Having the London-inspired backdrop of Redgrave become overwhelmed by a demonic plague presented some amazing visuals. If you’ve seen one bone bridge and one elevator made of blood you’ve seen them all, y’know? I found the much more tame environments of the game’s first half more interesting. However, running the same (or very similar) areas with multiple characters when required did become frustrating a feeling that was particularly prominent in the game’s later sections where I simply became bored of all the blood and gore. DMC5 would often show two sides of the same encounter, giving a more rounded look at the fight against the demon king Urizen and the scourge of the Qliphoth that has taken root across the city. Introducing these interlocking paths early on meant that the story could develop slowly too. It’s subtle, has no effect on your game aside from providing a cool visual, and is probably unnecessary, but the implementation was flawless and added to the experience. Essentially, you could play a level as Nero and see a V or Dante slashing demons in the background. Think of it like Journey, but with less interaction and more blood. With a branching story featuring multiple colliding paths, it makes sense that the other characters would appear as you played, right? And they do! However, rather than a conventional AI appearance the game’s Cameo system allows other players to appear as you fight your way through. It’s in playing with specific characters that the largest of the game’s network features manifests too. Offering more choice only helps with that replayability. Plus, as with all Devil May Cry games, DMC5 is designed to be played over and over again to increase your rank or face the challenge of a new difficulty. His style was so different that I wanted to see more, but it made me appreciate my approach when I was forced to switch back. You can pick favourites when the story intersects, but you’ll never feel disappointed with who you’ve chosen. The change in approach keeps things lively, and stops the game from stagnating. Playing as V is akin to playing as a powerful passenger, but using him felt surprisingly great.Īs the game jumps around a disjointed timeline, switching between Nero, V, and eventually Dante, it keeps you on your toes and you’ll be grateful for it. The rest of the time he attacks with Familiars - demons that he can set on opponents to do his bidding: Griffon, a mystical bird of prey with lightning abilities strikes from range, Shadow - a Panther demon - can deliver huge damage up close, and Nightmare - a giant golem-like creature serving as V’s Devil Trigger special move - can simply destroy anything in his path. Instead of a barrage of close quarters combat, this gothic Adam Driver takes a step back from the action, only swooping in for the killing blow. New to the series, V is a character whose style is unlike any other playable character in Devil May Cry. It’s not just the Devil Breaker either, combat continues to evolve. You’ll find your own way and a favourite loadout, with refills scattered around the environment if you burn through what you take into battle. Try stopping an enemy in its tracks with a time freezing projectile, careering around on a Devil Breaker hoverboard causing havoc, or simply tearing into them with a strong flurry - those are just a few of my suggestions. That experimentation is encouraged too, with new variations unlocking as the game progresses, increasing the approaches you can have to any fight. A new addition to his arsenal, these interchangeable and weaponised prosthetics change up combat a great deal, with their variety allowing for increased experimentation from the very beginning. This is, in part thanks to his new Cody Rhodes-inspired look and partly thanks to Nico - a weaponsmith tasked with designing Nero’s Devil Breaker robotic arms. What’s more, he feels new - lacking the baggage of Dante whilst still being an established character and that’s important to making this game work.Ĭlearly accustomed to taking out whatever fresh hell stands in his way with a series of sword and gun-based combos, Nero still manages to feel incredibly original. Now a professional demon hunter - complete with a trademark ‘Devil May Cry’ neon sign - he’s still cocky and headstrong, but he’s also relatable. Set several years after the events of Devil May Cry 4, the latest entry in the series continues the story of Nero. It’s a bold, risky, move, but one more often than not that pays dividends. A game to be championed by existing fans and embraced by new ones. The latest entry in the series is a continuation of a franchise and a reboot at the same time. Well, Devil May Cry 5 makes it clear that Capcom doesn’t agree.
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