
Disclaimer: I would recommend reading my Devil May Cry 3 review for some context before this one.
This game is exactly what I wanted. A new Devil May Cry that manages to push past the needless shortcomings of its predecessors to provide one of the most incredible gameplay experiences I’ve ever had the pleasure of playing through.
The plot, of course is that a big demon called Urizen has come to wreak havoc on top of a giant cylindrical tree, the Qliphoth and now Dante and the gang from the previous four games have to beat him. Joining them this time is V, a strange fellow that likes reading William Blake poetry, hangs around nightmare demons and walks with a cane for seemingly no reason other than to look cool, so the standard affair really. Alongside this crazy team of demon hunters is Nico, a human character who doesn’t actually fight anyone and instead makes weapons for Dante and Nero, the protagonist from Devil May Cry 4 after he loses Yamato, Vergil’s sword and then has his once demonic arm chopped off by a mysterious man who is quite proficient with it (whoever could it be?) in the game’s opening.
The main conflict of the game is Nero’s desire to be seen to be a competent demon hunter through the eyes of Dante, who he clearly admires. This is set up in the very beginning of the game, with Nero caring more about being called dead weight by Dante than the giant demon that has just eradicated an entire city. This leads Nero to do various brash and stupid things throughout the game with his goal being to get to Urizen and beat him before Dante does so he can join the cool club with the rest of the crew. Devil May Cry 5 allows us to see more of Nero’s personality than we got to see in 4. With his short temper and narrow-mindedness staying the same, but this time Nero is a bit more playful and agitative with the demons he fights seeing as Kyrie (his love interest) isn’t in danger this time around. We see that admiration of Dante through the playful side of Nero as it nicely mirrors Dante’s carefree nature in Devil May Cry 3 in a subtle and natural way, without feeling forced, which is quite impressive considering how in your face the series can be. Dante, now much older than the previous games knows the truth about Urizen and Nero’s origins and we see his uncharacteristic coldness act as a way to protect Nero, but in actuality causes the opposite effect by getting him more involved. The tension between the two rises and rises throughout the game until it reaches a breaking point in the third act. All the while, V seemingly wants to help Nero get stronger, but there is an ever-present sense that he has his own plans for Urizen. The way the characters’ stories unravel throughout the non-linear narrative acts as the trigger for Nero and Dante’s emotional climax and how the rest of the game unfolds from there.
The supporting cast for the most part is … just there. I’m happy to see Lady and Trish back in this game, but they just sort of stand around and do little to nothing for the whole game. Morrison, a character from the Devil May Cry anime makes his game debut here, he gives Dante the job to beat Urizen and just leaves until the end of the game. I feel this then lets us get more attached to Nico, who appears throughout the game in her Devil May Cry branded van. She is fun, quirky and quippy, and she manages to act as a nice counter to Nero. It also helps that she acts as the game’s shop, requiring the characters to use payphones found in most levels to effectively summon her. These are some of my favourite parts of the game because of the strange hilarity of seeing characters who were tearing demons apart two seconds ago suddenly stopping and looking for money in their coats and then waiting for the van to show up. When it does, it is beautiful. The van could come from anywhere, smashing through walls, falling from the sky and even digging its way up from underground, the way that van flies into the scene adds a lot to the characters with the way it shows how they wait while at the same time it does so much for Nico as well by showing the player that she absolutely fits in with the rest of the crew with the insane things she pulls off. Urizen is less of a character and more of a plot device to drive Dante and Nero forward and I suppose in that way, he is more like Mundus from Devil May Cry 1 than Vergil from 3.
Which, I suppose in a roundabout way brings me to my next point; the game fits so well with its predecessors, well maybe not Devil May Cry 2. (I say that, but the city aesthetic makes me think otherwise), What I mean with this is that the game feels like a natural continuation of the series through its characters, its story, its gameplay and most importantly, its tone. The tone is especially important because the game trims the 2000s edge of the older games and adds more of the stuff that made people love the series. The cheesy melodrama is still there, the dialogue is as Devil May Cry as ever and the cutscenes couldn’t be more insane if they tried. With all of this, the game has a sense of self awareness, in that it manages to tread the fine line between utter insanity and a well told story, which I find to be one of its best aspects. I also appreciate the little references to the series’ history, like the inclusion of Morrison sprinkled throughout the game.
But of course, the best aspect of the game is its gameplay and Devil May Cry 5 exceeds every expectation I had. Each of the three playable characters, Nero, Dante and V, work completely differently, with different weapons, abilities, strengths and weaknesses.
Nero is the easiest of the bunch to get your head around, with one main weapon, his inseparable Red Queen, a sword that revs up like a motorbike (it is as cool as it sounds) and his gun, the Blue Rose, which is a double barrelled revolver. In Devil May Cry 4, Nero had a demon arm which he could use to fling enemies around or beat them into a pulp. In 5, he doesn’t have that arm anymore, so instead, he has Nico make robotic arms. These Devil Breakers each give Nero at least two extra moves on top of his already quite large moveset. These include simple actions like a lightning attack from Overture, the first Devil breaker you get, to some, like rawhide having their own bite sized moveset. My personal favourites have to be punchline, the rocket powered arm that Nero can ride as a sort of hoverboard and Mega man’s Mega buster that comes in the deluxe edition of the game. Part of the fun of the devil breakers is making a loadout that suits how you play, as you can’t switch between your selected devil breakers and they are all destroyed in a single hit if you use them at the wrong time. You can also destroy them if you actively choose to, which blows enemies away and they also break if you use their charge attacks, so planning how you want to use them gives Nero more depth thna he previously had. That’s not to say that his old weapons aren’t really fun too as the exceed system from 4 returns, rewarding players on their timing when revving the Red Queen up to allow for stronger attacks. He also has a grappling hook of sorts to pull enemies toward him so you can carry on pummelling them. Nero’s depth expands as the game continues, with each new devil breaker adding an extra layer of experimentation and strategy, so much so that by your second playthrough he feels like a completely different character. (this is helped by a certain other feature unlocked at the end of the game that I won’t spoil)
The second character you get to use is V, who plays completely differently to any other character in the series because he isn’t the one fighting the enemies and instead leaves that to his personal demonic familiars, Shadow, Griffon and Nightmare, all named after the bosses from the first game. To that extent, they function very similarly too, with Griffon and Shadow using the exact moves from the first game. Seeing as the familiars and V are all separate entities, you can use them all at the same time, which led to button mash a bit more than I should’ve when first getting to grips with V’s gameplay. Once you do master it, however the game becomes less chaotic and more about careful positioning of V and the familiars to constantly juggle enemies and keep them from damaging V. V and his familiars have their own health bars so you have to monitor each of them to carefully as V has to heal the familiars at the risk of getting attacked himself. After enemies are weakened, V uses his cane to finish them off in the most dramatic way possible. Unlike in previous games, V’s devil trigger doesn’t heal him, but it brings his familiars back to full health while also summoning Nightmare, who has his own complete moveset, but can move independently. V can also use some of his devil trigger meter to make the other two familiars stronger and put them on autopilot and he can walk around reading poetry to regain his devil trigger meter, which might just be the the best move in the game.
Dante is a whole other can of worms. Wow. There are so many things he can do. Just on the surface, four weapons, four guns, four styles, a devil trigger that changes how some moves work and another moveset that you get near the end of the game that adds a layer of strategy as to how you use your devil trigger that I won’t spoil. He starts off with Rebellion, his classic sword, ebony and Ivory, his signature guns, Balrog, fire gauntlets that also have a kick based mode and Coyote A, a shotgun but over the course of the game you also get two other swords, Cavaliere, a demonic motorbike, king Cerberus, a new take on Devil May Cry 3’s Cerberus that now also has fire and lightning based moves on top of the old ice moves, Faust, a hat that uses your red orbs, the game’s currency, as its ammo and two different Kalina Anns, rocket launchers that are just like how they were in Devil may cry 3, but now there are two of them and even more moves. The same four styles, trickster for mobility, swordmaster for better devil arms, gunslinger for better guns and royalguard for defence are back and now you can switch between them in the middle of a fight, like Devil May Cry 4, but this time it is so much smoother. Speaking of which, there are so many moves for every single weapon, different modes, different charge attacks, there are three different swords, all with different reaches, attack powers and the third one even has its own mechanic. On top of all of that there are the moves you get from the styles, with swordmaster giving at least five extra moves to each devil arm and gunslinger giving 3 to each gun. Having so much choice allowed me to play around with more than I would’ve if the restrictions of Devil May Cry 3 were still there, acting as a testament to how far the series has come since then.
As with every Devil May Cry game, the goal isn’t just to beat the enemies, but to look incredible while doing it and the game wants you wants you to know that. The series trademark style meter is still here, rewarding players on variation and taunts rather than sheer brutality. The taunts this time around are the best they’ve ever been, the characters are much more expressive, and the inclusion of air taunts had me using the taunts more than I ever had before. I think the S rank taunts (V’s especially) helped too. SSS rankings are also encouraged by the dynamic music that changes as your style increases, a feature taken from the much loathed DmC: Devil May Cry. Essentially, this means that when you play the game better, you get the better parts of the music and a better overall ranking, which means you get more red orbs for more moves.
I think the sheer level of experimentation not only with Dante, but the whole cast is one of the key points that has kept the game’s community so strong over the last year. The game supports this experimentation through the void mode, which is like practice mode in a fighting game that allows you to choose your character and try different things out at your own pace against any enemy in the game. You get to see the amount of damage each move does and how extended combos affect the enemies, you can see your inputs as well, so it is just like a fighting game in that sense. Difficulty modes are the same as in previous entries, going from Human (easy) to devil hunter (normal) to Son of Sparda (Hard) to series mainstays like Dante must die, where the enemies also use devil triggers, Heaven or Hell, where you and the enemies die in one hit and finally Hell and Hell, where the enemies are as strong as Son of Sparda but you still die in one hit. The Bloody palace mode returns with over 100 floors of enemies and bosses that rewards you with a new taunt and plenty of red orbs, so as far as replayability goes, I’d say that Devil May Cry 5 may have the most in the series because there is always something to drive you forward and make you better at the game while it constantly rewards you with new things to use or difficulties to play through.
The levels, while linear, still slow down a tiny bit for “puzzles” ( by which I mean “find an obvious thing and put it in an obvious place”) occasionally without ever feeling like they detract from the game, as they make the levels feel much more explorable and the world more fleshed out. My only real gripe is that there were maybe a few too many levels in the often monotonous Qliphoth as opposed to the much more interesting Redgrave city. There aren’t any enemies I would call annoying like the previous games; they all serve a purpose and require different strategies without breaking the game’s flow.
The game looks amazing. the RE engine makes the characters look realistic without coming off as unnatural, which is a feat considering the things that happen in the game. Redgrave city is that perfect blend of gothic and modern that Devil May Cry’s art direction has always strived to be, with modern technology and cars being coupled with gothic architecture to make every character and enemy fit in perfectly. The Qliphoth, in contrast feels much more cosmic horror inspired, as it is a force of demonic power as opposed to a place, spreading its roots throughout the city and turning its people into morbid masses of dust and blood. This ash grey exterior and crimson interior is reflected in the Qliphoth itself, making it a nice contrast from the series norm.
The soundtrack is great, with the standout track of course being Devil Trigger, Nero’s battle theme that I’m sure you’ve probably heard already. It’s catchy, it’s fun and it works so well with Nero as a character. Crimson Cloud, V’s battle theme fits V’s hyperbolic edge perfectly but Subhuman, Dante’s battle theme fell flat for me. It’s not bad, but it’s nowhere near as good as the other two. The atmospheric tracks were okay, but the boss themes, especially King Cerberus’s are really good and fit the mood of the battles they represent. The voice acting is also fantastic, with Reuben Langdon and Jonny Yong Bosch reprising their roles as Dante and Nero respectively alongside knockout performances from Brian Hanford and Faye Kingslee as V and Nico respectively, alongside the silly, sarcastic portrayal of Griffon from Brad Venable that contrasts V’s melodramatic edge perfectly. I feel that an underrated part of the Devil May Cry series is its sound design. The sound of every sword slash, bullet, laser, punch and explosion is so satisfying to hear and distinct, making the whole experience just that much better.
Devil May Cry 5 does everything right, the story and characters are fun, the gameplay is the best it has ever been, it looks phenomenal, it sounds phenomenal and it all works together to create one of if not the best action experience video games have to offer that kept me smiling every second I played it.





