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My Thoughts on Devil May Cry 5 [PC Version]

 Shouldn’t have skipped the first game.

Finally, I have played and completed this game. I remember seeing its screenshots on a YouTube channel and thinking how great the graphics looked. So realistic. I wanted to jump to DMC5 straightaway, but at the same time felt guilty for skipping all the lore. Of course, I could watch cutscene compilations of all the previous games, but it just isn’t the same as playing the game and experiencing the story for yourself. Although admittedly, I did skip on the first 2 games because of the outdated graphics, and regretted skipping the first game whenever a reference to it was made in DMC5. I could still get it, though, thanks to its cutscene compilation, but still, playing the game would have been better. Oh well.

 

Major Overhaul

DMC5 introduces a lot of new stuff in the series while leaving its soul intact. Other than Dante and Nero whom we’ve already met in DMC4, this game introduces V, a new playable character with a completely different combat mechanic than the other two. V does not wield a sword and does not participate in fights except to deal the final blow. He has but a cane for a weapon, and is fond of reciting poetry. However, he also has demons for pets – a bird called Griffon, a panther called Shadow, and Nightmare, a giant demon who looks like he’s made out of rocks.

These pets do all the dirty work for V at his command and leave the enemy wide open for him to finish off with his cane and a stylish, slo-mo move. Now this does bring a variety to the hacking and slashing that I had gotten used to while playing DMC, but it also ushers in a sense of detachment from the battle. Quite often, while playing as V, I found myself just hitting X and Y keys in different patterns as the demon pets attacked and I watched from a distance. I could have done the same with my eyes closed and it would have had little effect, because you can’t control the pets’ movements. You can’t make them dodge the enemy’s sword slash, or sidestep a fist slam. You can only command them to attack, and once their life gauge is depleted, they become dormant for some time, resurrecting faster when V is near them. Or you can summon Nightmare if your Devil Trigger gauge is full which will resurrect the other two pets instantly.

Personally, I found this instant resurrection to be the only advantage of Nightmare because he’s so big and so slow in his movements that by the time he trundled over close enough to an enemy to hit them, my DT gauge emptied away. It was an interesting experiment to introduce this sort of mechanic, but I still found myself choosing Dante or Nero over V whenever I was offered the choice. I’d rather be in the battle than watch it from afar, especially when I get to execute stylish combos with melee weapons. Not that V’s pets didn’t have any combos, but demolishing enemies with Dante and Nero’s moves felt far more satisfying and rewarding.

 

A re-casting

Yes, that's Nero

Nero gets a complete makeover in this instalment, almost like he has been re-cast. No anime-like hair and heart-shaped face like in DMC4; this time around he gets a tougher look with a square jaw and grey, spiky hair. He retains his youthful appearance, though, and that makes Dante look much older and rugged in comparison. The stubble on Dante's face that debuted in the last entry grows white this time around, but that's the only sign of getting old that he shows. Or perhaps he just had it coloured? One can never know for sure with DMC characters. Other than the white stubble, Dante is as agile, stylish, and verbose as ever. Still, DMC3 Dante tops the list as far as over-the-top tomfoolery is concerned. I couldn't help but feel that through the 4th and 5th games our protagonist goes through an arc that suppresses his childishness and gives a dimension of maturity to his persona. We do get glimpses of the younger Dante from time to time. The introductory cutscene to one particular boss fight, for example, is hugely reminiscent of its counterpart in DMC3. Almost an exact replay, I would say.



Ladies, bring the heat

The supporting characters from DMC 1 and 3, who would be Trish and Lady, return in this game, much more detailed and realistic looking. That being said, everything in this game is very detailed and it takes a huge leap forward in terms of graphics, but Lady and Trish stand out because, well, this time around they are given more screen time than DMC4 and are exposed way more to the player than previous entries, and I mean 'exposed' in the literal sense.

The skin show with these two fighter ladies is so much that at times they seem less like fighters and more like pin-up girls whose only purpose is to bring in more glamour to the series. It is, obviously, one of their purposes, judging from the way they are portrayed, but it shouldn't feel like the only one considering their roots and how they were introduced in the series. The Lady in this game, especially, is as different from her debut in DMC3 as can be. Her character has steadily lost her demure and vengeful demeanour in exchange for a more glamourous and sassier one, starting with her neckline getting deeper in the 4th game and culminating in this game with her dropping her towel and standing in all her bareness in front of another female character. This sudden paradigm shift is a huge injustice to the character that was introduced to us as this fierce gun-wielding girl who wouldn't let anyone come between her and her vengeance, but in a span of two games has been reduced to nothing more than a seductress who teases with her body more than she fights. At this rate, I won't be surprised if the next entry ups the ante and treats nudity as effortlessly and casually as it treats gravity-defying super stunts.

This game, too, like the ones before it, has no dearth of these stunts, thanks to one Nicoletta Goldstein, or Nico, a new character introduced in this game. Nico is the driver of the Devil May Cry RV. Her reckless driving gives us some memorable moments in the game and, having played thus far into the franchise we know there's no point expecting anything in DMC to follow the laws of physics, so we sit back and enjoy when the vehicle jumps, flies, topples (all in slow-mo) and screeches to a halt inches from Nero's face, who just sighs and brushes it off while Nico nervously breathes relief behind his back.

 

Arms for an Arm

In addition to being the driver and the caretaker of the RV, Nico is also the brain behind the more modern weapons showcased in this game. The most noteworthy of these are the Devil Breakers - mechanically engineered artificial arms that are designed as replacements for Nero's arm, which gets severed at the very beginning for a very interesting reason that forms the basis of this game's plot. Each Devil Breaker has different strategic uses, and not all of them are aggressive. There's one that is made of "a soft, pliable material, keeping Kyrie's pleasure in mind" or something like that according to the game’s description of it, and it doesn't do anything but vibrate when activated. That's when the "Kyrie's pleasure" reference hit home before I realised that it regenerated a bit of my health through its vibrations. Just another bit of DMC humour.

 These Devil Breakers are designed, crafted and realised in vibrant detail; each different than the other. Brownie points to the designers for this. Even the demon enemies, the swords, and the guns - everything is much more detailed than ever, which is why it's quite fun to freeze the action and gape at it from different angles in the Photo Mode, another feature that DMC5 introduces in the series. Even the vein in Dante's arm is visible as he hacks through a concrete statue.



The Story

DMC5’s story is somewhat better than DMC4 in that it keeps every character and their history involved and juggles well between the multiple parallel narratives of Dante, Nero, and V. But it's not as good as DMC3 where character and plot development are concerned. Meeting Nico and V just doesn't feel the same as it did when I met Lady in the 3rd game. The conflicts and battles of the characters are portrayed with much more emotions in DMC3 than in this one, resulting in a stronger connection between the player and the characters. And I don't think having multiple playable characters is a possible cause for this. If anything, it's an opportunity to provide a multi-layered experience of the story, but somewhere between entertainment and glamour, the story of DMC5 lost that emotional connect. It's still an enjoyable tale, though, filled with trademark DMC troupes and punchlines.

 

Hang on...this level looks familiar.

The first few levels take us through a variety of environments - the city, the sewers, the subway - but it becomes repetitive in the middle when we get inside the Qliphoth - the tree from the demonic realm whose roots have appeared in the human world. Roots, because the Qliphoth grows downward, from the surface into the ground; and sitting inside it, waiting for its fruit to ripen is the all-powerful demon Urizen who is the main antagonist of this game. We get to face him thrice over the course of the whole game, and that is enough testimony of how long the characters and subsequently, the player, have to spend inside the Qliphoth. 



The appearance of the insides of the tree doesn't change much, and so it gets quite boring having to go through similar-looking stages. You almost get used to seeing cagey walls and bony floors covered in shiny blood and mud. It's the first scenery that comes to my mind when I think of DMC5, even though there are other stages to recall too.

This repetition of levels was also an issue with DMC4, with most of the latter half essentially being a reverse playthrough of the first half. Although we don't go through the same levels again in DMC5, the repetition is still there as a bunch of its missions are set in the interior of the same demonic tree, with the same aesthetic, and thrice end in a showdown with the same demon boss.

 

An Anticlimactic Face-off

Each boss in this game is more difficult to fight than the last. Well, no surprises there, but while the last two games threw us into even tougher boss battles just when we thought we'd defeated the main villain, DMC5 tries to do something new here.

When Urizen is finally defeated in a battle that, at the time, fittingly feels like the hardest of the game, a sneaky plot twist tells us that there's more to come. We battle a few more bosses until we reach the last stage which is a vivid reminder of the final events of DMC3. That battle took every ounce of my focus to beat and I shuddered at the thought of having to go through it once again in this game. To my relief, and also disappointment, it never happened.

The last opponent was a formidable one, and it did take me a few tries to beat them, but nowhere near as long as it took me in DMC3. Hell, I was even ready to give up on that game just because of how difficult the final battle was. But in this game I was able to memorize and successfully dodge the final boss's attacks with an ease that either heralds an unprecedented upgrade in my hand-eye coordination, or confirms an unexplainable drop in difficulty for the final boss fight. I wonder why, just why would they do it? Think about it - you have this difficulty graph which is steadily going upwards until you fight Urizen, and right when you think it can't get any harder than this, it's supposed to climb to unimaginable levels, as I’ve learned the hard way playing DMC3 and 4. Instead, it crawls back down and presents to you a few meek battles for build-up and finally, a fight that you can beat in just three tries. At least that's how many I took.

The last third of this battle showed some promise, though, and could have proved challenging, but Dante's Sin Devil Trigger, a new ability introduced in the game, eliminates even that possibility. It allows Dante to take on an even more powerful Devil form than the original Devil Trigger and deal deadly, heavily damaging blows. Timely and strategic use of this newfound power can cut battles dramatically short, which is just what happened with me.


A Bad Design Decision

*Mild spoilers for the final battle*

The battle was far from over though. The cutscene that followed - which I would term as almost nonsensical, extremely over-the-top, and too fantastical, even by DMC standards - slowly revealed that I'd have to fight the same opponent again, this time with Nero at my command. 'Ah,' I thought to myself, 'So Dante's fight was just a prologue, I suppose. This has got to be the real one, the a**-kicking that the game was planning for me all along.'

But precisely at the start of the battle, a dialogue pops up saying that Nero has acquired this crazy new ability, and subsequently I am able to beat this enemy - who appears right at the end after a 19-mission long build-up, who is supposed to be the hardest enemy in the game - in just my second try. Talk about anti-climactic. All thanks to this ability of Nero's that is unlocked right at the start of the final battle. It fits in with the plot, I'll give it that, but from a design perspective this is bad, bad timing. It's too convenient for the player to have a badass ability unlocked right when they're about to face the most powerful character in the series by reputation, and final battles are supposed to be anything but convenient. What use is it, even? It's the last battle, the player won't even be able to use the ability again unless they start a New Game Plus or something. Even if the objective was to reward the player for a New Game Plus, it would have made more sense to offer this reward after the game is beaten, not as a tool to beat the game itself.

Now I'd be lying if I said that I wasn't relieved when the final battle turned out to be so easy, but like Lady, it ended up damaging the reputation of another major character. It almost reminds me of how different the Vision in Avengers: Age of Ultron was from the Vision in Avengers: Infinity War.

 

Despite its sporadic blemishes, Devil May Cry 5 is overall an enjoyable experience, particularly for those who have played the earlier games and are familiar with its history. New characters like Nico and V are given backstories that are in some way linked with the existing characters, so it doesn't feel like they have just been dropped into the series out of nowhere. Many titbits of interesting trivia are also scattered throughout the game, either in the form of cutscene dialogues or as a bunch of letters revealing some more of Dante's history. I applaud this game for its courage to experiment and bring new stuff to the table. Some of it works, some doesn't, but in the end, it manages to deliver a high voltage, action-packed ride while remaining true to the franchise's spirit.

 


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