Capcom's stylish, very challenging action game with three playable characters.
Devil May Cry 5 stayed a hard, stylish action game while opening the door wider: separate input remapping for Nero, Dante and V, practice areas and easy settings. It fell short by making players hold lock-on instead of offering a toggle. Lesson: even demanding games can add per-character remapping, assists and toggles without losing their identity.
Players move key functions to buttons they can reach
From Mark Brown on game accessibility
Devil May Cry 5 lets players remap inputs separately for each character. The game has its own remapping for Nero, Dante and V, set independently, so players don't depend on system-level remapping. Players with motor disabilities can move key functions to buttons they can reach and avoid awkward inputs.
Mark Brown says presets are not good enough. Crackdown 3 and Resident Evil 2 only offer presets. His point: "it's important to provide this on a game level, rather than relying on the system-level remapping".
Devil May Cry 5 makes players hold lock-on, which a toggle would fix. Lock-on has to be held down. Holding a button for a long time can be impossible with some motor disabilities, so Brown names this as a gap.
Crackdown 3 makes lock-on a toggle, and Borderlands 3 does the same for aim, sprint and crouch. Brown says toggles "stop players from needing to hold a button down for great periods of time".
Devil May Cry 5 stays very hard but offers practice, assists and easy modes. Despite its ultra-challenging reputation, the game has practice areas, assisted combos and easy difficulty settings. Players who want the challenge still find it.
Brown pairs it with Astral Chain as hardcore games that "want everyone to join in". He also notes that Microsoft, Ubisoft and EA publish their accessibility options online so players can decide what to buy.
Lets players remap inputs separately for Nero, Dante and V, and has practice areas and easy settings. It makes you hold lock-on.
Devil May Cry 5 lets players remap inputs separately for each character. The game has its own remapping for Nero, Dante and V, set independently, so players don't depend on system-level remapping. Players with motor disabilities can move key functions to buttons they can reach and avoid awkward inputs.
Mark Brown says presets are not good enough. Crackdown 3 and Resident Evil 2 only offer presets. His point: "it's important to provide this on a game level, rather than relying on the system-level remapping".
Devil May Cry 5 makes players hold lock-on, which a toggle would fix. Lock-on has to be held down. Holding a button for a long time can be impossible with some motor disabilities, so Brown names this as a gap.
Crackdown 3 makes lock-on a toggle, and Borderlands 3 does the same for aim, sprint and crouch. Brown says toggles "stop players from needing to hold a button down for great periods of time".
Devil May Cry 5 stays very hard but offers practice, assists and easy modes. Despite its ultra-challenging reputation, the game has practice areas, assisted combos and easy difficulty settings. Players who want the challenge still find it.
Brown pairs it with Astral Chain as hardcore games that "want everyone to join in". He also notes that Microsoft, Ubisoft and EA publish their accessibility options online so players can decide what to buy.
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