This article was originally published in Italian on StayNerd.it in 2019.

Reassured by the success of Monster Hunter World and Resident Evil 2, Capcom returns to one of its most beloved series, starring the heirs of the legendary demon Sparda, with a fifth installment that feels like a genuine love letter to longtime fans.

Powered by the RE Engine—already praised in Resident Evil 7 and the aforementioned remake of the survival horror classic—Devil May Cry 5 delivers a high-octane, stylishly self-indulgent experience on current-gen platforms, brimming with charm and the unmistakable charisma of its ensemble cast. In this triumphant return of the iconic Japanese IP, no one is left behind: the title ties together all the past Devil May Cry stories, even incorporating characters and events from the broader multimedia project, including novels and animated adaptations. The clear goal is to make fans feel at home once again, after years in which the stylish action series born from the mind of Hideki Kamiya (also the creator of Bayonetta) had all but disappeared from the gaming landscape. Forget Platinum Games for a second and stay grounded: how long has the public been waiting for Dante and company to make their comeback?

Well, after the American-flavored detour of Ninja Theory’s DmC: Devil May Cry in 2013, the saga had been effectively on ice since 2008—likely waiting for the market to truly feel its absence, and for Capcom’s internal teams to gain the technical expertise needed to stand toe-to-toe with Western studios. To be fair, the American cousin wasn’t all bad—especially in its Director’s Cut version—but fans were loudly calling for the return of their silver-haired heroes from the PS2 era, and for the narrative tension that teetered so gracefully between camp excess and the epic flair of a sword-and-sorcery anime.

And so, as if answering that heartfelt call, I can finally talk about Devil May Cry 5 in all its glory: a solid action game with a stunning presentation, one that bundles together the best elements of the series so far with a handful of cautious innovations.

Playing as the rebellious Nero, the iconic Dante, and the enigmatic newcomer V, players are tasked with stopping the terrifying threat of a colossal demonic tree that feeds on the blood of Red Grave City’s inhabitants (a name that will ring a bell for connoisseurs). The story, stitched together by Capcom, has the tone of a grand celebration, allowing anyone who’s completed even a single past title to recognize familiar faces and references to earlier events. The only real absence is Lucia, co-protagonist of the second game—but then again, that entry’s importance has been significantly downplayed, now considered a narrative side note rather than the series finale. It’s a smart choice (and one that might hint at a similar fate for Street Fighter III)—one that gives the writers the freedom to move the plot and characters forward without being shackled by legacy. There’s no shortage of fan service here: long-time players can fall in love with their favorite characters all over again, while newcomers are gently nudged toward discovering the franchise’s past… perhaps via the recent HD remaster of the trilogy released on PC, Xbox One, and PS4.

The campaign, punctuated by deliciously over-the-top cinematic sequences, features a generous bestiary of grotesque enemies and deadly attacks. The level design crafted by Itsuno and his team is tight and satisfying in the early stages, hiding secret rooms and special missions behind corridors (mercifully, once unlocked, these can be accessed from the main menu, as in DmC: Devil May Cry). However, once the action shifts away from the urban settings, the game takes on a much more linear structure. A forgivable flaw, all things considered—especially since the true raison d’être of the franchise still lies under the hood, revving like a muscle car engine: as many know, Devil May Cry practically invented the “Stylish Action” genre, now also represented by icons like the aforementioned Bayonetta and Metal Gear Rising’s cyber-ninja Raiden. In games like these, it’s not just about getting through the enemies to reach the end credits—it’s about mastering the art of chaining offensive and defensive mechanics into gravity-defying combos with explosive flair. In that regard, Devil May Cry 5 absolutely delivers, offering three distinct protagonists who can each unlock a deep, visually stunning move set (using in-game currency that can optionally be purchased with real money to speed things up). The technical depth is considerable, yet the game still feels remarkably accessible. At its core, DMC5 is an excuse to orchestrate monster-slaughtering ballets—even on the lower difficulty levels or by enabling assist modes aimed at beginners.

That said, as tradition dictates, the game truly shines at higher difficulties (unfortunately locked until after finishing the campaign), where enemies become not only more numerous but also tougher and more aggressive. This fifth entry ditches the dedicated dodge button introduced in DmC: Devil May Cry, instead returning to the design ethos of Devil May Cry 3 and 4—a deliberate move to distance itself from the more defensive gameplay championed by Platinum Games and their ilk.

Where Bayonetta and company reward players for split-second dodges with flurries of slow-motion counterattacks, Capcom’s philosophy goes in the opposite direction: in Devil May Cry, aggression is not just encouraged—it’s essential for finding enemy weak points. Defensive maneuvers, while viable, don’t grant much of an edge. As the saying goes, “no guts, no glory”—and with healing items notably absent, the stakes in this game are higher than they might seem at first glance.

From that angle, DMC5, directed once again by Hideaki Itsuno (Dragon’s Dogma, DMC4), may be the most honest distillation of the franchise’s best mechanics to date—though not without its flaws. Dante boasts the most expansive move set, with a vast arsenal of melee and ranged weapons, plus his classic fighting styles introduced in DMC3 and now switchable on the fly, as in DMC4. His versatility opens the door to dazzlingly deadly combos, and his reworked Devil Trigger form adds further depth to his playstyle. Meanwhile, Nero relies on his sword, his anti-demon revolver, and the Devil Breaker—a mechanical evolution of the Devil Bringer from the previous game. These fragile but powerful prosthetic arms allow for a range of unique strategies, including a grappling hook mechanic that’s handy both in exploration and for chaining attacks in combat.

The only downside? These prosthetic arms break after use. Thankfully, you can buy replacements at Nico’s roaming van-shop using red orbs collected during missions—your gateway to a deeper move set. However, since Devil Breakers must be used in a preset order rather than freely equipped, I can’t help but suspect we’ll see a “Special Edition” down the road that tweaks this and other elements. But the weakest link in DMC5’s gameplay remains a single name: V.

Designed as a physically weaker character, the brooding, poetic V relies on summoning shadowy familiars to do his fighting. This means players often stand back and mash attack buttons while watching the action unfold from a safe distance—thanks to generous invincibility frames that make him virtually untouchable, even when dodging. The campaign alternates between protagonists (with Dante held back until the midpoint), and in some levels, players can choose whom to control. V is easily the best option for racking up stylish scores with minimal effort—but honestly, his gameplay feels like the least justified inclusion of the trio.

Pulling off high scores is the name of the game—and to do so, you’ll need to vary your attack strategies, taking advantage of each character’s unique abilities. In this respect, Dante remains the most fun to use by far, thanks to his outrageous weaponry and fantastic character design. That said, with a bit of patience and practice—especially using “The Void” training mode, reminiscent of those in modern fighting games—you can achieve satisfying results with Nero and V as well.

Beyond its addictive combat system and unmistakable arcade flavor, however, Devil May Cry 5 doesn’t offer much in terms of replayability. Unlockables are few and far between. The “Cameo” online feature is mostly cosmetic, showcasing asynchronous multiplayer where player avatars fight enemies in inaccessible parts of a level, or occasionally team up in battles à la Resident Evil 6. You can’t interact with them beyond rating their performance at the end of a mission—and honestly, something like Bayonetta 2’s multiplayer, with time attacks, co-op boss fights, and online leaderboards, would’ve been far more exciting. The content drought seems to have been noticed by Capcom as well: even before launch, they promised to add a Bloody Palace mode in April, a fan-favorite endurance challenge returning from previous titles, where players face waves of enemies at increasing difficulty to test their skills.

Finally, a quick note on presentation: Devil May Cry 5 is not only a blast to play—it’s also gorgeous. The photogrammetry tech from Resident Evil 2 and 7 allows Capcom’s 3D artists to create expressive, hyper-detailed character models for both cutscenes and gameplay. A free camera photo mode lets players capture the action whenever they like. Unfortunately, the same praise doesn’t quite extend to the level design: while early areas offer breathtaking urban vistas under demonic siege, things soon devolve into dark, repetitive corridors made of pulsating organic matter. At least the frame rate holds up well even in intense scenes with complex effects. But the most surprisingly impressive technical feature? The HDR. While the color palette leans toward muted realism—matching the tone of the character models—vivid, dynamic lighting sources and fiery particle effects bring special moves and transformations to life with striking brilliance.

Bottom line: Devil May Cry 5 is a rock-solid game. Despite its overwhelming self-referential tone, it’s a must-play for longtime Capcom fans. That said, it feels like the “complete” version—polished and expanded with new characters and modes—is still to come, likely in the form of a Director’s Cut with launch-day DLC included. The Devil May Cry saga is back in top form. It doesn’t revolutionize the formula, but it still manages to impress with its signature strengths: deep yet accessible combat, thrilling presentation with confident direction, and a cast of iconic characters who never needed introductions to begin with. The ball is now in Platinum Games’ court—and we’re still waiting to see what Bayonetta 3 has in store…vered something special: a deep yet accessible combat system, bombastic presentation, and a cast of iconic characters who need no introduction. The next move? It’s up to PlatinumGames—and that elusive Bayonetta 3, which still refuses to show itself anytime soon…