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[Review] ‘Devil May Cry 5’ Revitalizes the Demon-Slaying Series Whilst Retaining its Signature Style

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Better the devil you know? In Bloody Disgusting’s Devil May Cry 5 review, find out why Capcom has kept up its recent winning streak.

Devil May Cry 5 is a warm glass of nostalgia served after a heady shot of fresh ideas. It isn’t always a good thing, but it works really well most of the time, and is at least a welcome change from just more of the same.

While I loved Ninja Theory’s attempted 2013 reboot of the series, it is admittedly rather nice to see the original Dante return alongside much of the team that created previous Devil May Cry titles. Yes, Nu-Dante had a more nuanced story and character arc, but this Dante, this Dante is so deliciously indulgent in his absurdity. He and his games (apart from the dry toast Devil May Cry 2) are fantastically over the top demon-slaying, quip-flinging extravaganzas. It also helps that they’re generally bloody good games too.

This Dante is now a seasoned pro, and ably assisted by Devil May Cry 4‘s Nero, and enigmatic new character V as they face off against yet another potentially world-ending threat. The magic here is, the already cocky Dante gains a whole new level of cheesy bullshit to his repertoire, and the youthful quipping is left to Nero, who has seemingly absorbed much of the swagger, look, and attitude of Ninja Theory’s Dante in a much-needed redesign. Here, the pair are much further apart in style and appearance, but that bit closer in terms of personality traits.

V, meanwhile, brings the newest stuff to the table, and it’s fair to say he’s set to be an acquired taste, but we’ll come back to that in a while.

The story sees the action pick up several years after Devil May Cry 4‘s end and initially focuses on a battle between a powerful demon named Urizen and our plucky band of demon hunters (Trish and Lady briefly join Dante and Nero during this time). Unfortunately, things don’t turn out well for the gang and Nero has to return at a later date to find one of his number.

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It’s a slick opening too. Capcom’s RE Engine has provided some grimly beautiful visuals for Resident Evil 7 and the remake of RE2, but in Devil May Cry 5, the first non-Resident Evil game to use the engine, it dazzles with its detail, vibrancy, and animation. This is an unbelievably good-looking game, and the level of character detail really helps to connect you to this loveable bunch of goofy badass demon slayers (new assistant Nico is utterly charming even when she does go on yet another excitable ramble).

As noted earlier, the possible exception is V. He’s so different from the other two, especially in terms of playstyle and personality. He’s quieter, more mysterious with his words, and can come across as a bit boring compared to the in your face nature of Dante and Nero. His combat is interesting as he himself does not attack the enemy, rather he summons two beasts to do the fighting for him, with his raven essentially acting as his gun, and his panther as his sword/melee stand-in. It all feels a bit unnatural when seen next tot he more intimate hack n’ slash styles of the other two, and the camera initially draws your eye towards the wrong point. It takes some getting used to, but dare I say that as the game went on, I warmed to V more and more. There’s just something refreshing about his style, and it prevents Devil May Cry 5 from being a simple, straight sequel by offering up something new.

As for the others, Dante has the odd new trick, but feels comfortably familiar and somewhat limited in his moveset. He’s great to play still, but he doesn’t bring a lot new to the table. While Nero has been greatly revised thanks to his new cybernetic ‘Devil Breaker’ arm that he can use as a missile, a rocketboard, and more (you can find lots of different ones). His overall movement and moveset make for a more exciting character to play this time around. There’s something to like about all three, but personally, Nero proved to be the most satisfying overall.

The main takeaway from all fighting styles is that they’re weightier than you may be used to from the original series. It’s something of a halfway house between DmC: Devil May Cry‘s slower, more diverse combat, and Devil May Cry 4‘s sleeker, faster, and lighter feel. That it still manages to be largely comfortable and familiar is a testament to the work done by this Capcom team.

It’s well-complimented by a stonking soundtrack that, while not the series’ best, is a wonderful thematical continuation of previous scores. Devil May Cry is always at its best when the combos are flowing and the music is in full force, and Devil May Cry 5 certainly provides plenty of that.

It’s not all sunshine and demonic rainbows though. The chopping and changing between characters in each chapter doesn’t always gel. Given the movesets, and button prompts being a bit different in each character, it can get pretty jarring going from one to the next. Most of the time though, it works well enough. Plus, you do get a choice sometimes.

Elsewhere, the environments start out well, but disappointingly, the game goes through a spell of drab, predictable locales such as sewers before returning to more interesting and varied fare. In fairness, even brown sewers look pretty great in Devil May Cry 5, but a bit more inspiration when choosing locations wouldn’t go amiss next time.

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At least the game goes at a good pace so you don’t spend too long gazing upon pretty sewage. The 20 or so missions fly by, and the combat is generally good enough to mask the dour (but sparkly) scenery when it does crop up. The creature design is also top-notch in Devil May Cry 5, with a wide selection of delightfully repugnant monsters to shoot, slash, and punch into oblivion. The bosses, in particular, are some of the best-looking beasties in the entire series, and almost without exception, they are a joy to battle.

With Devil May Cry 5, Capcom tweaks the winning formula here and there to not only freshen up the most famous action hack n’ slash series around, but actually push it back to the top of the pile once again. Yes, it stumbles occasionally, and perhaps replay value isn’t quite as high as it could have been, but Devil May Cry 5 once again embraces the kinetic madness that made so many fall in love with Dante and his blood-spattered adventures in demon-slaying in the first place, and that’s truly what makes this a great game.

Devil May Cry 5 review copy purchased by the author.

Devil May Cry 5 is out now for PS4, Xbox One, and PC.

 

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‘Unhinged’ Review: Netflix’s Interactive Horror Thriller Is Short But Serviceable Gaming Fare

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Netflix's Unhinged Review

Netflix has such a strange history in gaming. I wouldn’t be surprised if most people don’t even know that there are free mobile games you can access through the service. Many of them are adaptations of their TV series, like “Too Hot to Handle” or “Squid Game”, while some are mobile versions of existing games, like Into the Breach or Hades.

In addition to mobile games, they’ve also created interactive movie experiences where you use your remote to select narrative options at branching points. Black Mirror: Bandersnatch was a fairly successful version of this, but my sentimental favorite was the one where WWE’s New Day had to escape a murder house boobytrapped by The Undertaker. Even if some of these made a bit of a splash, it seems it never really hit with mainstream audiences the way their shows do.

One of the studios they purchased while trying to break into the game space was Night School Studio, the creators of the spooky narrative series Oxenfree. This struck me as a particularly smart acquisition, as this type of narrative game seems like something that would feel at home under the Netflix umbrella. While they did release Oxenfree II while owned by the streaming giant, it was released on traditional platforms, which led me to wonder when their first Netflix exclusive would show up.

While they did produce a game called Thronglets, a mobile version of a plot element from an episode of “Black Mirror”, the recently released Unhinged seems to be one of the highest profile Netflix games in a long time.

Unhinged is a first-person, narrative-driven thriller starring Zoë Kravitz, Sadie Sink, and Troy Baker. This 30-minute experience, played on your TV through the standard Netflix app, is controlled by your phone, using some clever tricks to make the whole thing feel more immersive. It’s a neat variation on the “interactive movie” subgenre, with a tiny bit of point-and-click adventure game DNA thrown in for good measure, but it doesn’t exactly offer you as many options as something like Until Dawn.

Kravitz plays Ava, a woman who is hunkering down in her apartment complex during a dangerous hurricane. As she talks with her friend Claire, who lives in a neighboring building, about possibly leaving to find shelter elsewhere, she finds herself in a desperate chase with a crazed killer that stalks her through the halls of the building. It’s a decent setup for a very contained story, but I wish there was a little more meat on the bones. The voice acting is great, but there’s not really a ton of characterization for the two leads, and the killer was a bit “generic psycho” for my taste. There’s some implied backstory with other tenants in the building, but it’s not enough to make me feel like there’s a web of relationships that would give the story more emotional weight.

To play the game, you open up your Netflix app wherever you usually watch, then select the game. This will bring up a QR code, which you’ll scan on your phone, prompting you to download a controller app that will sync up to the game. The majority of the way you’ll interact is by pointing at the screen like a Wiimote, which selects on-screen options for Ava and shines her flashlight around the environment.

While this does give it the feel of an FMV game, Unhinged is rendered in a photorealistic graphics style, and while not quite to the level of something like P.T., it does the trick of drawing you into the action. You’re still put on a pretty strict path while moving around, which is done automatically when you select a direction, but moving your phone gives you the ability to look around your environment, even if only slightly.

The real immersive part of the game is the fact that your phone also acts as Ava’s phone. The plot is frequently moved forward by calls and text messages that you answer as you would on your own cellular device. As sound blasts out of your phone, it does put you in the shoes of the main character, momentarily worrying you that the sound of the call or text is going to alert your on-screen stalker. This part of Unhinged truly takes advantage of the format to draw you deeper into the story, though unfortunately it’s so effective that I wished the game found even more ways to use it.

There are a couple clever moments that make for unique ways of delivering twists or doing extremely light puzzle solving, but most of the time it’s just used to allow your friend to give you instructions on how to move the narrative forward.

All these mechanics come together to give the illusion of tension without actually fully delivering on it. When you get to a situation where you’re under pressure, a timer bar will appear on the top of the screen, indicating how long you have to get to safety. It’s a fine gimmick, but it comes off as a little hard to gauge. Since you don’t have direct control over your character, all your actions are very heavily animated, and sometimes your choice ends up taking longer than you think it will not because of the idea behind the choice, but because of the length of the animation. Fortunately, if you die, you’ll just pick back up at a checkpoint right before the choice, and you’ll even be treated with a voiceover discussion between police officers examining the crime scene, describing how you died.

So in theory, there is tension, counting down as the killer gets closer and closer to reaching you, but what you’re actually doing almost never feels like it’s testing you in any meaningful way. Actual choices come up very infrequently, making most of your interaction with the game world just scanning your pointer across the screen looking for an interaction point to progress, hoping the animation doesn’t take up too much time before the timer runs out. I didn’t hit a ton of friction points with it, and there’s even a Story Mode if you want to take out all possibility of death, but I found myself wishing there were more ways to affect the world around me. The phone calls and texts felt really fun and clever, but the rest of the gameplay just didn’t match that, making me wish there was more emphasis on the unique interaction model rather than the more traditional one.

Even though the mechanics aren’t necessarily pushing the tension as hard as they could be, the actual content of Unhinged’s story contains some pretty brutal situations. The villain isn’t the most unique or fleshed out, but he’s responsible for some gruesome moments that raised the stakes to make the game feel more intense. It makes your fight for survival feel that much more desperate, so even if you’re just highlighting icons on the screen, it feels more visceral thanks to what Ava is witnessing.

While I appreciate the game being lean and mean, I wish it was just a little bit longer. Thirty minutes is a pretty short runtime, and it doesn’t feel like the story for Unhinged has the time to come up with something that really sets it apart from other stories of its kind. The focus on the hurricane at the beginning made me think that was going to be more integral to the plot, but it didn’t really do much aside from explaining why the apartment complex was so empty. Thrillers like this live or die on how memorable their killer is, and there wasn’t anything really clever or unique about him. If this game doubled its runtime to the length of a standard Netflix show, it might have given them more room to build character relationships that made the action more meaningful, or at least given it a bit more personality of its own.

Night School Studio is on to something with the format of Unhinged. The combination of on screen and on phone prompts makes the game feel more immersive, drawing you in even when the narrative itself doesn’t feel fully formed or unique. The short runtime is both a help and a hindrance, keeping the pacing tight at the cost of adding any depth to the proceedings. This feels like a great first draft, and I hope that Night School is given the freedom to continue experimenting with the model, as the level of polish shown here was promising.

Even with its flaws, if you’ve already got a Netflix subscription, there’s no reason not to sit down for half an hour to check out Unhinged. If you can keep your expectations in check, it’s a nasty little thrillride that doesn’t overstay its welcome.

Unhinged is streaming now on Netflix.

3 skulls out of 5

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