Capcom’s run of great games – and superb technology – continues with the arrival of Devil May Cry 5. It’s been eleven long years since the developer produced an in-house DMC game, and this new release is quite something, combining brilliant artwork with a sense of fun and style, slick action and another brilliant outing for the RE engine. Visually, Capcom has hit a home run with this one and while there are some important differences between the four console builds, the game looks superb and is a lot of fun regardless of the system you play it on.
There are also some notable visual milestones in this title – specifically, the game’s state of the art character models, which – aliasing apart – could almost stand up as actors in a modern CG movie. DMC5 is a character-driven action game, placing its characters front and centre at all times. The camera field of view is relatively constrained with a tight focus on the action though if you prefer, it is possible to adjust camera distance using the options menu.
But it’s in cutscenes where the game really showcases the skills of the artists and designers. Capcom uses complex camera work rooted in real world camera gear to deliver its impressively directed sequences. The opening credits sequence stands out: the entire scene takes place in slow-motion as Nero moves around the scene. Credits are affixed to various parts of the scenery to dramatic effect, but it’s the detail of the animation that really sells it – whether it’s down to the cloth physics, accurate interaction with scenery or the sense of real momentum as the scene plays out, it’s a real statement of intent. The sense of realism is heightened thanks to the physically-based rendering – materials like leather look just as they should.