![]() You can deal out some monstrous combos, especially when you summon Nightmare into the fray and it starts coating the arena in explosions and laser beams. But it’s nevertheless an interesting twist on the hack-and-slash, and feels incredibly satisfying when you get the hang of it. You can sort of aim them at an enemy with the lock-on system, but even then they’re prone to deviating from the plan and attacking whoever’s closest. It’s a weird system, because you’re not really controlling your summons. Also to keep your pets from getting hurt, as they can be temporarily downed-leaving V entirely defenseless. The panther has melee attacks, the vulture has ranged attacks, and your job as V is just to keep from getting hurt until you can deal the finishing blow. He has three demon-pets: A vulture, a panther, and an enormous monster called the Nightmare. V isn’t at all what you’d expect from a Devil May Cry. That said, there’s a lot of depth to the system and it made Nero probably my favorite character to control.Īnd then there’s V, the oddest of the group. It’s a bit of a clumsy system, especially compared to Dante who can change weapons at any time, and I found myself wishing I could easily swap between the Gerbera and some of the more niche Devil Breakers. If he takes damage, the current Devil Breaker shatters and he equips the next one in his “Magazine.” Or you can purposefully shatter a Devil Breaker at any time to bring up the next. The catch: Nero can’t swap Devil Breakers on the fly. Devil Breakers also let Nero grapple onto enemies from afar, pulling either them or him in closer. But there are weirder ones as well-Ragtime lets you slow time, Rawhide is a barbed whip, and so on. ![]() The two basic ones are the Overture and the Gerbera, with the former giving him some electric attacks and the latter some much-needed mobility in the form of ballistic dodge moves. Nero’s a fantastic character this time around, thanks to his new “Devil Breakers,” cybernetic arms he can swap out for new powers. Longer than that, and I found it hard to focus on combos effectively and usually fell back on brute-forcing fights, which defeats the whole point of playing this type of game.ĭevil May Cry 5 does have some help though, in that you’ve got Nero and V along for the ride. It’s a fun loop, albeit one that benefits from playing in short bursts-I found two or three hours to be a nice sweet spot. There are nigh-infinite options for combos, all with the goal of reaching that vaunted “SSS” ranking, or Smokin’ Sexy Style, which in turn helps you hit a higher rank for the level itself, which rewards more Red Orbs, which lets you unlock more moves, which helps you hit a higher rank next time, and so on. The Balrog, which turns Dante into a boxer? There, the Swordmaster style causes Dante to break dance, spinning on his back and kicking enemies around him. Sword? The Swordmaster style has Dante twirl his weapon, launching enemies into the air. Making matters even more complicated, these moves change depending on which weapons Dante has equipped. The Trickster gives Dante dodge moves for instance, and lets him close gaps to airborne enemies, while Royalguard is focused on parrying. These can be toggled on the fly using the D-pad, and each brings different advantages. But with Dante you’ve got a fair number of options, with his combat styles returning from Devil May Cry 4-Trickster, Royalguard, Gunslinger, and Swordmaster. As per usual, the trick is generally to catapult enemies into the air and then juggle them endlessly, thus avoiding their attacks and the attacks of other enemies below. He has swords, he has guns, and he’s pretty great at using both. It’s pretty even as well, with each character taking approximately a third of the game’s 19 missions. Two missions allow you your choice of character, but the rest are all locked to one. You’ll play as each character during the story-though it’s less freeform than it sounds. IDG / Hayden DingmanĪs I said, it’s up to Dante, Nero, and V to save the world. Suffice it to say, Devil May Cry 5 puts together an impressive triple-threat. Halfway through the review, and I’ve yet to talk about Devil May Cry’s combat-a sin, I’m sure. “What happens next” is usually killing a bunch of demons, to be clear. But you always want to see what happens next. It’s cliche-ridden, sure, and predictable. There’s real skill in pulling off an over-the-top action game without it feeling empty or generic, and Devil May Cry 5’s writing is some of the most deft I’ve seen since Metal Gear Rising: Revengeance. It’s tempting to call Devil May Cry 5 dumb, but it’s not.
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