Devil May Cry artwork

Devil May Cry Review

2001Capcom Production Studio 4Game

A scoring system disguised as a sword, and the birth certificate of the character action genre.

CriticGood
Users8.0 out of 10

Vote your grade

Category grades
CategoryCriticUsers
Difficulty to makeGood
VisualsGreat
StoryAverage
GameplayGreat
OverallGood

Every idea here radiates out of the style meter. Dante's arsenal exists to keep a combo alive rather than to end a fight quickly, so juggling an enemy with the pistols while the sword resets, then landing with Ifrit, is not showing off but the actual scoring system. That single feedback loop invented the character action genre. Capcom built it out of a discarded Resident Evil prototype, which explains the fixed camera angles and the gothic castle you circle back through half a dozen times, and the seams show whenever the level design asks you to fetch a key.

Fighting Nightmare three separate times is the exact point where padding becomes visible. The plot is thin pulp about a demon-hunting son of Sparda delivered with a smirk, and the voice work knows it. What holds up is feel: the lunge of a Stinger, the lift of a Helm Breaker, the way a clean run reads as choreography rather than input.

Reviewed Sep 7, 2026 · Last verified Sep 7, 2026 · How we grade

Devil May Cry at a glance

Platforms
PlayStation 2
Developer
Capcom Production Studio 4
Year
2001

What’s your grade?

Grade by category
Difficulty to make
Visuals
Story
Gameplay

No account needed. Sign in so your grades follow you and count once. · how vote integrity works

Comments

Plain text, 500 characters. Be sharp, not cruel.

0/500

No comments yet. Have the first take.

More games reviews