Capcom’s Devil May Cry 5 is currently sitting at an 87% on Metacritic, and I don’t understand why. The game is flawed on a fundamental level, holding onto tropes from over a decade ago for no reason, especially when so many advancements in game design have been made over the past two console generations. Devil May Cry 5 is an awful video game and it’s insulting that its myriad of issues have gone unnoticed by so-called game “journalists”.
Devil May Cry 5’s problems begin to present themselves as soon as you start the game, the first issue being a complete lack of direction. Where are the objective markers? The waypoints? There isn’t even a minimap, which is a complete oversight on Capcom’s part. This is abysmal game design. How am I supposed to know what to do without a gold diamond hovering over my destination? How will I know which route to take if I don’t have a dotted line to follow?
Navigation is only the start of Devil May Cry 5’s problems. For a game so heavily centered around combat, you’d think the combat would actually be good. Unfortunately, Devil May Cry 5 drops the ball in this department as well. The game is a mindless hack and slash in which you’ll find yourself mashing the attack button until the enemies die. There is no variety, there is no skill, and there is absolutely nothing engaging. Two of the three playable characters have guns, but the lack of any sort of customization through attachments or perks alongside the completely baffling design choice of not being able to aim down sights makes Devil May Cry 5’s gunplay feel shoddy when compared to other contemporary titles like Battlefield V or Plants vs. Zombies Garden Warfare 2.
Devil May Cry 5’s combat is not only insulting in its simplicity, but also insulting in the literal sense. The game’s archaic and dated rating system keeps calling my attacks “dismal”, which discourages me from even attempting combos. I did not pay $60 to be ridiculed, Capcom. On top of that, parts of the battle theme won’t play unless you can achieve high style rankings during combat. This sort of elitist game design hurts Devil May Cry 5 in the long run, restricting the soundtrack to the same repetitive drivel throughout the entirety of the game’s campaign. Arbitrarily gating things off and rewarding more skilled players creates an artificial barrier within the community, and this game would benefit infinitely from a paid easy combo system ala the ingenious easy fatality tokens in Mortal Kombat X.
Multiple weapon types are supplied in an attempt to break up the monotony, but they ultimately fail to spice things up due to their poor implementation. Nero’s devil breakers, for example, cannot be freely cycled between. Not only that, but they can also be broken. Without any kind of crafting system to repair or modify these disposable weapons, the devil breaker system feels contrived and poorly thought out. Considering the Tomb Raider reboot had crafting all the way back in 2013, it’s downright unacceptable for Devil May Cry 5 to launch without crafting 6 years later.
The game is also incredibly linear. There’s no open world, not even a social hub or anything, and the majority of the levels feel like hallways. Player choice is completely ignored in favor of an old-fashioned predetermined plot. I really wish there were dialogue options in the cutscenes so I could make my Dante feel different from everyone else’s Dante. A story with a defined beginning, middle, and end is a relic of a bygone era, and it feels like something straight out of an antiquated 2001 video game like Metal Gear Solid 2 or Max Payne.
Fans of the series will be exceptionally disappointed with the changes made to the Devil May Cry lore as well. Dante has white hair again, which totally ignores the changes made to his character in 2013’s DmC: Devil May Cry. Stomping all over continuity only serves to further scramble the franchise’s already confusing timeline, and for little to no purpose. Again, if there was a choice between hairstyles when playing as Dante (or even a wholly customizable protagonist, which should be a given in 2019) then maybe this would work, but in its current iteration it doesn’t feel earned.
The story isn’t the only thing that lacks any sort of choice or interactivity, either. The progression system is also very restricting. Devil May Cry 5 forgoes skill trees in favor of an old-school upgrade system in which you spend red orbs, the game’s currency, to upgrade abilities for different weapons. While this works in theory, in practice it only succeeds in annihilating any semblance of build diversity and taking freedom away from players. If players could specialize in ranged combat or stealth and be free to engage enemy encampments in their own way, it’d vastly improve the experience.
A weak story and campaign could be saved by a fulfilling endgame, but Devil May Cry 5’s endgame is anemic in comparison to its competition. The developers just expect players to repeat the campaign on a higher difficulty or aim for higher rankings on missions. Sadly, Devil May Cry 5 doesn’t have any challenging content to work toward or gear up for either. This is a full $60 game without a raid. Of course, Capcom hasn’t unveiled the 2019 roadmap for the game, but launching in a state this content light is a mistake, and the game will bleed players until new content is released.
Devil May Cry 5 has moments where it shines, but these are few and far between, absolutely overshadowed by the assortment of flaws. Sometimes revivals of classic franchises work out, just look at Mega Man 11. Other times, however, it’s best to let the classics remain just that: classics. Maybe there’s a reason it’s been 11 years since DMC 4. Unfortunately, Devil May Cry 5 has a ridiculously small amount of content that is almost never compelling in any way. Its desire to hang on to what made the originals so great ultimately drags down the final product in the end, resulting in a game that feels straight out of the early 2000’s.
(In case you couldn’t tell, this is 100% satire. Please play Devil May Cry 5.)