Where 2019's Devil May Cry 5 is similar to 2013's DmC: Devil May Cry

by Sammy Chan
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As some of us know Hideki Itsuno, the director of Devil May Cry 3 and Devil May Cry 4, oversaw development of 2013’s DmC: Devil May Cry. Despite the game receiving mixed reviews, it cannot be ignored that DmC’s combat was an excellent feature in the game. Therefore, it’s no surprise that Itsuno-san would draw inspiration from the best bits of DmC for his latest project, Devil May Cry 5 (DMC5).

S-S-Stylin’ with Slow Motion

In 2013’s reboot, Dante would traverse linear but platform-heavy levels to reach a stage goal or boss. Along the way, he’d encounter both optional and mandatory swarms of enemies to defeat. Upon defeating the last of an entire swarm of optional enemies, the camera would enter slow-motion for flair. Defeating mandatory enemies yields a slow-motion feature as well, but with an added close-up camera angle.

Credits: Cheeb on YouTube – Unleashing the devestating ‘Overdrive’ in slow-motion

Out-of-cutscene dialogue

Devil May Cry has always been a lore heavy franchise spawning manga, light novels, and an anime series. While the tampering of this lore was the main reason many were vocal regarding the reboot, 2013’s DmC took the story-telling aspect of the game to a whole new level. For instance, in the level where Dante explores the mansion he used to live in, he would often engage in mono or dialogue with other characters during exploration. While this didn’t excuse his poor character, it is an upgrade from the mere grunting you do in DMC4.
One of the simple, yet in my opinion effective note Itsuno-san took from the reboot is simply that. It’s an effective and interesting tool for building character relationships, and having old-man Dante spit witty lines during level exploration would be so much better than absolute silence. I live for that man. For now, settle with a screenshot of Nero’s in combat dialogue.

Enemy Introduction

Like in DmC, DMC 5 is approaching an even higher level of cinematography. Every time you encounter a new enemy, you’ll be given a simple screen of it along with its name.

Minimalist UI Concept

In DmC: Definitive Edition, the developers added a ‘lock on’ mechanic to the game. In addition to being extremely useful for gameplay, they also displayed remaining health. Now, this feature was available in DMC4, but I always struggled to be able to determine just how much health an enemy has left. This was never a big issue, as all the health gauge lock-on was good for was to initially estimate how much damage an enemy could take for maximum style points. Even then, you’d be practicing over and over again so many times that you’d rely more on your muscle memory than the reticle. Plus, the lock-on reticle for DMC4 is complementary to the aesthetic of the game’s UI overlay.  
DmC’s UI overlay is punked out to suit the tone and atmosphere in the game. This may be either good or bad for your taste, but one thing is clear, it’s easier to comprehend. The bold white lock-on with a thick crust makes it easier to determine an enemy’s health. Additionally, its simple yet striking design makes it just the right amount of easy on the eyes. Devil May Cry 5 has that same vibe going on, just a bit more colorful, which in my opinion is great. The game, however, is only in its demo phases and is subject to change. Some YouTube comments indicate that they’re hoping for a more bombastic UI. It’s not wrong and it’s all a matter of taste, but it’s definitely a similar concept with the reboot.

Oh, and also, honorable/dishonorable mention, Nero’s hair.

We need a public demo

That’s all I could make out from the gameplay videos posted by IGN, whom I have to thank for sending a good DMC player representative to check out the demos. Of course, I’d love to see what you guys noticed about all the released footage so far. Let us know in the comments!

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