I was gutted when I couldn’t play Devil May Cry V when the demo released on the Xbox One. Essentially the one system I don’t have but when the demo was announced for a future date on the PS4, my hopes had been delivered. I try not to watch gameplay trailers nowadays as I like to keep the game mostly a surprise. When a game gets announced that I like the sound of, I’ll have a look at the launch trailer and until launch I’ll watch some GIF’s and an odd video on occasion to get a better feel for a game. Most recently I did this with RE2 Remake. I barely saw anything of that and then a week before release I started paying attention. It feels so good when a thing you’ve just got an interest in, is right around the corner. And it isn’t because I’m not excited for the games, it’s just that I like to trick my brain into not being excited until closer to the time. That hasn’t been the case for DMCV. I’m really craving a great character action game and DMCV is hopefully exactly that. Bayonnetta 2 was the last fantastic one for me with Nier Automata scratching that itch but not wowing me as much as I hoped. And so I’ve been eagerly awaiting DMCV and watching most footage that has come out for it.
So with my excitement high I jumped into the DMCV demo and here are some of my thoughts on it. I will clarify that even though I said I enjoyed these games, I would never say I’m good at them. I clear them and sometimes on higher difficulties but the style meters and rankings at the end of each mission, have never been my forte. I stopped counting how many stone Enzo trophies I got in Bayonetta. And it’s not that I don’t try to do well, but it’s the same thing for fighting games, I just don’t learn the systems. I don’t have the patience and creative flare for it. I love watching it and when it all comes together for me and I do something cool I get stupid hype for it but I’m not one of those technique masters. Hell, I barely get far in the Bloody Palace’s of previous Devil May Cry’s. The moves that suit me and combos that I can perform easily become my staples in each game. Do they kill the enemies? Yes but they also kill my rankings. The reason why I bring this up is that in my brief time in the DMCV demo (3 attempts with 2 being successful), I can see myself learning the systems. Specifically the Devil Breaker system.
So, my thoughts:
- Devil Breaker is cool! You have 3 options in the demo: Gerbera, Overture and Punch Line. Up to 4 Devil Breakers can be equipped and each one can be used up if you opt to use its devastating functions.
- You can’t switch between Devil Breakers without destroying the one you have equipped. I really like this functionality as it makes choosing the order of Devil Breakers important.
- If you get hit in the process of charging your Devil Breaker or in mid use of its strong attack, it breaks. Fragile but powerful parts of Nero’s arsenal.
- Gerbera is my favourite and my go to. It’s the mobility arm. Using it to damage enemies creates a short shockwave in front of you but my main use is its air manoeuvrability. Using it in the air while pushing the left stick in a direction will blast Nero a few feet that way. Holding the Devil Breaker button and releasing it in the air will launch bouncing lasers at your target. Holding it on the ground and releasing it, will launch a powerful, controllable beam that can hit multiple targets. A Devil Breaker that seems best suited for crowds of enemies with the option of destroying a bunch in exchange for destroying the arm.
- Overture is more damaging than Gerbera and seems like a good Devil Breaker to have for standard enemy fodder. Tapping the Devil Breaker button (O) will blast a fracture of electricity from the palm at enemies. This needs to be up close but it does a good chunk of damage to enemies in range. Holding O and releasing it near an enemy will grab and launch the opponent away from Nero. The monster will then have a timed bomb attached to them. You can let the bomb go off when its countdown ends or you can shoot the enemy to prematurely set it off. A great tool if you can aggro the enemy into its friends.
- Punch Line is a big dumb flying fist. I love it! By tapping O Nero will launch the rocket propelled fist into his foe. The fist will then repeatedly loop around the victim, smacking it every chance it gets. It’s great for keeping an enemy distracted. By doing that, you eliminate them from the fight for a few seconds or leave them wide open to attack. By holding and releasing O, Nero will do a flaming uppercut to all in range. As you can guess, this does a lot of damage. I feel this Devil Breaker is best suited for stronger enemies or even bosses. The uppercut alone is a big deal as it seems the biggest and quickest damage dealer out of the 3. I may be wrong on that though. Gerbera’s laser is good damage but so easy to interrupt whereas Punch Line’s big finisher is big damage done very quick.
- Nero’s gun, Blue Rose, can now preemptively load up several high damage bullets. Tapping square will fire bullets like normal but holding down square will load up 3 super charged bullets. When you release the square button, Nero will automatically fire one of those bullets. So the choice is yours, do you run around with 2 super bullets or do you do the charging in combat to get the full 3. It doesn’t take long to charge but I feel happy running around with 2 super shots ready to go.
- It’s great that Nero still has the ability to pull his opponents close to him, it really does feel like a natural progression from his last game of now being able to pull enemies into his new powered up metal fist.
- I’m willing to bet that there are a lot of ways to use the Devil Breakers in creative ways around certain enemies and bosses. I didn’t test it out much in the demo but in the boss fight, having Gerbera equipped seemed to be a huge dealing during one bit. Goliath starts inhaling and a massive suction whirlwind starts moving towards you. Using Gerbera I was able to constantly blast Nero through the air away from it. I’m not how you’d escape that otherwise. The other time I tried it I had another arm equipped and as I was getting sucked in, I was prompted to click L1 to launch my arm at him. Losing the arm in the process but evading any damage. I’m really excited to see the weird and unique ways each Devil Breaker can be used in certain situations. I feel there’s a lot of room for hidden techniques and cool moments.
- I’m not sure how I feel about the running yet. It may be just because I’m so used to the mobility in Bayonetta but Nero does feel me weighty. It’s not a bad thing, I think that suits his style. But when running around out of combat, it didn’t feel as precise to turn as I was expecting. Saying that though, on my 3rd playthrough of the demo I felt comfortable playing but that might be because I knew more of the layout of the level. Only time will tell how I feel about this. I’ll have to see how I feel when the full game comes out.
- The taunting is brilliant. I never really utilised the taunts in past games. Stupid me didn’t understand why you should taunt but now I understand for style points and to keep the style up during downtime in fights. It really helps that the taunts are incredibly likeable too and the enemies react to certain ones which can be pretty funny and empowering. Great detail that I fully appreciated.
And I think that about does it. There are loads of details I could talk about but I just wanted to get my quick impressions out there. Overall it looks beautiful, it plays for the most part like I hoped and I really excited to keep playing the demo to see what hidden gameplay mechanics I missed. If you fancy trying the game, I highly recommend this demo. Thank you for reading and feel free to sound off your thoughts on the game in the comments.