Devil May Cry 5 - Review
If you have never heard of the Devil May Cry series, I will try to briefly explain what it is, before moving on to the specific features of this new chapter (but you can also get help from our IGN Evolution). Released on PlayStation 2 in 2001, the first Devil May Cry (born from a project that was supposed to become Resident Evil 4, but turned out to be too different) introduced the concept of Stylish Action, a type of third-person action games in which it was not only important to mow enemies, but also to do it with style, elegance and spectacularity. In every fight, in fact, the player is "judged" by the game, in real time, with lots of legendary writings that appear at the top right of the screen, for his work. The final score assigned to the player for each fight can vary from D to SSS and to get the best scores there are several factors to take into consideration, such as the speed of execution, the constant rhythm (do not interrupt the combo), the variety ( it is wrong to always insist on the same move) and attention not to be hit.
To this we also add one of the most exaggerated, cool, tamarri and funny protagonists of the entire history of video games, or the demon hunter Dante, who has exalted an entire generation of players with his style, and an exceptional quality level for the first episode, and quite high for the rest of the series, with the exception of one episode, the second, less successful. And here that of Devil May Cry becomes one of the most popular series by gamers of the last two decades. This fifth episode stands firmly on what are the basis of the series and the genre, that is spectacular action without respite with a combat system of the highest quality, and offers from the point of view of technical realization a convincing adaptation to our days.
In fact, let's start with the graphics, of this Devil May Cry 5, which I really liked. The game uses the same RE Engine on which the recent Resident Evil 7 and Resident Evil 2 were made and which therefore proves to be an extremely versatile graphics engine, given the differences between the three games to which we have seen it applied.
In Devil May Cry 5 the character models, the settings, the possibility of interacting with a good part of the latter (even if only for aesthetics, however often with pleasant results) and the fact that everything revolves with a great be careful to keep the game fixed at 60fps, practically always succeeding, despite the many enemies on the screen and the abundant light and particle effects. In short, technically the game really delighted me. The test took place on Xbox One X and the results were of the highest level. I have not had the opportunity to try the game on PS4 Pro at the moment, but I know how it runs on standard PS4, where it seemed more than satisfactory, clearly in relation to the potential of the hardware.