Thursday, July 11, 2019

Devil May Cry 5 (PS4): A B ranked combo

My mom knows practically nothing about video games. Usually when she buys me games she sticks to lists that I've made. But on occasion she'll take a shot in the dark and take a chance on something that looked interesting to her. This is how I discovered Blood Omen: Legacy of Kain. A game I initially thought was stupid but ended up being an incredibly solid Legend of Zelda style of adventure that I flippin' loved.

She hit on it again in the PS2 era, when the first of this franchise came out. At the time I had only vaguely heard of it, but it featured a commercial of a dude sleepwalking and pulling a sword off his wall before cutting his room to ribbons. The game was a smash success and after multiple iterations and almost 6 years of disappearance this series finally comes back in.....

DEVIL MAY CRY 5: (PS4)
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Five years after the events of Devil May Cry 4, we start off in medias res with longtime Devil May Cry protagonist Dante squaring off against a new demon in a massive tower and he is accompanied by a 90's Trent Reznor looking dude who goes by the name of V. The fight is not going well and just as he's about to be finished, Nero from Devil May Cry 4 makes his appearance to try to stop this new evil as well.

The battle does not go as well as he hoped. We flash back to the events that started this: Nero has started his own branch of Devil May Cry demon hunting with girlfriend Kyrie, and his engineer friend Nico. He is ambushed by a man in ragged clothes who cuts off his devil arm and teleports away using the Yamato sword.

Days later we see V enter Dante's Devil May Cry office to hire his crew to slay a returning demon called Urizen. He has planted a demonic tree in Red Grave City called Quiphoth that is basically ripping the blood from the denizens to produce fruit that the demon is collecting. This brings us to where we started the game, and we pick up the action a month from then.

Bringing the Edgelord since 1998

Leave it to Devil May Cry to keep things simple *cough*. So it's interesting to see that this installment of the game goes back to the established canon of the story as opposed to the rebooted version of the game. I guess because the backlash against it? I dunno, I thought it was fine. And honestly it was so early in the DMC timeline that it really could have served as a prequel without disrupting the established canon of the previous games. In any case, were are now back to the front end of the current timeline.

So Capcom has realized lately that if they just modernize the wheel, instead of reinvent it, fans will fall back into step. So what we have in DMC5 is a basically a celebration of the previous iterations with some splashes of new thrown in. The controls of the game stay fundamentally the same to every iteration you have come to know with this series with your light attack, heavy attack, pistols, jump dodge, aim control scheme.  But they do sightly differ depending on the character that you use.

There is some challenge in this one, but this is not the hardest DMC I've ever played.

When playing as Nero, you will find that the control scheme hearkens back to how they did in DMC4 where you have your series of sword and gun moves, but you have a dedicated button to using your arm. You don't have the Devil Arm in this one so instead you will use an interchangeable set of robot arms with various abilities. In addition to that, Nero's Sword, the Red Queen, has the ability to be rev'd up for additional fire damage.

Dante is DMC classic mode, or more accurately Dante is DMC3 mode. While swords are guns are his mainstay, Dante is able to switch between the 4 fighting styles he was able to use before in Trickster, Gunslinger, Swordmaster, and Royalguard. In addition to having these and the multiple weapons he can use, Dante still has access to the Devil Trigger which is what allows him to go full demon mode for high intensity damage and combos for a limited time.

Dante is easily the most versatile of the cast, and using him is like slipping into a well broken in pair of shoes. 

V is the newbie of the group and because of story line context he is significantly weaker than the other two, so he fights with a more ranged summoning style. Sure, you can get in range and swing your staff, but you will pretty much get iced. Instead, V can summon various types of familiars depending on your button inputs that range from a lithe and nimble panther, to a large hulking golem. Once an enemy is weak enough V can dish out a finishing blow with his cane to shatter an enemy. This is the only way to finish them. V also has his own variant of the Devil Trigger as well.

Combat once again is graded depending on how well you combo your abilities together while avoiding damage and affects your total score per fight, which I believe does result in some payoff of red orbs to unlock more abilities as well. So depending on your favored play style you will find a character that you fit into a groove with and score well, and one that you will not. In my case I managed to rank very high with V and always had shit ranks with Nero.


To Nero's credit, a lot of the Arms do give him a number of different abilities to use,
It just would have been nice to switch on the fly to really get the full potential of them.

Stages are broken down in a a somewhat hybrid mechanic of how they used to be in DMC4 and the DmC: Reboot. Each stage generally you flip to what character is going to be the focus and then you basically play through a predetermined path. I would almost venture to say that it is arcadey of sorts because it doesn't feel like there is a whole lot of room for exploration. There is the occasional secret here an there but not a whole lot of freedom to explore your surroundings it felt like. It's infinitely better than the narrow path/open void skyboxes from the reboot, but ultimately its not difficult to find out where you are going.

There apparently is also some strange online mechanic to the game as well. When you play certain chapters of the game apparently there are other events that take place with the other characters at this same time. During these chapters and online player actually takes control of the other character and then at the end of the level you are asked to grade their helpfulness. I am going to be 100% honest I have no idea if I ever actually saw another player. I can think of one level where I was playing as V where I had a Nero running around, but I had no idea if it was an AI or a Player. So whenever I got a prompt I just gave them a good rating. They weren't impeding me, so that seems like enough.


Motorcycle that turns into twin maces? Sure, why not. 

Music in this one was solid, although if at this point a little samey for the series. It's opening theme of "Devil Trigger" was pretty good, but then the game immediately shifts to the that mix of Hard Rock/Industrial you have combat moments and droning demonic ambiance for the exploration moments. Its pretty standard DMC fanfare. So far none of the OSTs have really captures that stellar magic of the first game, but its still pretty good. I'd throw it on in the background while I'm working.

Nico, is a fucking bizarre character. She annoys the hell out of me, and I kind of love her? She basically functions as your portable store for upgrades, saving, and getting Nero new robot arms to use. She's a wild child, but she talks with this nasally stuffiness that I'm not quite sure is supposed to be an nerdy accent or an inflection. She's a goofball, she's foul mouthed, and fearless. I think what makes me love her is compared to her concept art, they actually toned her down to be less sexually designed. She still is, but her looks seem more natural and realistic compared to the picturesque Lady and Trish, which honestly makes her look more appealing.


She's a ridiculous goof, and annoying as all hell. But I'll be damned if their isn't something charming about her.

My biggest complaint with this installment is the same one I had with the DmC: Reboot: The level design sucks. Sorry, ok yeah big demon castle and sprawling gooey walls and scary looking caves are fine and all. But does nobody remember that the first DMC game was kinda like Resident Evil? After the start of the story you would be dropped into a giant castle that you had to explore, fight, and find keys to advance. What has since happened is Final Fantasy 13 syndrome, where the level design feels more or less like a series of straight lines taking you from encounter to encounter. The exploration was part of the game, and I don't know why its shifted away from it.

I hate the Red Queen. One of the most fun aspects of this series is that combat is supposed to be fast, fluid, and exciting. With Dante and V this more or less holds true because you can constantly keep up the pace. But not with Nero, no you have halt your combo to try to get the timing of revving his stupid sword properly to get the best damage out of your combo. I was never able to properly figure it out, and you cant cycle through his robot arms either which is exceptionally annoying. You just have to use them in the order in which you placed them, so you can't adjust them situationally as the fight requires. I do not know why they thought this was a good idea.


Once you get into to a rhythm with the controls, combat is fun regardless of who you are playing with.
Just don't try to rev your stupid sword.

I'm going to spoil a bit of a story bit here so skip this paragraph if you want, but what the fuck was the point of putting Trish and Lady in the game? I'll tell you: To make the pretty girls naked. That's it. You never get to play as either of them, they a pretty much immediately taken out of the equation at the start of the story, and they essentially serve no purpose to advance to the plot. It's frustrating because these two characters are supposed to be sawed off demon hunters themselves. But no, they are relegated to being damsels in distress.

This is the only time I'd be happy for a DLC update because a "Ladies Night mode" would have been awesome since they fight so inherently different than the boys do. But no, Capcom has said they have closed the book on this one so there will be no coming DLC packs for DMC5. They literally put in these two bad ass characters in there to be damsels and stripped naked. Good job, very 2019.

Complaints aside, if not a little ridiculous the story does ultimately come together with a reasonably satisfying ending sequence that feels bad ass to play, if not for leaving open some pretty big plot holes in the conclusion I won't get into for those who having played it. But after hearing it, and then looking it up to learn there is not really a canonical answer for half of it was certainly surprising that they went that way with the story. It's not bad, but it does leave me with some questions I now can't get answered.

I found it very easy to S rank with V, because his bags of tricks lets you stay away from the close combat. 

Bruce Green of FunHaus has a great joke saying that this game was "designed to be cool in 2000". And that probably is one of the most fair opinions I've heard of the game because it certainly does feel like it would be right more at home a generation ago. Despite all my complaints about the game its still an incredibly solid play. I ripped through it and had my fun with it, but ultimately once I finished the game I was done with it. When my only rewards are harder difficulty or arbitrary points, the replability falters. Just another one of the pile of one and done's.

Devil May Cry V came out in march of this year and is already being sold for 20 bucks off of the standard 60 dollar retail. It's a solid play but its not a world beater. It feels like its trying to chase its linage as so many franchised games do. When it comes to spectacle fighters my heart lies with games like Bayonetta, but Devil May Cry V  is more of a return to form than previous iterations, and you could buy worse games for 40 bucks. It gets a lukewarm recommendation.


Seriously, Trish is has a massive ass sword and Lady a bazooka.
But sure, don't let us play as them. 

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