Devil May Cry 5: 8 Insanely Promising New Features

3. Form & Function

Devil May Cry 5
Capcom

An air of uncertainty hangs over some of Capcom's design decisions for Devil May Cry 5, not least in regards to its comments pertaining to combat. As dictated by the fast-paced nature of the genre, it has always been possible to cancel attacks mid-animation in order to make each button press correlate with what's happening on-screen as a means of negating latency.

It's thanks to that allowance that makes Devil May Cry and its contemporaries provide fast, fluid gameplay, but for the series' long-awaited return to its roots, Capcom's trying something new. Motion cancels won't be present in Devil May Cry 5, meaning any combo you input will play out before proceeding to the next.

The benefit of such a change is a more natural character movement and one that, according to Capcom, is necessary for an action game primed for a 60 fps benchmark, but will the feeling of fluidity suffer because of that?

Capcom believes it found a happy middle ground that provides the best of both worlds and, if true, will put Devil May Cry 5 in the running for slickest action title of the decade.

Contributor
Contributor

Joe is a freelance games journalist who, while not spending every waking minute selling himself to websites around the world, spends his free time writing. Most of it makes no sense, but when it does, he treats each article as if it were his Magnum Opus - with varying results.