Devil May Cry 5 Review: 5 Ups & 3 Downs

An 11 year wait has MORE than paid off.

By Scott Tailford /

Capcom

So I finished Devil May Cry 5 in one sitting. One glorious, quip-happy, gunsmoke and sword-flailing, 10-ish hour sitting.

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I watched the credits roll, I came down SLIGHTLY from the high, and then I jumped straight back in to do it all again on a higher difficulty. Up front I’ll say I’m a huge, HUGE DMC fan, and if that runtime sounds a tad short to the rest of you given the current climate of triple-A “play this forever” open-world-a-thons, know that I’ve lived on and loved this series since moment one. DMC 5’s runtime is right next to DMC 3 and 4 - it’s a perfect length considering the incredible amount of detail that’s packed in here, and something that doesn’t overstay its welcome one bit.

There’s some stuff in here; some utterly off the wall, anime-ass “just go with it”-type madness, that 1. Could only be done justice in video games, and 2. Had me grinning like a MADMAN.

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I’ll give you a taste:

Right at the beginning, Nero rocks up to a fight and says, “Anyone got any marshmallows? Coz I’m bringing the fire!”

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That alone, MIGHT tell you all you need to know, but let's break everything down.