He even has a motorcycle that he can crash into enemies with and then transform into two slow but heavy-hitting buzzsaw swords and back again, all in the space of a single combo. His arsenal is a fantastic mix of old and new, with the old weapons kept fresh thanks to a number of new tweaks and techniques, and the new weapons adding new layers to Dante’s combat that he’s never had before.
He can swap between four distinct styles (Trickster, Royal Guard, Gunslinger, and Swordmaster) four melee weapons, and four ranged weapons, all on the fly.
But the real fun starts when you hold down the Devil Breaker button while Punchline is out, allowing you to jump on top of it and ride it like a hoverboard, knocking enemies up into the air with flips, 360s, and other sick stunts.ĭante’s gameplay is by far the most familiar because he plays almost exactly the same as his Devil May Cry 4 counterpart, which is to say that he’s essentially a Swiss army knife. My favorite, Punchline, shoots out an arm that homes in on an enemy and keeps them in place with quick rocket punches. If you’re playing as Nero, those tools are your revvable Red Queen sword, chargeable Blue Rose handgun, a grapple that can pull enemies towards you, and an ever-growing arsenal of Devil Breakers, which are disposable mechanical arms that each provide Nero with new abilities and utility. The beauty of DMC 5's combat is in the depth, creative freedom, and variety.But the beauty of Devil May Cry 5’s combat is in the depth, creative freedom, and variety its three sets of tools offer. There’s even an “auto-assist” mode that automatically performs cool and flashy combos by just mashing the attack button, letting even casual players feel what it’s like to play at a higher technical level. If that’s as deep as you want to go, you can absolutely get through the campaign on normal difficulty just fine with nothing more. On the surface, it’s a very simple system: There’s one button for melee attacks, one for ranged attacks, and one for your Devil Breaker, style technique, or cane attack, depending on which character you’re using.
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By the end of its 10 to 12 hours I still had some questions left over, but overall the plot kept me hooked all the way through with satisfying revelations, a few answers that fill in some long-standing series plot holes, and of course, the off-the-wall action that only Devil May Cry can deliver.ĭevil May Cry 5’s combat is absolutely sublime. Like Nero, I was never sure if I could trust V and found myself formulating theory after theory about his identity and motives with every new morsel of information that was fed to me.
There’s a great air of mystery to the unknown nature of both Urizen and V. After Dante stays behind to let Nero and a new character named V escape from a super-powered demon king named Urizen, the story jumps around a time period of a couple of months, rotating through perspectives as it tells the present-day story of Dante, Nero, and V, while also explaining the circumstances that led to Urizen’s rise to power and V’s quest to take him down. Devil May Cry 5 is the new pinnacle of this particular subset of the genre, thanks to a perfectly paced campaign that mixes in three completely different playstyles, each of which containing enough depth to carry a game of their own a fun and satisfying story and quite simply one of the best combat systems you’ll find in video games.ĭevil May Cry 5’s story is somewhat unconventional in that it starts with events that would normally feel like the climax: you’re thrown right into a fight you’re meant to lose. They’re about how you killed every enemy in a room, expressing yourself in an almost artistic and highly technical dance of swords, guns, and lots of jump cancels. The first Devil May Cry sparked my love of action games in general, but as the series has gone on it’s kept that place in my heart because they aren’t just about killing every enemy in a room.