Devil May Cry 5
game
•Updated Sep 2026Steam

Devil May Cry 5

byCAPCOM Co., Ltd.

Capcom's 2019 comeback is still the benchmark for character-action combat: three distinct fighting systems, each deep enough to carry its own game. The corridors you fight through are forgettable, but the fighting is superb.

Where it ranks in Action

Scores 9.1 against a category average of 8.6 — top 24% of the 763 Action games we've reviewed.

Scores

Score breakdown

How we weighted the criteria

Design
9.5/10
Innovation
8/10
Value
9/10
Utility
9/10

Our strongest category here is Design (9.5/10); the weakest is Innovation (8.0/10).

Price
$29.99
one-time or subscription
Released
Mar 7, 2019
Platforms
Steam · Nintendo Switch
Developer
CAPCOM Co., Ltd.
Metacritic
89 / 100

More Steam / PC app reviews

Quick summary

Devil May Cry 5 (Steam) — scored 9.1: Capcom's 2019 comeback is still the benchmark for character-action combat: three distinct fighting systems, each deep enough to carry its own game. Th...

Pros

  • Best-in-class combat with an enormous skill ceiling
  • Three distinct characters, each with a separate system
  • RE Engine visuals and strong, stable performance

Cons

  • Repetitive level design and drab late-game environments
  • Short campaign if you only play through once
  • V's indirect combat lacks the precision of Nero and Dante

Verdict

Is Devil May Cry 5 worth it?

Devil May Cry 5 makes a clear trade: it pours nearly everything into how it feels to fight and treats the rest as support. The environments are repetitive, the campaign is brief and V never quite matches his co-stars. None of that comes close to sinking it.

The combat is that good. Nero is immediate, Dante is bottomless, and the style system turns every encounter into a test of how well you can play rather than a obstacle to clear. Years after release, nothing in the genre has clearly surpassed it, and its player reviews suggest the audience agrees.

Buy it on Steam with a controller in hand. Consider the Switch 2 edition if portability matters and the performance checks out. Either way, plan on playing it more than once.

Pros

  • Best-in-class combat with an enormous skill ceiling
  • Three distinct characters, each with a separate system
  • RE Engine visuals and strong, stable performance
  • Dynamic soundtrack that rewards skilled play
  • Deep replay value: difficulty modes, Bloody Palace, The Void

Cons

  • Repetitive level design and drab late-game environments
  • Short campaign if you only play through once
  • V's indirect combat lacks the precision of Nero and Dante
  • Cameo system is a thin substitute for real co-op
  • Paid add-ons on top of a premium game

Pricing: $29.99

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What stands out

Key features

  1. Three Playable Hunters: Nero, Dante and V each bring a separate combat system, not a reskin. Switching between them mission to mission keeps the campaign from settling into a rut.
  2. Devil Breakers: Nero's prosthetic arms are swappable, breakable and individually specialised, turning a loadout into a resource you spend.
  3. Dante's Arsenal and Four Styles: On-the-fly style switching plus a wide spread of melee and ranged weapons, including a motorcycle that splits into twin blades.
  4. V's Familiars: Three demons fight on your command while V hangs back, stepping in only for the killing blow.
  5. Style Rank and Dynamic Soundtrack: The music builds as your rank climbs from D to SSS, so you can hear how well you're playing.
  6. Replay Infrastructure: Extra difficulty modes, secret missions, The Void training mode and the Bloody Palace survival gauntlet.

Full review

Devil May Cry 5 in depth

Bottom Line: Capcom's 2019 comeback is still the benchmark for character-action combat: three distinct fighting systems, each deep enough to carry its own game. The corridors you fight through are forgettable, but the fighting is superb.

The Combat Loop

The loop is simple to describe and endless to refine. You enter an arena, demons spawn, and the game asks one question: how well can you do this? Winning is the easy part. The style meter punishes repetition, drops when you take a hit and rewards you for using everything you own. Lean on one effective combo and the rank stalls. The game is telling you, politely, to stop being boring.

Red orbs earned in missions buy new moves and upgrades, and the drip is well paced. Each purchase adds a new option to a move set you're still learning, so the first playthrough works as an extended tutorial. The real game begins on the second.

Nero: The On-Ramp

Nero is where most players will feel competent first. The Red Queen sword has a rev mechanic that rewards timing, the Blue Rose revolver handles spacing, and the Devil Breakers add a layer of risk. Each arm does something different, and each can shatter if you're hit mid-use.

The catch is that you work through your arms in the order you loaded them rather than selecting freely. It's a deliberate constraint that forces you to commit and improvise, and I respect the intent. It's also the one system in the game that occasionally feels like it's fighting the player instead of the demons.

Dante: The Deep End

Dante is the reason this game has a community years later. Four styles, switchable instantly, layered over a weapon roster you can also cycle mid-combo. The input ceiling is absurd. Watching an expert play Dante looks like a different game from the one you're playing, and the quiet triumph of the design is that the distance between the two is all learnable skill, with no unlock required.

The weapons have personality, too. The motorcycle-turned-twin-blades is ridiculous on paper and heavy and satisfying in the hand. That's the series' tone in one object: deeply silly, executed with total seriousness.

V: The Interesting Misfire

V is the boldest idea and the weakest result. Commanding familiars from range while reading poetry is a striking concept, and his missions are a welcome change of pace. But the latency between your input and a familiar's action blunts the precision that defines the other two characters. You're managing combat rather than performing it. His missions are good, while Nero's and Dante's are exceptional.

Where It Stumbles

The level design is the honest weak point, and player reviews call it out consistently. Early city streets give way to a long stretch of fleshy, red-brown Qliphoth interiors that blur together. The missions are corridors connecting arenas, with little exploration beyond the secret missions.

The campaign is also short. That's a fair complaint if you play once and leave, and irrelevant if you engage with the difficulty ladder, which is where the game expects you to live. The cameo system, which drops other players into certain missions, is too limited to count as co-op. And the paid add-ons sit awkwardly beside a full-price game. None of them are necessary, which is exactly why they feel cheap.

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Top in Action

How Devil May Cry 5 ranks among our 763 published Action reviews.

RankNameOur scorePlatformsPrice
#1CelesteScores 0.7 higher than Devil May Cry 59.8Steam, Nintendo Switch$19.99
#1Deus ExScores 0.7 higher than Devil May Cry 5 · Also on Steam9.8Steam$6.99
#1God of War (2018)Scores 0.7 higher than Devil May Cry 5 · Also on Steam9.8Steam$49.99
#170Devil May Cry 5This review9.1Steam, Nintendo Switch$29.99

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FAQ

Common questions

Is Devil May Cry 5 worth it?

Devil May Cry 5 makes a clear trade: it pours nearly everything into how it feels to fight and treats the rest as support. Our experts scored Devil May Cry 5 9.1 out of 10 — best in class.

Why does Devil May Cry 5 score 9.1 out of 10?

With a score of 9.1 out of 10, Devil May Cry 5 lands in our best in class band. Design is its strongest category at 9.5 out of 10. Innovation is the weakest at 8.0.

What do our experts like most about Devil May Cry 5?

Best-in-class combat with an enormous skill ceiling. Three distinct characters, each with a separate system.

What do our experts say is Devil May Cry 5's biggest weakness?

Repetitive level design and drab late-game environments. Short campaign if you only play through once.

About this review

How we scored Devil May Cry 5

Devil May Cry 5 was scored on Design, Innovation, Value and Utility — each from 1 to 10, with the same rubric as every other game in its category — for an overall 9.1. Research and drafting follow Rankeno's fixed editorial rules; the rubric, the checks before publishing and the decision to publish are ours. Published Sep 30, 2026.

Editorial disclaimer The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.

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