OVERVIEW
- Rating: 10/10
- Hours played: 15
- Pros: combat quality, variety and depth, replay value, presentation
- Cons: level design, story pacing
I have completed Devil May Cry 5 on Devil Hunter Mode once, which took me about 11 hours. I also played a bit with the Bloody Palace mode, and have an ongoing run through Son of Sparda mode.
GAMEPLAY
Devil May Cry 5 (DMC5) is the return of the original series, stepping away from the infamous (and likely unfairly hated) reboot from 2013. After 10 years of wait, Capcom gave fans the sequel to the fourth game that every fan was expecting, taking the old gameplay to a whole new level of sophistication and fun, while making use of the RE Engine to create the coolest looking DMC to date.
The most important element to DMC’s gameplay has always been the combat, and that was clearly the focus of development with this instalment. DMC5 shines not only on the quality of combat mechanics, but, specially, on variety and depth. The game has 3 playable characters for the main story, Dante and Nero making a comeback from DMC4, and V, a new character. They all have very different skills and toolsets, with varying levels of depth between them: V is the most unique, but also the easiest to use from a beginner’s perspective, while Nero acts as an intermediary character, with a growing set of Devil Breakers in place of his Devil Bringer from the last game. Finally, Dante returns with an incredible set of weapons that can all be switched on the fly, alongside his 4 fighting styles from DMC3 and 4. They are all viable and useful characters, but the amount of mileage that skilled players can take out of Nero and, specially, Dante, is absolutely incredible, as it is to be expected from this series.
If from one side the developers looked to expand the design of combat, the approach to other elements of gameplay was fairly streamlined. DMC5 has the most straightforward level design on the series, mostly focusing on straight paths that takes players to one combat encounter after another, with some ligh platforming at times, and eventually exploring a corner for extra orbs or a secret mission. It’s by far the most basic game on the series outside of combat, levels rarely have any mystery to them, and exploration doesn’t feel as rewarding as it used to be. At least that are some standout memorable levels, and the secret missions do add a few unique challenges that are not combat-exclusive.
Perhaps a reason for the simple levels is to enhance replayability, an element that has been incredibly important to DMC games. In fact, DMC5 is possibly the most replayable of the bunch, because of the variety and depth of characters and playstyles, the numerous difficulty settings that are progressively unlocked every time you beat the game, the bloody palace mode, the variety and quality of enemy and boss designs, and, finally, the Void, a very strong training mode that is great for newcomers and experienced players.
The series is known for being challenging, and the incredible array of new modes that this game has really works to garantee that everyone can have something for their taste and skill level. I did, however, feel that Normal mode was a little bit easier than I’d like – I never died to mobs, and no boss killed me more than once. Going through hard mode now I’m feeling it is more appropriate for someone who’s played the older games, and makes me wish that it was unlocked by default, since the really great DMC players (whose level I’m nowhere near of) are probably walking through their first playthroughs. At least newcomers are going to have a more balanced experience, as DMC3 could be a bit too much on normal for someone who never played this type of game (which was actually my case when I played it for the first time – it was painfull).
STORY
DMC games are not known for great storytelling, but that doesn’t mean that the writing isn’t important to enhance the experience. A good DMC needs to be like watching a popcorn action movie, or even most of the superhero ones: you watch it for the cheese, it’s fun, you have a laugh here and there, and, with luck, you’ll find a bit more substance in the middle. While DMC5 excels at the first part, it didn’t do a great job on the second.
Apart from the funny elements, the good parts are because of the characters, a trademark of the series. Dante is awesome as usual, Nero actually seems to have been through some growth after the last time we saw him and the new characters, V and Nico, are excellent. It’s a shame that Lady and Trish were relegated to background noise.
The problems I had with the story happened when the game tried to deal with more important stuff. No only the villain’s motivations didn’t sit right with me, the pacing of the plot was terrible. I believe they made a mistake trying to build mystery where there was none, and when all the information was at the table and characters were expected to react to and grow from them, it was too late, with the ending missions feeling extremely rushed.
In the end, I still believe it was a worthy journey, I had a lot of fun and the presentation was fantastic. Voice acting, music, sound, graphics, art style and animations all helped to improve the experience with both story and gameplay, making DMC5 the most polished of the series.
CONCLUSION
Devil May Cry 5 is one of the games of the last decade and one of the best action titles I have ever played, providing me with tremendous levels of fun. I still think I prefer the third game (level design, atmosphere, story and bosses give it a slight advantage), but that can change with time, as the gameplay was phenomenal. I recommend this game for every fan of action games, and I'm glad to say it was worth the 10-year wait.