Devil May Cry 5 Review: 5 Ups & 3 Downs

An 11 year wait has MORE than paid off.

devil may cry 5

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

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.

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!”

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

Gaming Editor
Gaming Editor

Gaming Editor at WhatCulture. Wields shovels, rests at bonfires, fights evil clones, brews decoctions. Will have your lunch on Rocket League.