man named V assigns Dante to take on a big mission to defeat a familiar demon. Little does he know, he’s in for much more than he expected. Meanwhile, Nero loses his arm to an unknown entity and joins the action with his prosthetic arm engineer sidekick Nico, and together with V, Dante, Trish, and Lady, they must put a stop to this new threat. The player first takes control of Nero and is later introduced to the other characters.
The game consists of 20 long missions where the player must fight through each stage of demons to reach the end which usually would have a boss of some sort or a difficult fight against multiple enemies. The missions aren’t entirely linear as there are various orbs and hidden missions to find off the beaten path. Red orbs are used to purchase skills and upgrades through Nico’s shop or a shrine checkpoint. White orbs recover Devil trigger, green orbs recover health, blue orbs are used to extend maximum hp, and purple orbs extend maximum Devil trigger gauge. Nero is able to purchase various “Devil Breaker” prosthetic arms and each arm has a varying effect when triggered. One of the arms featured in the deluxe edition is Megaman’s Mega buster, and another of the arms called Gerbera let’s the player fly through the air as an evasive maneuver. Nero can equip multiple Devil breakers but only use one at a time. He can also destroy his current Devil breaker to deal damage and rotate to the next one. Nico has scattered many different breakers around the map for Nero to obtain or he can just purchase them via red orbs. Nero has a hack n slash moveset but with one unique mechanic where the player must time the L2 button right after each swing to “rev” Nero’s engine sword in order to spark flames and add extra hits mid combo.
As the missions progress, the player is introduced to different playable characters; V becomes playable at around Mission 4 and Dante much later during Mission 10. V’s mechanics are much different from the rest and because he’s a frail man, he needs to use his demon minions to attack. As V, the player needs to stay away from the action and press triangle to control a bird and square to control a panther. His Devil trigger releases a giant laser shooting golem. These demons however can not kill other demons, so V must use his cane to finish them off with one last hit. Dante’s moveset is incredibly complicated which is why he’s perfectly situated to be playable much later in the game. First, he has multiple stances that can be switched using the dpad; trickster, royal guard, swordmaster, and gunslinger. Each stance gives a different effect to the O key depending on the stance and the situation and position of the player. Second, Dante has an extensive arsenal of weapons that can be changed via the L2 and R2 buttons. For ranged weapons, Dante has a hat, his signature dual pistols, lady’s rocket launcher that is able to be upgraded into a dual launcher, and a shotgun. For melee, Dante has multiple choices of swords, a motorcycle split in two to form a giant dual saw type weapon, a punch and kick weapon set, and a pair of triple nunchucks that can transform into a bo staff and a three section staff. With these two mechanics, Dante’s combo potential is deadly but very complicated. Each of these characters become playable in specific missions where only they are available to choose, while other missions let you choose one of the three or one of the two. Depending on your choice, you are playing in a different section of the map. This is where a little bit of online co op comes in. If you’re connected to the internet and your options are set correctly, you can be taking on enemies on one side of the map while another player is taking on a character you didn’t pick who is somewhere else on the map. It doesn’t quite make sense to have a co op mode with the players being separated but it’s an interesting addition.
The combat in Devil May Cry shines brighter than most hack n slash type games with it’s incredibly complex fighting game-like combo system. No matter how good or bad you are at the game, every swing of a weapon is satisfying to watch. The movesets are animated in the highest of quality. Mixing gunplay with swordplay and defying gravity by dancing in midair juggling demon trash around is something Devil May Cry is known for and it does it very well in this newest installment. For those that aren’t quite skilled at the game, there’s an “auto” mode where the character would essentially dish out certain combos on button press without having to press any directional buttons. Dante will automatically change stances and weapons and Nero would automatically rev his sword. I enjoyed the taunt system which has a plethora of different animations. By pressing taunt, the player character will do some kind of dance or stance while throwing some shade the enemy. One of my favorites is a very interactive taunt where Nero actually puts his hood on and it stays on until getting hit. Another one he does let’s him stay in the air longer and it can be used as part of a combo. Devil May Cry is also known for their satisfying style rank system. Depending on how well you perform, the style rank goes up from D to A all the way up to SSS. Each time the rank goes up the music will become more intense and the style rank announcer will say something. The music in this installment is a lovely mix of electronic mainly for Nero and rock mainly for Dante. The battle music from the current game as well as from previous installments can also be set in the jukebox. There’s a little poke at fun from the developers that lets the player change cutscenes to creative prototype reels in the studio. It’s pretty entertaining to watch. There’s also a pretty lengthy video accessible on the main screen for anyone not familiar with Devil May Cry lore that goes through the chronological order of the games and gives a brief overall story.
There were barely any issues I had with Devil May Cry 5, but there were some nitpicking little problems I had. Nero is able to wield multiple Devil Breakers but he is unable to manually switch between them, so the player must “destroy” the current Devil Breaker in order to use the next one on the wheel. This takes away from being able to mix up Nero’s moveset like the player can do with Dante. I would find myself purchasing a bunch of Gerberas for the sake of having a second dodge and a triple jump. If the player is skilled enough, they can equip breakers in a certain planned sequence however it would be much easier to just switch between breakers. Nero’s old arm powers called Devil Buster is obtainable at the end of the game mainly due to story reasons but it would’ve been nice to be able to use it periodically during the story instead of only at the end.
The Visuals and feel
Devil May Cry 5 uses the new Resident Evil Engine and it looks amazing, the characters have changed drastically from the old anime type style and into a more realistic style as the DMC team hired professional models and actors to mocap everything. The graphics are superb and roughly on par with Resident Evil 2 as a sibling of the same engine but with a much lighter and vibrant tone to show off a bit more detail. The cutscenes are incredibly well directed and the camera angles and panning effects are straight out of a professionally made mainstream Hollywood film. The Resident Evil engine is used to its full potential with character face emotion and there’s quite the spark of emotions during some parts of the game. The superb voice acting by the same cast from Devil May Cry 4 and mocapped facial animations compliments the various emotions portrayed by the characters. The physics are detailed to the T as you can knock each book off a book shelf and you can see multiple strands of hair move around like it's straight out of a Final Fantasy game. This is one of those games where I could watch the entirety of its cutscenes multiple times.
Length and Replayability
The game for me took about 10-15 hours to beat as counted from my entire recorded gameplay which got cut down all the way to 3 hours. The replayability of Devil May Cry 5 is through it’s different difficulties; by default Human and Devil Hunter are the 2 options. Beating Devil Hunter unlocks Son of Sparda which then beating that would unlock another difficulty and so on. One of the more interesting difficulties is Heaven or Hell mode where both the player and the enemy only need 1 hit to kill. It’s well advised to replay the game and at a higher difficulty due to Nero unlocking additional powers literally at the end of the game. The player can utilize these new powers to its full extent by playing the game once more with them. Beating a certain difficulty will unlock super variants of the characters where they will have unlimited Devil trigger which lets them stay in a powerful transformed state almost permanently. It’s the equivalent of unlocking Resident Evil’s infinite ammo weapons.
This one is for the ages, it’s too good for a number rating. One of the best Devil May Cry games to date if not the best period. Anyone who enjoys action and stylish hack n slash games should check out Devil May Cry 5. Masochistic Darksouls players would also enjoy the higher difficulties of this game. Capcom has been dominating as this game is the newest addition to their super three headed beast of amazingness along with Resident Evil 2 and Monster Hunter World.
Designer: Yoichiro Ikeda
Release: March 8, 2019
Rating: 5.0 - Flawless
Product Release: Devil May Cry 5 (Collector's Edition) (US, 03/08/19)
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