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Devil May Cry 5

Devil May Cry 5

Devil May Cry 5

Game of contrasts

Devil May Cry 5 is perhaps the most controversial and controversial game in the series. It can both impress with photorealistic images that are not inferior to the flagship exclusives from Sony, and unpleasantly surprise with dull and monotonous levels that look worse than the locations from their predecessors from the last generation of consoles. The game seems to pay tribute to all previous games, and short stories and anime based on them, but at the same time, it cruelly contradicts them. And even in the combat, despite the fact that at first, it seems like a copy of the fourth part, with a deeper immersion one can feel the influence of both DmC and DMC3, and even the second part!

Let’s start with the most important – the gameplay and combat system. The fundamental problem of DMC5 is this: in order for the local combat system to reveal itself, it is desirable to complete the game at least 2 times, and always on a higher difficulty level. Since the re-release of the third part, Capcom has been making the basic difficulty levels – “Human” and “Demon Hunter” – as accessible as possible for a wide range of players, and this time it played a cruel joke on the developers. Playing DMC on a Human with auto-combos enabled is like watching a walkthrough on Youtube, and the player may draw the wrong conclusions about the project.

Of the innovations that the DMC5 inherited from DmC, it is worth noting the parry system, which allows you to repel an enemy attack when you press the strike button at the right time. Some of the oldfags may remember that something similar happened before, but such mechanics only applied to one enemy in the very first game, and to the test with the reflection of the fireball from the dragon statue. It has also become easier to send enemies into the air and keep them there: this is especially true for Nero, who is able to grab enemies with a hook and destroy them without falling to the ground. And the new game also inherited a training room for working out combos.

What the DMC5 has lost compared to the DMC4 are the aiming adjustment options. In the fourth part, you could choose between simply aiming at the nearest enemy and the ability to switch aiming with the stick. And the absence of such an option creates a lot of problems for some players when fighting bosses (and not only), and for the metrosexual magician V and his zoo, this option is simply vital.

Now let’s move from the general to the specific. Nero’s playability was enhanced by prosthetics, and when DMC5 was first announced, most fans of the series thought that toggling prosthetics would be hung on a D-pad and allowed to be selected like Dante’s styles. However, switching prostheses was hung on L1 and when choosing a new prosthesis, you destroy the previous one, which forces you to plan when and how to activate the desired prosthesis. In theory, this should add tactical depth to the gameplay for Nero, but in practice it is simply inconvenient. But the prostheses themselves offer a fairly wide range of possibilities – one allows you to shock enemies with current, the other – to handle crowds of enemies with a whip, the third is a rocket on which you can fly and troll your adversaries. But it is especially worth noting the gerbera – a prosthesis, which allows you to dodge enemy attacks even in the air, and is very useful in boss fights. Well, let’s not forget the hand that allows you to slow down time (hello, Mercury style!) and is critical for one of the bosses.

V is the most controversial character in the game. Devil May Cry 5

You have read and heard a million times that this is the easiest character to learn and use. Say, you stand on the sidelines, read poetry, and fill the SSS rank with two buttons. This, of course, is true, but only on easy difficulty levels. In the future, it turns out to be much easier to play for Nero or Dante, because when managing a beginner, you need to simultaneously monitor the Griffin, Shadow and V himself, and when you call Nightmare, then they have to manage. And all special attacks for V, like for other characters, are implemented through aiming and the left stick. And what does it lead to? Moreover, by managing all this zoo, you will inadvertently teleport to still healthy and evil adversaries, ready to beat our unfortunate poetry lover in the face with pleasure. Almost all reviews say that the Nightmare, when summoned, fights itself, and it is not necessary to control it. God knows how these people played, but Nightmare is a character who dreams of becoming the new mascot of KG-Portal. While you call him, three Devil Trigger scales will be used up, then, while he himself runs to the desired enemy, a couple more will be used up, and by the time the slowed-down unfortunate familiar still hits, the scale will come to naught and the golem will disappear.

Therefore, in order for this candidate for the post of the mascot of the KG to be useful, he must be managed. But the control of the Nightmare was hung up on the same button with which V teleports to enemies to finish them off. Therefore, when you summon Nightmare, V’s chances of getting hit are much greater. Ideally, he should have put the golem’s controls on the trigger, but Itsuno decided to do otherwise. God knows how these people played, but Nightmare is a character who dreams of becoming the new mascot of KG-Portal. While you call him, three Devil Trigger scales will be used up, then, while he himself runs to the desired enemy, a couple more will be used up, and by the time the slowed-down unfortunate familiar still hits, the scale will come to naught and the golem will disappear. Therefore, in order for this candidate for the post of the mascot of the KG to be useful, he must be managed. But the control of the Nightmare was hung up on the same button with which V teleports to enemies to finish them off. Therefore, when you summon Nightmare, V’s chances of getting hit are much greater. Ideally, he should have put the golem’s controls on the trigger, but Itsuno decided to do otherwise. God knows how these people played, but Nightmare is a character who dreams of becoming the new mascot of KG-Portal.

While you call him, three Devil Trigger scales will be used up, then, while he himself runs to the desired enemy, a couple more will be used up, and by the time the slowed-down unfortunate familiar still hits, the scale will come to naught and the golem will disappear. Therefore, in order for this candidate for the post of the mascot of the KG to be useful, he must be managed. But the control of the Nightmare was hung up on the same button with which V teleports to enemies to finish them off. Therefore, when you summon Nightmare, V’s chances of getting hit are much greater. Ideally, he should have put the golem’s controls on the trigger, but Itsuno decided to do otherwise. three Devil Trigger scales will be used up, then, while he himself runs to the desired enemy, a couple more will be used up, and by the time the inhibited would-be familiar still hits, the scale will come to naught and the golem will disappear. Therefore, in order for this candidate for the post of the mascot of the KG to be useful, he must be managed. But the control of the Nightmare was hung up on the same button with which V teleports to enemies to finish them off. Therefore, when you summon Nightmare, V’s chances of getting hit are much greater. Ideally, he should have put the golem’s controls on the trigger, but Itsuno decided to do otherwise. three Devil Trigger scales will be used up, then, while he himself runs to the desired enemy, a couple more will be used up, and by the time the inhibited would-be familiar still hits, the scale will come to naught and the golem will disappear. Therefore, in order for this candidate for the post of the mascot of the KG to be useful, he must be managed. But the control of the Nightmare was hung up on the same button with which V teleports to enemies to finish them off.
Therefore, when you summon Nightmare, V’s chances of getting hit are much greater. Ideally, he should have put the golem’s controls on the trigger, but Itsuno decided to do otherwise. In order for this candidate for the post of the mascot of the KG to be useful, he must be managed. But the control of the Nightmare was hung up on the same button with which V teleports to enemies to finish them off. Therefore, when you summon Nightmare, V’s chances of getting hit are much greater. Ideally, he should have put the golem’s controls on the trigger, but Itsuno decided to do otherwise. In order for this candidate for the post of the mascot of the KG to be useful, he must be managed. But the control of the Nightmare was hung up on the same button with which V teleports to enemies to finish them off. Therefore, when you summon Nightmare, V’s chances of getting hit are much greater. Ideally, he should have put the golem’s controls on the trigger, but Itsuno decided to do otherwise.

But, we all know for whom the public launches DMC5. For him. For Dante. He, of course, retained and increased all his charm: 4 combat styles, 4 types of small arms, 4 types of melee weapons – all this gives an incredibly wide field for improvisation and experimentation (in the hands of experienced and skilled players). He also received a flying Devil Trigger form – hello from the second part. About the use of this arsenal, some true connoisseurs of the series can write an article many times larger than this review. The same motorcycle was made not just for fun: this weapon allows you to avoid or parry enemy attacks in many cases, and assaults very smoothly turn into air combos. Or the updated Cerberus is a very unusual weapon that leaves a strange feeling. It seems that this weapon was originally created for the wrong Dante. Seriously, this weapon has three forms – ice, electric and fire – a combination that would work perfectly with DmC controls. Within the framework of the control from the classical series, you still need to learn how to activate the electric form at the right time …

As for small arms, of course, Dante still walks around with unique pistols from Nell Goldstein and a shotgun. The grenade launcher from the third part also returned, and in order not to be bored, Dante learned how to shoot grenade launchers in Macedonian. The collection ends with the infernal hat, which Dante made by the granddaughter of her ex-husband Nell Hollstein and the daughter of Agnus. The hat is the very embodiment of the Pay-To-Win concept: a little practice in the training room and only 150 thousand red orbs, and the evil, overly pretentious brother will be defeated. Use only for cheat users on PC, and then only for the sake of lulz.

About the pumping system. In one playthrough, you won’t be able to unlock all abilities without a donation, but this is an absolutely normal situation for the Devil May Cry series. So it was in the very first game of the franchise, so it was in the reboot. The number of red orbs in the levels is by no means less than in previous games. But all consumable items were removed from the game – health stars, stars of the demonic scale and holy water. When fighting ordinary enemies, this is completely uncritical, because a bunch of crystals with green and white orbs is scattered throughout the levels, replenishing health bars and Devil Trigger. Their absence becomes critical during the battle with the boss.

It turns out that you have three options: start the fight again, use the yellow orb to continue the fight, or use the red orbs needed for leveling. Yes, Capcom offers to buy red orbs for money, but at the same time, it still gives the player alternative options that allow you to play the game comfortably without any donation – the same yellow orbs are quite easy to find on the levels, plus they are given out for every entry into the game.

About enemies. The local bestiary came out very motley. Separately, it is worth noting a new class of enemies for the series – healer flies that heal your enemies on the fields and force you to act according to the tactics known to any MMO player – you must first take out the healer. Insects in the form of enemies were generally brought in a lot, but in order not to cause the player insectophobia, they also brought acquaintances from previous games in the face of the same ghosts with scissors, giant lizards, and even teleporting enemies from DmC (which for some reason were made slower). From DmC, flying enemies migrated, attacking with magic, only here did the pretty witches turn into nasty devils. Which of the enemies was definitely not required, so these plants sticking out uselessly in one place, which are of no interest to the player. And it’s also unclear

Bosses seem to be fine – there are enough of them, and it seems to be fun to fight them. But most of them seem to be analogs of the enemies from previous games. Roots of Qliphoth is a variation of the Heart of Leviathan from the third part, Goliath is made for fans of Belial from the fourth (which the developers even openly declared), Artemis is a simplified version of Sanctus from the same place. The leader of the Cerberus in terms of tactical depth is also much inferior to the Cerberus from Dante’s Awakening. Only Malphas feels really fresh, but even she actively exploits the teleportation chip borrowed from DmC. There is only one truly new boss here, everything else draws their execution.

Now let’s move on to the most painful moments for DMC5: graphic performance and story. RE Engine is a chic engine, which, as mentioned at the beginning, is quite capable of producing a picture that is not inferior to Sony’s top exclusives. At the very beginning, everything is like that: cutscenes, the first levels in the city – everything looks gorgeous. But Capcom clearly refused to allocate a budget that would allow the entire game to be performed at this level, and therefore the developers had to tighten their belts and get out in the habitually limited conditions. The result – a bunch of copy-paste levels of the same type, waiting for the player in the future. In general, in order to understand how weakly Capcom believed in the project, it is enough to recall that at first the company released 2 models of pachinko machines based on the fourth part and the reissue of the classic tetralogy on new generations of consoles, and also sold a license to the Chinese to release a mobile game based on DMC3 based on the Unity engine. From this angle, the output of the DMC5, at least in some form, begins to seem like a miracle.

And now about the biggest problem of the game – about the plot. When you play, it seems that the production is cool, and there are enough cool action moments, and funny dialogues, and the characters are charismatic (yes, even Nero). In addition, the authors of the authors tried to please the fans of not only games, but also related works, adding them all to the canon, but only now they screwed up and began to contradict what was shown in the early works. Even the very basis of the plot is still nonsense: it is absolutely not explained how Vergil, who died in the first game, was resurrected and returned to this world. Yes, and there is no point in this turn, his story has already been put to rest. But, apparently, the damn yaoi girls did not play the first part, and demanded that their beloved Virgil be returned to them from DMC3, but the authors went to meet them halfway. It’s time to think that one of them was invited to write the script, and it will not be too far from the truth: Bingo Morihashi, who wrote scripts for DMC3-4 and Bayonetta 2, has since slipped into the gay manga Kono Koi ni Mirai wa nai. Is it any wonder that the plot of DMC5 smacks of the level of yaoi fanfiction?

There are enough other contradictions, the enumeration of which is worth reading only for people who are not afraid of very serious spoilers. Why did a dead Virgil, when separated, turn out to be a powerful Urizen and a more or less tolerable looking V, and the result of the merger of the dying Urizen and V was a living and healthy Virgil? Why Urizen, without even tasting the fruit of the demonic tree, was much stronger and more powerful than Mundus? Where did he get the army of darkness that flooded the city? Why does Virgil look not like Dante, but like a certain Maxim Nazarov, despite the fact that they were once twins, differing only in hair? If the writers recognize the anime as canon and wanted to please fans of the anime series, then why the hell did they make Morrison a black man? SJWs still couldn’t please, inviting a white actor to voice Morrison. Why did Patty and Kyrie deserve only brief mentions? There are a lot of strange solutions, and there are no satisfactory explanations for them.

Still, DMC 5 is a game with a great combat system that has incredible depth, using the achievements of all its predecessors and even reboot ideas. This is the best slasher in the last five years, which is dragged down by the disgusting script and design of the late locations. That’s how controversial it is, this Devil May Cry 5.

Devil May Cry 5 PC system requirements (recommended)
  • OS: Windows 7 (64-bit required)
  • Processor: Intel Core i7-3770, AMD FX-9590, or better.
  • Memory: 8GB RAM.
  • Graphics: Nvidia GeForce GTX 1060, AMD Radeon RX 480, or better.
  • DirectX: Version 11.
  • Storage: 35GB available space.
  • Additional notes: Controllers recommended.
 

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