Menu

A mystery box filled with miniatures to enhance your RPG campaigns. All official miniatures and for a bargain price!

Buy Miniatures Box »

Not sure what game to buy next? Buy a premium mystery box for two to four great games to add to your collection!

Buy Premium Box »
Subscribe Now »

If you’re only interested in receiving the newest games this is the box for you; guaranteeing only the latest games!

Buy New Releases Box »
Subscribe Now »

Looking for the best bang for your buck? Purchase a mega box to receive at least 4 great games. You won’t find value like this anywhere else!

Buy Mega Box »
Subscribe Now »

Buy 3, get 3% off - use code ZATU3·Buy 5, get 5% off - use code ZATU5

Devil May Cry Video Game Vs Board Game

Devil May Cry

As the originator of the stylish action game genre, Devil May Cry has proved to be one of Capcom’s key identifying franchises despite its ups and downs. After the release of Devil May Cry 5 a board game adaptation was funded on kickstarter by Steamforged Games. With plenty to compare between the two we can delve into how much the board game resembles its origins.

A Brief History Of Devil May Cry

The original Devil May Cry was released on the Playstation 2 in 2001. Published by Capcom and developed by Capcom’s Studio 4. With the game headlined by the master of twitter royal guard, Hideki Kamiya. Devil May Cry was the originator of the style metre, which is now used in many action games. Another of its defining elements was the tone of the game. Achieved through its visuals, music and the embodiment of cool that is Dante.

Devil May Cry would then see a series of sequels and prequels released under the thumb of Hideaki Itsuno. With the addition of one attempted reboot of the franchise by Ninja Theory. Leading to plenty of back and forth on what works for a Devil May Cry game and what didn’t. Ultimately, the original Devil May Cry identity came back to a roaring success with the fifth entry.

Devil May Cry 5

Released in 2019, Devil May Cry 5 was a major success in the franchise. Similar in more than one way to Devil May Cry 3, considered the peak of the franchise before 5’s release.

Devil May Cry 5 is a game about fighting groups of enemies as you progress through levels. With minor platforming and exploration elements also featured. The removal of the puzzle elements of previous titles has changed to focus on its stylish action. to the disappointment of some who enjoyed the puzzle aspects. The boss fights remain a spectacle and a worthy challenge.

Shortly after the game’s release, the ‘Bloody Palace’ mode launched. This mode is a gauntlet consisting of 101 timed stages. In this mode your style and speed can grant you bonuses to extend the timer. Meanwhile, your health and damage carry over through each stage.

The story itself is quite simple and told in a nonlinear narrative. This is not dissimilar to Resident Evil 6’s many character storyline. The core of the plot is that a mysterious man (given the name Urizen) steals Nero’s demon arm, the Devil Bringer, and uses it to gain the seat of Demon King. Urizen defeats Dante and his allies. Then with the aid of the mysterious V, Nero returns with his new robotic Devil Breaker to defeat Urizen. Along the way players discover a few (very guessable) plot twists and the still living Dante.

The main feature of Devil May Cry 5 is the inclusion of three separate characters. Whose play styles vary from one another.

Dante maintains his signature weapon and style switching gameplay. As well as his super mode of Devil Trigger from previous titles. He gains a new super mode called Sin Devil Trigger that gives him a powerful but limited set of attacks. These are best used when your style is at SSS. In Dante’s impressive and complex arsenal are an array of ‘Devil Arms’. These melee weapons make up the bulk of Dante's close-range attacks. Dante also has access to a selection of firearms for his ranged attacks.

Following Dante’s large number mechanics we can look at Nero. At first, Nero seems a lot simpler, only having a single melee and ranged weapon. From Mission 2 onwards, he gains an array of different Devil Breaker arms. These arms function as his ‘style button’ action when compared to Dante. Additionally, Nero features an ability to charge his melee attacks with fire by igniting his sword which can be tricky to master but increases Nero’s damage. Nero does get further power ups by the end of the game and features many DLC Devil Breakers which add to his arsenal. Many players find changing Nero's default button layout allows them to get the most out of him.

Finally, V is the last playable character in the base game. A very unique character in the franchise. His attacks are the summoning of a trio of demons based on enemies featured in the original Devil May Cry. His melee attacks use Shadow, a shapeshifting panther-like demon. While V’s ranged attacks come from the bird-like Griffon in the form of electricity. Nightmare, is a hulking brute that takes the place of V’s Devil Trigger. It attacks without player input unless ridden. V himself has a few actions he can take. Which focus around his ‘style’ function of finishing off enemies with his cane. This is because the demons he summons can’t land killing blows. He also can read his book to recharge his devil trigger while in combat.

When the special edition was released, Dante’s twin brother was yet again made playable. As he had been in the previous two title’s special edition re-releases. In Devil May Cry 5, Vergil is a powerhouse combining the best of the base game’s three protagonists. Possessing three melee weapons and a Trickster-like style much like Dante. As well as a Sin Devil Trigger of his own. Having to manage multiple features to maximise his output and skills much like Nero sharing the teleportation aspects of V’s move set and how his Devil Trigger is also a summon. Finally, Vergil can also turn into V for a super move. Unique to Vergil is his focus metre. The metre raises as he walks (but not runs) during combat or while dealing damage to foes. However, any misses or damage taken sends it plummeting down. When the gauge is at level 2 or higher he can execute new moves and gains a damage increase.

The main weaknesses of Devil May Cry 5 are the shortness of its campaign, despite having three playable characters. A lack of a true co-op mode, with only limited mid-mission crossover moments. And a limited set of character costumes (which have been a well loved feature of all the previous titles).

Devil May Cry: The Bloody Palace Board Game

Kickstarted by Steamforged Games, the Bloody Palace Board Game takes the gauntlet mode from the video games and brings it to life on your table. The game features miniatures and a stylish board and card design. While it takes its visual design from Devil May Cry 5, right down to the box art and character appearances, it has many features that resemble previous Devil May Cry titles. This is most likely accidental, as the development team have stated none of them are familiar with the franchise - except for the production aid video Capcom provided them focused on Devil May Cry 5.

Focusing on how the developers claim to not be fans or too familiar with the IP, they certainly get a lot right in capturing that essential Devil May Cry feel. With style, combos and feeling powerful as you take down demons and rack up points. With your chosen character based on a suit of cards, you face off against waves of demons. You play alongside other players, referred to here as ‘Hunters’. Everyone is technically working together in a co-operative sense to beat the board. However, your ultimate goal is to have the most style points to declare yourself the winner at the end of the game. You earn style points with successful card combos. While you lose style points by taking damage from enemies. Each character also has extra methods of gaining points.

The board game brings in an element many fans expected would be present in Devil May Cry 5. The co-op bloody palace experience. With a limited number of co-op levels in Devil May Cry 5, it was highly theorised that the Bloody Palace mode would feature co-op. However, it did not and this board game certainly fills that gap for groups of Devil May Cry fans. In addition to its competitive co-op gameplay, it also features a solo mode. With many scenario cards that set up the levels of the bloody palace you can fight through alone or as part of a group.

Combat uses a set of basic action cards unique to each character and a hand of cards. You chain these cards together into a combo of matching colour links. When a player claims a combo, they gain style points corresponding to the number of cards in the combo. Card effects and 'finisher' cards grant extra points. Players can only claim one combo a turn, unless they use 'finisher' cards that also claim combos. Basic action cards are not discarded when a combo gets claimed so they can generate new combos on the same turn.

Each character features a formatted deck that falls into the theme of playing card suits, perhaps to its detriment, as the size of each deck limits how much of the video game’s gameplay transfers to the tabletop medium. This is most clear with Dante's missing arsenal and the few missing Devil Breakers of Nero. Despite the limitations, each character has a solid and different playstyle.

For example, Dante has styles he can switch between once added to his basic actions. His default style of ‘Royal Guard’ reduces damage he takes giving him more of a tanky feel with his higher hp. His other styles add more control to what cards you can pull from your deck to guarantee certain combos.

V also plays as a surprisingly tanky character. Letting Shadow (or Nightmare with the Devil Trigger expansion) take hits in his place. Although, like the video game, V is the only one who can kill enemies.

Trish plays a lot like Dante without styles. She features a significant amount of movement effects. This lets her zoom around the board dealing hits on multiple demons.

Nero’s unique mechanic is his Devil Breakers. These sit in his basic actions while he stockpiles the cards he needs for a long stunning and pushing combo. However, his devil breakers don’t feel as punchy as you’d expect. They often have similar effects to his normal melee attacks. Not being able to ‘break’ them like the video game for a powered up attack is noticeably missing.

Finally, Lady. She comes with the Walking Arsenal expansion. She is different from the other characters with her grenade ability. It lets her lay out traps on board and focuses on hitting many targets to gain bonus style points.

There are a few expansions which add further playability to the game. They add new enemies, a new character to play as and the Devil Trigger forms of the video games.

Very few iconic attack or skill names have actually made its way into this game as the names of cards. With cards named rather generic terms like Uppercut. Meanwhile names like Helm Breaker or Million Stab are absent. In some minor cases, some cards themselves seem to not match the character. Such as V’s tentacle based attacks when he and Shadow lack any tentacle pulling moves in the video game. No doubt caused by a misunderstanding from footage of V’s gameplay.

Additionally, Devil May Cry is known for its airborne combat. With some characters (such as Nero) focusing on extending their air time. This verticality is noticeably absent in the board game, even as a status effect.

Another point of difficulty that came up when playing was how V’s colour palette was often mistaken for Nero’s. As they both have a similar shade of blue as part of their deck and token themes. With Trish and Lady being pink and purple, there was a sense that the characters had too similar colours. Some of these colours don't reflect the normal colour schemes from the video games. Dante’s red and orange works well. Although, V lacking purple and Trish being more pink than yellow was a point of contention for some. A better separation of colours between the players would have met less confusion. As well as matching the video game colours better. Which is odd, because the enemy deck has a stronger separation of colours for its enemies. This is from the inclusion of colours like green or lighter and darker blues.

Conclusion

In conclusion, The Bloody Palace Board Game captures the essence of Devil May Cry. Saying this, it doesn’t quite land an accurate representation in minor ways. It won’t bother your average board gamer but will no doubt give pause to a Devil May Cry fan. Changing card names and some colours could remedy its more glaring aesthetical flaws. Even these nit-picks aren’t enough to detract from the well functioning core of the gameplay. It certainly fills the co-op shaped hole Devil May Cry 5 left behind.