Ah, Mega Man and Dr. Wily. Capcom’s contribution to video game rivalries have battled through numerous episodes in the 8‑bit, 16-bit and first PlayStation era. These infamous icons have taken their battle of good vs. evil to another battlefield: next-generation consoles. Like many fans of the Blue Bomber, I wondered how Capcom would present Mega Man and company to a new audience while keeping dedicated fans like myself invested in new adventures. Mega Man 9 hit the spot.
Mega Man 9 is exactly like previous Mega Man games of the 8‑bit era: Easy to play. Using the PS3’s d‑pad made me feel that I was playing on the NES with simplified controls. When Mega Man defeats a Robot Master, he acquires that boss’ weapon which — along with his Mega Buster — make up the meat of his controls. I have only two issues with this feature: You cannot use a charged Mega Buster blast like in Mega Man 4; and, you must acquire weapon power-ups to keep the special weapons running properly. Mega Man does have help in his latest adventure with his helpful canine, Rush, and allies Eddie, Beat and Roll, who supply special gadgets in exchange for screws via their shop between stages. Saving all collected screws when purchasing certain items is a smart move.
The graphics in Mega Man 9 are 8‑bit quality and nostalgic, which I commend Capcom for doing. It looks like Mega Man of yesteryear, which is always a good thing. The music was also a win since it stayed with each stage’s design.
I felt that as an older gamer, Mega Man 9 was not only simple, but also fun. I didn’t have to worry about time limits or other frivolous things that would induce rage quitting. Everything was Mega Man oriented, just as it should be.
Mega Man 9 is a game for not only Mega Man fans, but also for those who want to experience 8‑bit gaming on a next generation console. Whoever said that gaming classics can’t keep attention like newer triple‑A titles obviously have not played a classic series like Mega Man and certainly haven’t run into Mega Man 9. Carry on, Blue Bomber. Carry on.
Ever since the now-Sony Interactive Entertainment introduced the PlayStation 2 to American gamers in 2000, the news surrounding the new gaming console ranged from a strong successor to the PlayStation name to the “Dreamcast Killer,” referring to Sega’s bowing out of making gaming consoles for the home market. While this was true, Sony was building up a relationship with a little-known gaming studio called Sucker Punch to introduce a character that would succeed Sony’s other well-known character, Crash Bandicoot. The result: “Sly Cooper and the Thievius Raccoonus.”
Though we’re jumping into the remastered version for the PS3, the base game is a result of what would happen if you put anthropomorphic animals together with Ocean’s Eleven and Splinter Cell games. The story is that Sly Cooper along with his team of Bentley Turtle and Murray Hippopotamus are trying to recover the Thievius Raccoonus, a scared book passed down in the Cooper family that records skills and techniques used to steal valuables from other thieves.
At age 8, Sly was to inherit the book, but a group known as the Fiendish Five appeared that day, killing his mother and father and taking all the pages of the Thievius Raccoonus, scattering them across the world. Now older and wiser, Sly, Bentley and Murray begin their quest to recover the Thievius Raccoonus and destroy the Fiendish Five.
The gameplay takes time to adjust to, but it is simple. You can either use the d‑pad or left analog stick to control Sly while using the square button to use his cane to strike, and the X button to jump and double jump. Sly also gets some help looking around his surroundings with the help of the in-game camera by using the right analog stick.
You pick up various objects such as coins, extra lives, and bottled clues to create gear, solve puzzles, and learn new skills. Sly also has a special sneaking technique that activates in times of need. Fair warning: Sly does not have a life bar. If he falls in water or gets hit by an enemy, you will lose a life. This adds to an already challenging setup. The graphics are well drawn and appear crisp in every level while the cut scenes pay tribute to the Ocean movie series. Sucker Punch took great care in the level design, which made the game seem more like an animated movie.
The music was energetic and relaxed enough for me to take my time playing especially when Sly performed a sneaking maneuver. The music was so top tier that I’m sold on a soundtrack CD to make a playlist. Voice acting was excellent with Kevin Miller as Sly, Matt Olsen as Bentley and Chris Murphy as Murray, adding to the theme of expert thievery.
Sly Cooper and the Thievius Raccoonus is a game that aims high and grabs replay value and fun. If you want to escape boredom and pull off a caper with the Cooper gang with great rewards and bragging rights, jump into the adventure instead of trying to be a real thief.
The Punisher makes good in digital crime cleanup
Before Marvel vs. Capcom became a relevant name to gamers, the companies collaborated on other games. Those games became essential classics to develop gamers who specialized in single-combat titles. In 1994, Capcom and Marvel brought a Final Fight-style game to the Genesis that starred comics’ most infamous anti-hero: Frank Castle aka The Punisher. The game follows the storyline of the classic Marvel comics series. Frank Castle, a decorated veteran Marine, was enjoying a day in the park with his family when they unwittingly became witnesses to a mob shooting. As a result, Castle and his family were massacred, him being the only survivor. Castle became determined to get payback by any means necessary. With fellow warrior Nick Fury (of S.H.I.E.L.D.), Castle begins his war on crime against mob boss Wilson Fisk aka Kingpin, who caused the death of his family and many other innocents. The game plays similarly to “Final Fight” and “Captain Commando.” You can choose to play as either Castle or Fury and can team up in multiplayer. You start off with the basics, progressing to combos and various weapons such as handguns, automatic rifles and katanas. There was liberal food and other power-ups such as cash, gold bars and diamonds that increased my score and restored health since the amount of enemies coming at me was nonstop. The graphics were pleasant enough, although they attempted to copy arcade cabinet-quality with little success. I will give Capcom credit for making the graphics comicbook-like. it was like reading an actual issue of the comics including captions “BLAM!” “KRAK” and “BOOM!” instead of playing a rushed paint job of a popular comic series video game. The music of each stage was also decent as Capcom’s sound team delivered, keeping things close to what the Punisher feels like. With the work Capcom put in, the attention to detail made me want to pick it up to play as a returning comic book fan who knew about Castle and Fury but wanted to learn more about the Kingpin and other Marvel villains such as Bushwhacker and Bonebreaker. The Punisher is the first successful paring of Capcom’s know-how with Marvel’s legendary vigilante who wastes no time dispensing his brand of justice on criminals. Playing through this isn’t exactly punishment.
Watch who watches society in surveillance thriller
I am sort of a tech geek. While I do not have the latest gadgets in gaming or modern living, I love to have knowledge about the latest in digital security. During the height of the Covid-19 pandemic, I spent time off binge-watching the USA network show “Mr. Robot.” The protagonist, Elliot Anderson, was not a social butterfly, but if he wanted to know something about someone, all he needs is their digital details and he would either help or hinder them. Before Mr. Robot took form, Ubisoft in 2014 developed a game that applied action-adventure elements and mixed them with cybersecurity and personal privacy issues involving big technology companies. Watch Dogs was born of that curiosity. In Watch Dogs, you take on the role of hacker Aiden Pierce, who in 2012 was collaborating with his mentor/partner Damien Brenks on an electronic financial heist in a fictional Chicago hotel. Unknown to the hacking duo, they tripped off an alarm set by another hacker, which forces Aiden to take his family out of the city. While on the run, they are pursued by hitman Maurice Vega in a car chase that kills Aiden’s niece. Enraged, Aiden, along with partner/fixer Jordi Chin, sets off to find Vega and his employer while uncovering a hideous conspiracy behind the popular CtOS (Central Operating System) that has Chicago heavily dependent on it. Watch Dogs is simple to play yet requires some practice to be familiar with. Using the analog sticks to control Aiden’s movements and the in-game camera was difficult at first; however, with enough practice, you will have him almost invincible. The menu for Aiden’s collected items as well as driving scenarios are like Grand Theft Auto, which I found frustrating but not unplayable. Aiden’s main weapons are a collapsible baton and a portable device known as the Profiler. The Profiler picks up NPC info that could be used to loot or embarrass them, depending on the situation. Also, you scan scale vertical walls and crouch behind walls to hide from enemies. I especially like the ability to hide because it’s well done in its application. During the first mission of the game, I found Vega and roughed him up, hacked the baseball stadium’s power grid to cause a blackout and snuck away from the police. With the well-practiced controls, it was easy to make this sequence work and get on with the rest of the game. That’s how smooth it should be. The graphics in Watch Dogs are sharp and do well in taking advantage of Ubisoft’s Disrupt engine, which presented the city of Chicago and its landmarks with great care and detail. Another detail I liked was the ability to set the time for Aiden to rest. The representation of the day and night cycle was perfect. Watch Dog’s music is a nice mix of adrenaline and house music and contributed well to the overall atmosphere. Watch Dogs is great to play if you want to act out your vigilante hero fantasies, legally, of course. Watch Dogs will not disappoint, although I would recommend using a strategy guide to help make your first playthrough more enjoyable. For those who are interested in cybersecurity like I am or want to experience control of a city by technology, get to hacking.
Previously, I reviewed Dynasty Warriors: Gundam 3, which set the stage for me to try the others in the series. Little did I know, I would be learning a valuable lesson: Not every popular franchise will always have best-sellers. An excellent example would be Dynasty Warriors: Gundam 2.
Gundam 2 follows the same roster of characters in various entries in the Gundam universe, including some characters and mobile suits that were only featured in Gundam movies. To compensate for a lack of a storyline, DWG2 has two modes: Story, where you can play as one of a select group of characters from their respective Gundam series; and, Mission, where you choose a character with various missions set in the universal century timeline and you can interact with various characters from other series. As you move along, you gain experience points to increase your level and collect various mobile suit parts. There is also a chance to earn new skills just like DWG3 as you advance to higher levels.
Gundam 2 also special missions where you can fight against other opponents to earn licenses to pilot different suits, earn the trust of other characters to fight beside you and acquire higher-level parts for mobile suits. The mobile suit lab and terminal features help you to keep up with changing events and current developments with different mobile suits.
What I like about Gundam 2 is that every character is legit in the Gundam universe, which made me wonder if I saw the actual Gundam series with that character. Also, the opening cinema was high quality, showing off the minor suits such as GMs and Zakus, who were observing the OGRX-78, Strike Freedom and Nu Gundam suits doing battle while the Sazabi and Psycho Gundam lurked in the shadows. Additionally, I also appreciated Namco Bandai, Sunrise and Koei retaining the original English voice actors to reprise their respective characters; this gives DWG2 the needed credibility as an official Gundam video game.
However, despite the good, the bad parts stick out like sore thumbs. When I try to fight in other battlefields, I’m restricted in moving, which weakens my attacks, and leaves me vulnerable. Also, the in-game camera was VERY unhelpful, especially in boss fights with giant enemies where I was piloting my mobile suit on low energy while running and avoiding attacks by giant enemies like Psycho Gundam, Big Zam, and Queen Mansa. I also found certain parts of the game have unrealistic time limits to fight enemies to achieve certain objectives. Finally, I found the biggest insult to me as a Gundam fan was the graphics; these feel like cheap knock-off paint jobs of Gundam and lower-rank mobile suits alike. To be fair, the associated pilots look like their anime counterparts, but the suits were not given the same treatment. Unfortunately, I would also be remiss if I did not include the LONG wait to obtain skills, unlike in DWG3. I could unlock and purchase new skills in addition to leveling up characters more efficiently via training sessions in the latter game’s shop.
There are hits and misses that the quality assurance teams should have noticed, but there are bright spots such as music and voice acting being excellent. I would still play Gundam 2 when I have free time, but Bandai Namco did such a rush job on it that I feel justified almost not recommending it. I’m just glad that DWG3 is a far superior product and sticks to the essentials that make Gundam, well, Gundam. Dynasty Warriors: Gundam 2 is on the way but not quite there.
In my vast inventory of interests, mafia movies are one that would make me curl up on a weekend afternoon with popcorn, drinks and other treats in hand. While I know that some famous mafia movies and television series are being developed into video games, Sega’s Yakuza series is already a perfect combination of action, adventure, and the mafia. I was thrilled to combine my love for the series with zombie elements in Yakuza: Dead Souls.
Set a year after the events in Yakuza 4, an unknown disease outbreak in the district of Kamurochō has affected its residents, turning them into zombies through bites. As a result, the Japanese Ground Self-Defense Force has been called in to assist with the slow and expanding quarantine. During this chaotic time, certain enemies of the Tojo clan have arisen to take advantage of Kamurochō’s suffering. The fate of Kamurochō and Japan rests in the hands of four men: Shun Akiyama, a loan shark trying to save his sick receptionist; Goro Majima, a feared yakuza and construction company owner who is fighting his own infection; Ryuji Goda, a disgraced yakuza and takoyaki chef whose clan has a tie to the outbreak; and, series protagonist Kiryu Kazuma, who runs a children’s orphanage and returns to Kamurochō when his adoptive daughter is kidnapped.
Dead Souls is an open-world game that combines action, adventure, and survival horror elements. The plot is one akin to samurai movies where there are four chapters with four parts for each character with the final chapter reserved for Kiryu. Controls for movement and the game camera are simple with the analog sticks. You will also be given “memos,” a list with special sections to teach you basics such as using weapons, evasion, and close quarter combat, which help when facing off against the legion of zombies. I appreciated the ability to level up each character’s attributes through use of soul points that upgrades abilities to carry more items, improve knowledge of zombies, weapons modifications and protective gear, and master advanced close quarter combat techniques.
As the game progresses, your current character will be assisted by three NPCs: Reiko Hasekawa, a researcher who offers information and rewards for completed tasks; Gary “Buster” Holmes, a firearms expert who helps the protagonists and their temporary companions with gun training; and, Renji Kamiyama, weapons seller and modifier of weapons and protective gear who can also be used as a pawnbroker to buy rare items.
I also appreciate the classification of various zombie enemies; that organization method can help you plan the appropriate strategy or simply avoid contact with them. While you’re running around Kamurochō, pay attention to the music. It’s one of Sega’s best soundtracks in the modern era and puts the Yakuza series among Sega’s go-to roster of great soundtracks.
The graphics are OK for the time when it released. It’s good for an open world game, though there’s room for improvement. Though, compared to other games at the time, Yakuza: Dead Souls doesn’t necessarily outshine the competition; it just merely competes. The only real problem I have with Dead Souls is the inclusion of scenarios where you must chase down people while fending off zombies. I know a yakuza got to make his money, but Sega was putting these characters in dangerous conditions without any protective gear, which is slightly unrealistic.
Dead Souls is great to play on a day off or slow weekend, though I would offer two pieces of advice: Do not play late at night, and do not play while COVID-19 is still around. It’s a nice attempt to mix multiple genres. I can say this with no doubt: Sega’s got a smash hit ready to secure all bags and show its competition why it does not pay to underestimate the Yakuza.
Fun Facts:
* Yakuza is the term given to transnational crime organizations based in Japan. They are also known as” boryokudan,” which the Japanese police advise for public media to use when covering yakuza-related stories. The yakuza also call themselves “ninkyo dantai,” or chivalrous groups.
* According to Japan’s National Police Agency as of 2020, there are at least 25,900 active yakuza members, despite rigid legislation aimed to combat yakuza involvement with the Japanese public. These members are accounted among the three major yakuza families: Yamaguchi-gumi, Somiyoshi-kai and Inagawa-kai.
* Yakuza groups have been known to operate in major U.S. cities and use Hawaii as a hub to conduct various legal and illegal enterprises.
I’m a HUGE Gundam fan. Next to my love of Mega Man, Gundam is my second greatest obsession. Because of limited space, I’ll have to be content with the limited Gundam merch that I have amassed. The latest addition was given to me for my recent birthday; it made me recall playing a Gundam arcade fighting game at Nashicon 2016. Would it serve to satisfy my hunger for giant robots causing massive damage and beating themselves to oblivion? “Gundam Versus” for PlayStation 4 gave me my answer.
Gundam Versus has some unique advantages going for it as a fighting game. Its source material is based on a universally recognized anime series. Unlike other fighting games, it does not have a storyline, allowing you to jump straight to the action without knowing background story. That sold me as someone who knows a series’ background, not needing knowledge about specific characters’ background.
The ability to choose a series favorite from a roster of more than 90 mobile suits from various Gundam works ensures that you are not limited to characters in Gundam series only aired in the U.S. Each stage is open area, allowing you to plan offense or defense with the benefit of hiding or running from your opponents while recovering from attacks. Also, you can have two additional characters to back you with one serving as a striking partner to tag team opposing forces with the perfect timing. They are available to have a training session to get you familiar with your chosen suit.
Those who are not accustomed to run-and-gun gaming will get frustrated and want to quit playing. The open battlefield requires a 360-degree view, which the PS4 controls are decent enough to help handle the action. While Gundam Versus made an honorable attempt to include all Gundam elements, some opening themes were played on repeat way too much and that took away the focus from gameplay and placed it on the music. Music for the game is top notch, which is to be expected from the Bandai Namco sound team. This was the first time the team did an international collaboration with the Czech Philharmonic Orchestra for the opening visual. That adds some flavor and extras to the presentation. While I was disappointed that the game didn’t offer an English dub track, the original Japanese audio for the Gundam franchise ensured that Versus has the appropriate Gundam feel.
A downside is that certain series I liked and wanted to use suits from are stuck as paid content, which left Gundam fans like me at Bandai Namco’s mercy regarding affordable pricing.
Gundam Versus is a testimony of how anime, sci-fi and fighting games have merged to create a product that is playable for everyone, regardless of fandom knowledge. As a Gundam aficionado, Versus is well worth the time spent playing and is the next best thing to owning a Gundam or mobile suit. I welcome this new addition to my Gundam collection as I continue my quest to build a masterpiece collection of all things Gundam.
As a child of the early ’90s, Final Fight not only increased my addiction to arcade games, but also introduced me further to Capcom’s skyrocketing rise as a game developer. I dived into Final Fight 2 to relive my arcade glory days.
In Final Fight 2, time has passed since Mike Haggar, Cody Travers and Cody’s friend Guy defeated the Mad Gear gang, restored peace to the streets of Metro City and rescued Haggar’s daughter Jessica from the Mad Gear’s leader, Belger. That peace is short-lived when the remnants of Mad Gear return under a new leader and kidnap Guy’s fiancée, Rena, and Guy’s sensei, Genryusai.
With Cody away on a trip with Jessica and Guy away on secret training, Haggar is joined by Rena’s sister, Maki, and Haggar’s friend Carlos Miyamoto on a worldwide quest to crush the Mad Gear and rescue Rena and Genryusai. FF2 has a lot going for it; it’s a direct sequel never released in arcades with a lot of new material despite no new general mechanics.
FF2 has an expanded battlefield with Haggar, Maki and Carlos starting their journey in Hong Kong and ending that journey in Japan. The main protagonists make their way through several locales in Europe in their search for Rena, all the while surrounded by improved graphics over the first game. The backgrounds are high quality, and the sprites are well-drawn and crisp for each character with a lot of attention to detail.
The attention to detail also shows up in the controls. Overall, control is simple even though each character has a unique fighting style. Haggar still has his pro wrestling moves, Maki makes use of Ninjitsu and Carlos practices martial arts and sword skills. Though they are generic in execution, it’s fun to see how each character operates during the fight.
Power-ups are still obtained via smashing various objects and range from steamed Chinese buns to a pair of shoes that can increase health or score points. Finding either a Genryusai or Guy doll will give an extra life or invincibility. As for the music, it is arcade perfect just like its predecessor. It’s a nice soundtrack of early Capcom brawler, and it fits the action perfectly in each of the game’s locations.
As much as I enjoyed FF2, the game does have some flaws. While each character has their own awesome special moves, using them does cost health. That’s annoying when you’re trying to use more powerful moves to defeat bosses and trying not to die at the same time. Also, during the timed bonus stages, control is hit or miss when striking objects; if it’s not done perfectly, you lose the bonus points. I also got frustrated when I couldn’t take the weapons I found into other areas. That cheapens the use of the weapon and makes it useless shortly after picking it up. And, the challenge level is ridiculous. I needed a cheat code just to get to the real ending in expert mode. It’s too easy to die and taking hits from off-screen enemies is terrible.
Final Fight 2 placed the series in the ranks of Capcom’s top-tier franchises. While it hasn’t seen the level of push of say, Street Fighter or Resident Evil, the beat-’em-up is fondly remembered as one of Capcom’s crowning achievements.
In a previous issue, I reviewed Disney’s Chip ’n Dale Rescue Rangers for the NES. I reviewed the game as a nod to the times of the late ’80s and early ’90s where you knew the ins and outs of your favorite shows, including the opening and ending theme songs. With the arrival of Disney+ and Capcom’s re-release of Disney Afternoon-themed games for current consoles, I heard that Disney’s dynamic duo had another game for the NES. I reviewed Chip ’n Dale Rescue Rangers 2 to see if it would jump start my carefree kid memories.
Rescue Rangers 2 starts off with our furry heroes and their comrades enjoying a well-deserved rest after stopping their notorious arch nemesis, Fat Cat, in the first game. However, like most great villains, Fat Cat was able to mastermind his escape from prison and acquire the legendary Urn of the Pharaoh to re-launch his fiendish plans. With Fat Cat on the loose and having evil spirits at his disposal, the Rescue Rangers are the only ones standing between Fat Cat and world peace.
Rescue Rangers 2’s gameplay is exactly like the original; you can choose either Chip or Dale to battle through several levels to do battle against Fat Cat’s legions of henchmen who are determined to stop our heroes from saving the day. Chip and Dale can jump, duck and used pint-sized boxes to throw either horizontally or vertically to defeat enemies. These boxes have various power-ups, such as acorns, to replenish health, extra lives or Rescue Rangers plaques that can earn Ranger icons. These icons will give the character of your choice an extra heart.
The controls also remain the same from the first game. Rescue Rangers veterans will be familiar with the control layout, but newcomers will go through trial and error until they are comfortable.
All the levels and backgrounds were done with great care, making me believe that I was playing an actual episode of Rescue Rangers. I commend Capcom for letting Disney animators work their magic on heroes and boss characters, ensuring that the bosses provided a challenge without losing Disney elements.
As much as I enjoyed Rescue Rangers 2, it’s not without some flaws. I stated earlier that controlling either Chip or Dale would take practice; that is important since during stages, you cannot go back to a lower level to pick up items without losing a life. That makes things unnecessarily tough. Also, the Rescue Rangers’ roles were drastically from the first game. The first game incorporated Monterey Jack, Gadget and Zipper into finding hidden paths, scouting for enemies, and backup and reach support; they’re now reduced to background scenery with little screen time.
Audio-wise, the music sounds dialed-in like the music from “1945,” showing that Capcom’s development starts strong but becomes weak in certain areas. Finally, the challenge level is high, but I advise players to have special cheat codes enabled if they want to finish this game. You shouldn’t have to use them, but they are a must here.
Chip ’n Dale Rescue Rangers 2 has delivered, keeping intact all the elements that made it a Disney favorite but, unfortunately, keeps some of Capcom’s bad habits as well. The Disney Afternoon lives on in this small but solid sequel.
“Devil may cry.” To some, it sounds like the latest quote from one of Hollywood’s biggest action stars. To me, it’s one of Capcom’s biggest franchises that does not involve “Street Fighter” and “Resident Evil” that is a labor of love to play. Nero and Dante are back along with some new faces to raise more demonic hell across next gen gaming consoles with the hack and slash style of gaming that put it on the map. I waited five years to play the fifth installment of this series and the kick-ass promotional song “Devil Trigger” helped move that wait right along. In April 2019, me and EIC Lyndsey were on a spur-of-the-moment gaming shopping spree and not only did we pick up a PlayStation 4 Pro, but also we picked up a bounty of games including DMC5. Could it surpass previous successes that defined the series?
In DMC5, years after the events in DMC4, Nero has gotten Dante’s blessing to jump in the demon-hunting business but one May night, Nero is accosted by a familiar foe who has not only taken the demon sword Yamato, but also Nero’s demonic arm. Vowing vengeance, Nero pursues the foe to Redwood City where he is introduced to a new evil known as Urizen. He, Dante and fellow demon hunters Trish and Lady are swatted instantly by Urizen. Now having a HUGE chip on his shoulder, Nero returns with a new arm and partner in crime, Nico, and sets out on his second adventure filled with old and new allies and enemies while making his name as a master demon hunter to surpass his infamous uncle.
Gameplay in DMC5 follows the same high-speed action formula found in previous games in the series. Controlling Nero, Dante and the newest character V is perfect. Nero still has his trusty sword Red Queen and revolver Blue Rose, but instead of his Devil Bringer he uses a prosthetic arm called a Devil Breaker, which was developed by Nico. It has extra punch than the Devil Bringer and can be upgraded after battles with various bosses.
Dante has his dual pistols Ebony and Ivory as well as his usual swords Rebellion and Sparta, but also has five additions: Cavilare (a motorcycle that when separated, becomes a buzzsaw-like weapon); Balrog (yes, THAT Balrog), gauntlets and boots that increases Dante’s melee power tenfold; KalinaAnn2, a modified version of the KalinaAnn used in DMC3; and, Dr. Faust, a hat that shoots out red orbs when worn.
V has some tricks up his sleeve with his familiars Griffon, a demon hawk capable of firing lightning bolts and projectiles; Shadow, a panther-like familiar that is melee combat oriented, using its body to form blade and needle weapons; and, finally Nightmare, a golem-familiar that moves slowly, but packs a MAJOR punch against giant enemies. I should also note that Nightmare can change his height to titan-level and use a huge laser beam to destroy enemy bosses, which allows V to use his Royal Fork cane and its copies to land the finish blow.
Another feature I liked in DMC5 was the training session that allows you to learn and practice available skills before purchasing them, allowing you to decide whether to buy or hold off.
The RE5 engine brings every detail to life, complementing Dolby Atmos sound’s abilities, which made me think I was playing a 3D movie instead of a video game. The voice cast is a mix of well-known and new voice actors led by Reuben Langdon, Johnny Yong Bosch and Daniel Southworth reprising their roles as Dante, Nero and Vergil, respectively. Stephanie Sheh returns as Kyrie but in voice form only. I also give kudos to Brian Hanford for voicing V and Faye Kingslee as Nico. Brad Venable as Griffon stole the show, and Kate Higgins (Bleach, Code Geass) and Wendee Lee were excellent as Lady and Trish.
The only negative thing I have about the game is the camera control. It has improved GREATLY, but it still takes some time to masterfully plan a character’s next move. The power-up situation that occurred in DMC4 was fixed, but you still need to conserve your red orbs, especially if you use Dr. Faust.
DMC5 is worthy of replay because of its excellent blend of action, drama and environment. Capcom is doing this series right again and while I don’t agree that milking a franchise is the best business decision, DMC fans can begin to forgive Capcom for its lack of judgement for DMC: Devil May Cry. Let the healing begin.
Fun facts
Reuben Langdon, Johnny Yong Bosch and Daniel Southworth have a connection to the Power Rangers franchise. Bosch was the second Black Ranger in Mighty Morphin’ Power Rangers and the Green Ranger in Power Rangers ZEO and Power Rangers Turbo, while Langdon did stunt work and Southworth played the Quantum Ranger in Power Rangers: Time Force. All have provided voice and motion capture work for the DMC series.
Southworth and Wendee Lee had dual roles as Urizen and Eva, Dante’s and Vergil’s mother.
If Redwood City looks like London, you are correct. Capcom sent the DMC5 development team to London — specifically Midhurst in West Sussex, Rochester, Kent, Canterbury and Leeds Castle in Kent — for inspiration in designing locations in the game. Various models and clothes were acquired and scanned in London and Serbia.
In addition to the RE5 engine, Capcom used Microsoft’s Simplygon graphic software to assist with graphics and the intermission graphics.
The most notable song of the game, “Devil Trigger,” by Casey and Ali Edwards, has had more than 2.8 million views on Capcom Japan’s YouTube channel. Ali Edwards was also the lyricist and vocalist for the game’s ending theme “Legacy,” with composition by Kota Suzuki.