Marcel Winatschek

Beautiful Trash

There’s a city being consumed by a blood-drinking demon tree called Qlipoth. That’s the job. How you do it—with impossible weapons, rapid combos, a rotating cast of playable characters—is the only thing the game cares about.

The mythology gets tangled if you’re paying attention—Dante and Vergil are half-demon, half-angel, sons of a demon who protected humanity, and there’s thirty years of history threading through all five games. By now it’s mostly background noise. What actually matters is how different each character feels to control. Dante switches weapons mid-combo, fluid and coiled. Nero’s mechanical arms shatter mid-fight and you swap them out on the fly. V just hangs back while demons do the work for him. Three completely different rhythms.

Devil May Cry 5 is pure action with no apology. No open world padding, no dialogue trees, no philosophical weight. Just a screen full of enemies and the perpetual question of how stylishly you can tear through them. The game quantifies it in real time—a meter climbing from D-rank to S-rank with every well-timed hit, every weapon switch, every perfectly-read dodge. The scoring is constant feedback. You’re doing something right.

The presentation is completely unhinged. Neon explodes across every attack. Demon designs look like they crawled out of someone’s fever dream. UI elements pulse and dissolve around the screen. Cutscenes will stop mid-boss-fight so a character can land a one-liner over a finishing move, or Dante and Vergil will stand around talking about their feelings for thirty seconds before one of them says something stupid and you’re back fighting. It’s earnest and ridiculous and corny, and somehow it works.

I jumped in without having played the earlier games, lost for the first hour, then stopped caring about the story entirely. The mythology is dense and the connections go back decades. If you miss the thread, it’s easy to feel like something’s being explained that you’re supposed to understand. But the game doesn’t demand that understanding. It demands that you see something on screen and react. The moment you stop trying to follow the plot and start feeling the rhythm of combat, everything clicks.

What actually matters is the moment a combo you’ve been practicing finally chains together the way you imagined, or when you survive a pattern you’ve never seen because you read the timing right, or when you look at the clock and four hours have vanished. That’s the loop: challenge, improvisation, success, and the game screaming confirmation back at you in numbers and light. The loop isn’t new—games cracked this decades ago. Devil May Cry just never bothered pretending to be anything else.