The Excellent Devil May Cry 5 Falls Just Short of S-Rank
It’s not open world, and there are no outposts or incidental world quests to pick up. There’s no crafting system, or the dozens and dozens of loot types that would feed it. There are meaningless corridors filled with meaningless rooms where enemies spawn in waves. There are no major puzzles, and the narrative is entirely linear—it doesn’t even fork. It’s a mission-based character action game that comes in well under 20 hours of playtime.
In a lot of ways, Devil May Cry 5 feels like an anachronism. Aside from the graphical potential of the RE Engine, it’s just not what a AAA game looks like in 2019.
And, real talk? It might be one of the best games I play this year.
That’s a big statement for mid-March, and a bigger statement for me, generally. But Devil May Cry 5 is big and brash enough that perhaps it deserves to be discussed in the same terms. It’s loud, colorful, and revels in the ridiculousness of a world where hot dad bods are frequently impaled with unreasonably large swords as a matter of course.
It’s been 18 years since Capcom gave birth to the Devil May Cry franchise under the directorship of Hideki Kamiya, who would go on to launch a thousand discourses (and some very good writing and discussion too) about sexuality and objectification in games with the landmark Bayonetta. Meanwhile, Devil May Cry would be handed to the stewardship of Hideaki Itsuno from the tail end of development of Devil May Cry 2 up through the latest offering. 18 years and five main line titles is plenty of time for a franchise to drift far away from the initial premise or stall out and crumple. But a ten year break has proven to work out well for Dante and his companions in the endless quest against bigger and badder demons.
The basic premise of Devil May Cry 5 is this: a demon more powerful than Mundus or any other ever faced before in the franchise has brought a gigantic demonic tree over into the real world which is destroying everything and draining the blood from the human populace. It’s all very “What if The Happening, but Cloverfield, and also demons?” Nero, Dante, Trish, Lady, and newcomers V and Nico all set out to save the world and slaughter some demons while being incredibly badass.
Except, this demon is extremely badass. Like so badass you’ll end up fighting two-and-a-half unwinnable battles against him before it’s all over. I’m telling you this, because this game is extremely about empowering the player to be the supreme ultimate badass, except in these moments. Where I spent nearly an hour in total dodging demonic laser bullshit and not making a dent in a health bar before finally my thumbs quit and I watched Nero get his ass handed to him as a cutscene let me know “This is Plot.”
After your first unwinnable fight, Nero is spirited away by V for the purpose of literally getting buffer so you can go back and kick the demon’s ass and maybe save your friends Dante, Trish, and Lady, who all got laid the hell out. Meanwhile, V sets off to track down the legendary sword of Sparda (remember Dante and his brother Vergil’s demon dad?) because it might be Nero’s only hope of saving humanity this time.
Listen. The plot is ludicrous. But the developers understand this and take it just seriously enough that it more or less works. Besides, you’re not here for the plot, you’re here to wreck the shit out of some demons. Itsuno understands this, and this time more than any other, he’s got you.

Remember how everyone loved the way it felt to recall Kratos’s axe to his hand in God of War last year? It’s nothing compared to harpooning a demon from across the room and slinging him directly into your fist…that is also a goddamn rocket sled, or a power drill, or a demonic Nikola Tesla beatstick.
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