PRODUCT DESCRIPTION: The Devil you know returns in this brand new entry in the over-the-top action series. Prepare to get downright demonic with this signature blend of high-octane stylized action and otherworldly & original characters the series is known for. Director Hideaki Itsuno and the core team have returned to create the most insane, technically advanced and utterly unmissable action experience of this generation!
The threat of demonic power has returned to menace the world once again in Devil May Cry 5. The invasion begins when the seeds of a "demon tree" take root in Red Grave City. As this hellish incursion starts to take over the city, a young demon hunter Nero, arrives with his partner Nico in their "Devil May Cry" motorhome. Finding himself without the use of his right arm, Nero enlists Nico, a self-professed weapons artist, to design a variety of unique mechanical Devil Breaker arms to give him extra powers to take on evil demons such as the blood sucking flying Empusa and giant colossus enemy Goliath.
High octane stylized action - Featuring three playable characters each with a radically different stylish combat play style as they take on the city overrun with demons
Groundbreaking graphics - Developed with Capcom's in-house proprietary RE engine, the series continues to achieve new heights in fidelity with graphics that utilize photorealistic character designs and stunning lighting and environmental effects
Take down the demonic invasion - Battle against epic bosses in adrenaline fueled fights across the over-run Red Grave City all to the beat of a truly killer soundtrack
Demon hunter - Nero, one of the series main protagonists and a young demon hunter who has the blood of Sparda, heads to Red Grave City to face the hellish onslaught of demons, with weapons craftswoman and new partner-in-crime, Nico
REVIEW
DEVIL MAY CRY 5
A Stylish Return To Form
BY JOE JUBA
8.5
CONCEPT
Return to the classic stylish action of Devil May Cry with lots of flashy combos and familiar faces, plus a new playable character
GRAPHICS
This more realistic vision of the DMC universe looks great, though some of the enemy designs seem to blend together this time around
SOUND
The soundtrack is the usual mix of ambient gothic and rock music, and the voice performances are well done
PLAYABILITY
Controlling Nero and Dante again is comfortable and intuitive. V's combat style takes longer to learn and feels less precise, but offers something different
ENTERTAINMENT
Chaining together impressive combos is as fun as ever, though hopping among three characters makes it hard to hone your expertise
REPLAY
Moderately high
The Devil May Cry series began with Dante, a lone demon hunter. Today, he's not so lonely; other playable characters have rotated in over the years, including Vergil, Nero, Trish, and Lady. Devil May Cry 5 expands the cast again with V, a mysterious man who uses demonic companions to fight. V offers a unique approach to DMC's stylish battles compared to the slash-and-shoot mechanics of Dante and Nero, but his addition comes at a cost: Bouncing among three characters provides fun variety, but it keeps you wading in the shallows of combat too long, rather than letting you dive into its impressive depths.
The core appeal of Devil May Cry is stringing moves together to form your own elaborate and spectacular combos. Devil May Cry 5 generally delivers a precise and satisfying (if familiar) version of that formula. You launch underworld abominations into the air, slice them up, and blast them from afar, all using responsive controls that make it easy to cut through the horde. The story is ridiculous and barely coherent, but it works thanks to a few awesome moments I can't spoil here. All this serves as a consistently entertaining foundation, and all three playable heroes add their own variations.
You start playing as Nero, who still uses his sword, gun, and grab to combine mobility and lethality. The biggest change from previous entries comes from his robotic arms. Each arm gives you different powers, like firing off a metal fist to pummel an enemy, super-charging your attacks, or giving you an extra mid-air dash. In theory, this system expands your arsenal with lots of new tricks. In practice, it isn't fun to manage. Several arms have contextual utility, but you can't switch among them manually; you have to break (i.e. waste) your limited supply until you get to the one you want. Plus, the arms cost orbs to replenish - the same currency you use to buy your moves and health upgrades - so spending resources on them feels like throwing your money away. Ultimately, they are fun to experiment with, but they aren't powerful or interesting enough to warrant the hassle and expense.