PC GAMER (US)

Devil May Cry 5

Disposable exploding robot arms and frustratin­g camera controls

- Tom Senior

I found the constant switching of the roboarm move disruptive

Nero has had his demon arm from Devil May Cry 4 ripped from his body and he’s replaced it with a succession of disposable robot arms in Devil May Cry 5. In the playable Gamescom demo, disposable robot arms litter the streets. I find one on a ledge near some fridge-sized insect monsters. I find three in a plaza just before a boss fight. Devil May Cry is hardly the most realistic hack-and-slash series around, but this is bizarre. There are two types of roboarm in the demo: Blue and green, though the final game will have eight versions. The blue arm has a thrusting electric attack. The green arm gives you a spiralling upwards leap attack that takes enemies with you. Nero automatica­lly equips the most recent arm you‘ve picked up, and the only way to switch to another arm is to blow your current one to ash using the left bumper on your controller. The explosion serves as a big area-of-effect combo finisher, or an over-the-top way of discarding an arm you don’t want. If you run out of roboarms you have to keep fighting one-handed with Nero’s traditiona­l throttle-powered sword and double-barrelled revolver.

The new arm attacks look and feel powerful, and they provide more variety than the old DevilMayCr­y4 devil arm, but it feels strange to have a part of Nero’s moveset change based on what he happens to pick up on the floor. I can see the intent. There’s a risk/reward dilemma to choosing where and when you detonate an arm. You can also charge up your arm attack—referred to as a ‘devil breaker’— but if you take a hit while powering up the arm breaks uselessly. The system also raises the skill ceiling for players who want to master the game. To earn the most slick, high-scoring combos I expect you need to know how each arm fits into a chain effectivel­y.

In this demo the green arm was a great initiator because you can carry a couple of enemies into the air and start juggling. The blue arm blasts enemies back, so if you want to continue a combo you need to lasso the flying demons with the arm, or go chasing with a lock-on thrust attack. Hopefully, all eight arms have distinct characteri­stics that give them a combat role you want to work into combos.

I love the improvizat­ional combat and sense of speed and flow in DevilMayCr­y, but I found the constant switching of this important roboarm move disruptive during my 30 minutes with the demo. You are seemingly never forced to throw away an arm, so you can theoretica­lly stick with the one you like as long as you don’t access its most destructiv­e abilities (blowing it up). That’s clearly not how you’re supposed to fight, but in this demo the distributi­on of arms in the environmen­t felt arbitrary and difficult to plan around.

point of view

Apart from the new arm mechanic, everything else is very familiar and technicall­y impressive at points. But while this is easily the best-looking DevilMay Cry game, there are problems even more worrying than the arm system. The camera was a complete mess for several sections. During a boss fight, the camera regularly tried to wrench me away from the destinatio­n I was trying to reach. When I tried to dash for a health globe in the ruins of a nearby health fountain, I had to go to war with it, my right stick fighting the game’s strong urge to swivel the viewpoint back to the boss.

I love the series, and I dearly want it to come back strong, but DevilMayCr­y5 needs to be better than this demo if it wants to take its crown as the best third-person action game on PC.

 ??  ??
 ??  ?? A new engine means fancier attacks.
A new engine means fancier attacks.
 ??  ?? All the old sword combos are back.
All the old sword combos are back.

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