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* AmbiguousTimePeriod: The series in general refuse to give an exact calendar, not even a fictional one, in any shape or form. The events in each game happen in a vaguely described "modern times" with the presence of technology and fashion that could be from anywhere in the eighties to the 2000's and beyond, most evident in ''2'', ''3'' and ''5'' with its initial urban settings before Dante and friends traverse the more demonic locations. The lack of cellphones in the series is the greatest barrier in any attempt to assume when the series could take place, since cellphones rapidly change over time moreso than most other tech, thus seeing a model on-screen would greatly help any assumption. The indication of days and dates passing in ''5'' was the first time the series ever had something close to a calendar being taken into consideration.
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* SidetrackBonus: Depending on the game and the level design, the player may arrive at forks or crossroads, with one path leading to the actual "objective" that helps progress the game, while the other is an optional path that may lead to collectibes such as Blue Orb Fragments. How "obvious" the sidepaths are compared to the main paths may also vary, and {{backtracking}} may also be involved. Specific examples include:
** Mission 17 of ''3'' has a platforming puzzle where you have to jump into floating cubes to reach a door in a ledge, but it's obvious that this room has two ledges; one is an optional path that contains a Blue Orb Fragment.
** The [[TheLostWoods "Lost Woods"]] area of ''4'' is a series of crossroads where you need to [[OneOfTheseDoorsIsNotLikeTheOther figure out the correct path]] using light and shadows as your guide. Going into the wrong path however takes you to the "Hidden Pit" where you are forced to fight a group of enemies, though you'll also find a Blue Orb Fragment there for your efforts.
** ''5'' is abundant with sidepaths, the game even has a button that can be held to show you the path to the main objective and differentiate them instead. Many of them (such as in Missions 4, 10, 15, and 16) are of the usual kind that rewards Blue Orb Fragments, Purple Orb Fragments, or Gold Orbs, though there are also unique cases where you can be rewarded more than these; you can find Lady's original Kalina Ann rocket launcher in an optional area of Mission 11, and you can [[BossAlteringConsequence pre-emptively make the Nightmare boss fight easier]] in Mission 18 by exploring the optional paths. In some of the missions mentioned above (such as 4 and 10), there are also [[DevelopersForesight situational dialogue lines]] that play only when you explore these optional paths.
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** Dante and Vergil have BladeSpam attacks that involve slashing or stabbing the target(s) at inhuman speeds, though each individual hit deals low damage so the concept requires [[ButtonMashing mashing the attack button]] to keep on doing the attack, otherwise they would pre-emptively stop it. Specific examples often exaggerate the name as well even though the move itself lasts for several seconds at most, such as "Million Stab" for the original continuity's twins, and "Trillion Stabs" for ''[=DmC=]'' Dante.

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Updating/trimming.


* DeathOfAThousandCuts: Trying to kill enemies using only guns require this, since most guns in the series only deal minor damage. To compensate, Dante has certain moves (including the Gunslinger Style) where his handguns have faster rate of fire than usual. Nero's Blue Rose in ''4'' is even worse that Dante's handguns because of its slower firing rate.

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* DeathOfAThousandCuts: Trying to kill enemies using only guns require this, since most guns in the series only DeathOfAThousandCuts:
** Most starting firearms' basic shots
deal minor damage. damage but they're easily spammable enough to kill the target, even if you won't get any significant Stylish points, and even if it will take [[DamageSpongeBoss forever to do this against bosses]]. To compensate, Dante has certain moves (including the all firearms have [[BottomlessMagazines infinite ammunition]], and some playable characters have gimmicks (like Dante's Gunslinger Style) where his handguns their guns have faster rate of fire than usual. Nero's Blue Rose fire. [[DoesntLikeGuns Vergil throws swords instead of firing guns]] for his ranged attacks, but they still fall under this principle.
** Some non-firearm weapons are also intentionally designed with little damage per hit to encourage spamming, such as Lucifer
in ''4'' is even worse that Dante's handguns because whose core gimmick first involves turning the target into a living pincushion by impaling it with a lot of its slower firing rate.swords.
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** In ''5'', Hell Antenora, Empusa Queen and Behemoth are demons prone to [[TheBerserker going berserk]], being able to hurt and outright kill other demons if they go on a rampage.

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** In ''5'', Hell Antenora, Empusa Queen and Behemoth are demons prone to [[TheBerserker going berserk]], being able to hurt and outright kill other demons if they go on a rampage. Some of the other enemies' attacks ([[https://youtu.be/thqOaczxXds?si=FF1n-kMpzWFX5M_8&t=280 such as a Hell Judecca's ground spikes]]) can also "accidentally" damage their fellow kin in a crossfire.

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Crosswicking an updated version for consistency.


** In ''5'', "Devil Trigger" is not just Nero's {{Leitmotif}} that plays in segments where he's involved, it can also be heard in the background while you're viewing the Gallery unlockables or files. Likewise, "Silver Bullet" is essentially a remix of "Devil Trigger".

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** In ''5'', ''5'':
***
"Devil Trigger" is not just Nero's {{Leitmotif}} that plays in segments where he's involved, it can also be heard in the background while you're viewing the Gallery unlockables or files. Likewise, "Silver Bullet" is essentially a remix of "Devil Trigger". In the ''Special Edition'', Vergil's "Bury the Light" theme song also incorporates elements and notes from "Devil Trigger".
*** A portion of the game's main theme, "Legacy", can be heard in the instrumentals of Urizen's boss fight theme in Mission 17.
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*** In Mission 11, there's a gate that can only be opened by [[TwoKeyedLock activating its pressure plates on both sides at once]]. There's a Scarecrow demon on the other side, so Nero can just pull it to the pressure plate and help him open the gate.
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Crosswicking

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* HelpfulMook: The series mostly has examples of the "Accidentally Assisting" variant of the trope.
** Several [[ActionBomb self-detonating demons]] in the series (such as the Hell Wraths in ''3'' and the Blitz in ''4'') also deal massive damage to their fellow demons when they explode. They tend to "accidentally" help you clear out a room of enemies provided they are closely-packed with the rest.
** The series' GoombaSpringboard mechanic lets you use the {{Mooks}} as makeshift platforms. Oftentimes, this allows you to artificially reach an item located way up high, or it can be used for SequenceBreaking with the Demon Pull ability in ''[=DmC=]''. Secret Mission 9 of ''5'' even partially encourages this, as you can repeatedly jump off the Hell Antenora's head in order to stay afloat.
** In ''4'':
*** The Blitz is a MiniBoss type of a demon {{Mook}} that's difficult to deal with. However, it's blind and thus can accidentally hurt its fellow demons whenever it strikes or {{Teleport Spam}}s.
*** Thanks to the game's MeleeATrois mechanics, the artificial demons created by Agnus (Angelos, Gladii and Basilisks) will fight the other demons and vice versa, which can be helpful for the player as the demons tend to switch their aggro. In normal circumstances, this happens rarely (such as in Mission 17, where two Alto Angelos confront a Faust), but it's in full force in the Legendary Dark Knight mode where [[MonstersEverywhere dozens of enemies spawn at once]].
** In ''5'', Hell Antenora, Empusa Queen and Behemoth are demons prone to [[TheBerserker going berserk]], being able to hurt and outright kill other demons if they go on a rampage.
** In the Bloody Palace modes, the Chimera Seeds from ''4'' and the Qliphoth Roots from ''5'' are guaranteed to drop Green Orbs that restore the player character's vitality. The Green Empusa in ''5'' also do so even outside of the Bloody Palace mode, but only when they're [[ShootTheMedicFirst killed early on without having exhausted their healing substance yet]].
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Matt Walker had changed his Twitter handle.


* AnachronicOrder: For the original continuity, the major installments are chronologically arranged in this order: Manga ''3'' > ''3'' > ''1'' > [[Anime/DevilMayCryTheAnimatedSeries Anime]] > Novel ''2'' > ''2'' > ''4'' > Novel ''5'' > ''5''. The original confirmation of ''5'' taking place after ''2'' was courtesy of French gaming site [=ActuGaming=]'s [[https://www.actugaming.net/devil-may-cry-v-notre-interview-avec-hideaki-itsuno-matt-walker-et-michiteru-okabe-161665/ interview]] with director Hideaki Itsuno, and ''5'' producer Matthew Walker's [[https://twitter.com/gypsyOtoko/status/1034092516587401217 responding tweet]] to a fan's question. However, Capcom TV later streamed a [[https://www.youtube.com/watch?v=Oa6pa4RGpMw quick summary video]] that put ''2'' before ''4'', causing much confusion until [[https://twitter.com/gypsyOtoko/status/1093463599874486272 Walker confirmed it on Twitter]].

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* AnachronicOrder: For the original continuity, the major installments are chronologically arranged in this order: Manga ''3'' > ''3'' > ''1'' > [[Anime/DevilMayCryTheAnimatedSeries Anime]] > Novel ''2'' > ''2'' > ''4'' > Novel ''5'' > ''5''. The original confirmation of ''5'' taking place after ''2'' was courtesy of French gaming site [=ActuGaming=]'s [[https://www.actugaming.net/devil-may-cry-v-notre-interview-avec-hideaki-itsuno-matt-walker-et-michiteru-okabe-161665/ interview]] with director Hideaki Itsuno, and ''5'' producer Matthew Walker's [[https://twitter.com/gypsyOtoko/status/1034092516587401217 com/retroOtoko/status/1034092516587401217 responding tweet]] to a fan's question. However, Capcom TV later streamed a [[https://www.youtube.com/watch?v=Oa6pa4RGpMw quick summary video]] that put ''2'' before ''4'', causing much confusion until [[https://twitter.com/gypsyOtoko/status/1093463599874486272 com/retroOtoko/status/1093463599874486272 Walker confirmed it on Twitter]].
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* A Creator/{{Netflix}}-based animated adaptation produced by Adi Shankar, supervised by 3-5 game director Hideaki Itsuno, and animated by Creator/StudioMir. While details are currently sparse, he has stated that this new show will join ''WesternAnimation/Castlevania2017'' in what he is calling the "[[SharedUniverse bootleg multiverse]]". [[https://www.youtube.com/watch?v=YaLd4z8RWpY First teaser trailer]] released on September 27, 2023.

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* A Creator/{{Netflix}}-based animated adaptation produced by Adi Shankar, supervised by 3-5 game director Hideaki Itsuno, and animated by Creator/StudioMir. While details are currently sparse, he Adi has stated that this new show will join ''WesternAnimation/Castlevania2017'' in what he is calling the "[[SharedUniverse bootleg multiverse]]". [[https://www.youtube.com/watch?v=YaLd4z8RWpY First teaser trailer]] released on September 27, 2023.
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* A Creator/{{Netflix}}-based animated adaptation produced by Adi Shankar. While details are currently sparse, he has stated that this new show will join ''WesternAnimation/Castlevania2017'' in what he is calling the "[[SharedUniverse bootleg multiverse]]".

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* A Creator/{{Netflix}}-based animated adaptation produced by Adi Shankar.Shankar, supervised by 3-5 game director Hideaki Itsuno, and animated by Creator/StudioMir. While details are currently sparse, he has stated that this new show will join ''WesternAnimation/Castlevania2017'' in what he is calling the "[[SharedUniverse bootleg multiverse]]". [[https://www.youtube.com/watch?v=YaLd4z8RWpY First teaser trailer]] released on September 27, 2023.
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** The 2007 animated series is more straightforward with this than the games, as in-between the demon-hunting, the story entirely takes place in urban locale, or modern-day cities (the setting in Episode 3 is likewise named "Capulet City"), with their variety of establishments.

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** The 2007 animated series is more straightforward with this than the games, as in-between the demon-hunting, the story entirely takes place in urban locale, or modern-day cities (the setting in Episode 3 is likewise named "Capulet City"), with their variety of establishments.establishments (such as a restaurant, apartment and hotels), or technology and transportation (such as trucks and trains).
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** The 2007 animated series is more straightforward with this than the games, as in-between the demon-hunting, the story entirely takes place in Capulet City, there are numerous shots featuring the urban locale, and the cast also enter modern-day buildings and shops.

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** The 2007 animated series is more straightforward with this than the games, as in-between the demon-hunting, the story entirely takes place in Capulet City, there are numerous shots featuring the urban locale, and the cast also enter or modern-day buildings and shops.cities (the setting in Episode 3 is likewise named "Capulet City"), with their variety of establishments.
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* LightFireJuxtaposition: Dante's [[TheRival rival]]/[[EvilTwin twin brother]] Vergil uses a set of [[PowerFist gauntlets]] and [[ArmedLegs greaves]] called Beowulf which grant him power over light. Dante himself uses a number of fire-based {{Elemental Weapon}}s throughout the games such as [[VideoGame/DevilMayCry1 Ifrit]] (a pair of fiery gauntlets), [[VideoGame/DevilMayCry3 Agni]] (a FlamingSword) and [[VideoGame/DevilMayCry5 Balrog]] (a set of gauntlets and greaves similar to Beowulf).
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** The names of important characters in ''Devil May Cry 4'' are related to Christianity in a way: Kyrie, Sanctus, Credo, Gloria and Agnus are names for pats of the Roman Catholic Mass which are traditionally sung in Latin (Except Kyrie, which is in Greek), [[spoiler:and Kyrie is the only one among them who doesn't have demonic power,]] then Nero is named after the Roman emperor who persecuted the Christians of his era.

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** The names of important characters in ''Devil May Cry 4'' are related to Christianity in a way: Kyrie, Sanctus, Credo, Gloria and Agnus are names for pats parts of the Roman Catholic Mass which are traditionally sung in Latin (Except Kyrie, which is in Greek), [[spoiler:and Kyrie is the only one among them who doesn't have demonic power,]] then Nero is named after the Roman emperor who persecuted the Christians of his era.
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** Just like the games' fictional settings, it's difficult to pinpoint the location of Capulet City, the setting of ''TAS''. Although, being named after ''Theatre/RomeoAndJuliet'' from the {{British Author|s}} Creator/WilliamShakespeare hints that it has British influences.

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** Just like the games' fictional settings, it's difficult to pinpoint the location locations of Capulet City, City and Morris Island, the setting respective named settings of Episodes 3 and 8 in ''TAS''. Although, being named after ''Theatre/RomeoAndJuliet'' from the {{British Author|s}} Creator/WilliamShakespeare hints that it the former has British influences.
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Crosswicking.

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* HealthyGreenHarmfulRed: The health gauge is usually green, while damage taken is shown as red.

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Whoops, I accidentally added/crosswicked to the wrong page.


* CharacterInTheLogo:
** Trish's silhouette is part of the logo and a VisualTitleDrop in the first game; Dante's silhouette is in ''2'', ''3'', and the anime; Lucia's outline was part of ''2'' on her disc; and Nero's silhouette is in ''4''. ''[=DmC=]'' and ''5'' are the exceptions where ''[=DmC=]'' doesn't have a silhouette, and ''5'' simply have wings shaped in "V" for the Roman numeral 5.
** As it was with the early games' tradition, the official poster of ''TAS'' features a red silhouette of Dante beside the title art.

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* CharacterInTheLogo:
**
CharacterInTheLogo: Trish's silhouette is part of the logo and a VisualTitleDrop in the first game; Dante's silhouette is in ''2'', ''3'', and the anime; Lucia's outline was part of ''2'' on her disc; and Nero's silhouette is in ''4''. ''[=DmC=]'' and ''5'' are the exceptions where ''[=DmC=]'' doesn't have a silhouette, and ''5'' simply have wings shaped in "V" for the Roman numeral 5.
** As it was with the early games' tradition, the official poster of ''TAS'' features a red silhouette of Dante beside the title art.
5.

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* CharacterInTheLogo: Trish's silhouette is part of the logo and a VisualTitleDrop in the first game; Dante's silhouette is in ''2'', ''3'', and the anime; Lucia's outline was part of ''2'' on her disc; and Nero's silhouette is in ''4''. ''[=DmC=]'' and ''5'' are the exceptions where ''[=DmC=]'' doesn't have a silhouette, and ''5'' simply have wings shaped in "V" for the Roman numeral 5.

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* CharacterInTheLogo: CharacterInTheLogo:
**
Trish's silhouette is part of the logo and a VisualTitleDrop in the first game; Dante's silhouette is in ''2'', ''3'', and the anime; Lucia's outline was part of ''2'' on her disc; and Nero's silhouette is in ''4''. ''[=DmC=]'' and ''5'' are the exceptions where ''[=DmC=]'' doesn't have a silhouette, and ''5'' simply have wings shaped in "V" for the Roman numeral 5.5.
** As it was with the early games' tradition, the official poster of ''TAS'' features a red silhouette of Dante beside the title art.
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cleanup of Cameo to Crossover Cameo subtrope


!!{{Crossover}} appearances and GuestFighter {{Cameo}}s

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!!{{Crossover}} !! GuestFighter appearances and GuestFighter {{Cameo}}s{{Crossover Cameo}}s
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Crosswicking

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* NonIndicativeDifficulty: The difficulty modes in the series are generally arranged easiest-to-hardest from top-to-bottom order in the menu lists. However, later games may feature these two modes listed below the [[HarderThanHard "Must Die" difficulty]], but tend to be actually "easier" than what's above them due to some gameplay changes.
** Heaven Or Hell difficulty, where [[OneHitPointWonder you die in one hit]], but so does everything else, which means you can just easily shoot and OneHitKill everything quickly from a distance with your guns/ranged weapons. Contrast with the more traditionally difficult Hell And Hell, where only ''you'' die in one hit.
** The PC version and ''[[UpdatedRerelease Special Edition]]'' of ''4'' had the Legendary Dark Knight difficulty which took the overall difficulty down a notch (comparable to the Son of Sparda difficulty) and made all enemies die a lot faster, but spawn greatly increased enemy numbers. Apart from being generally easier, your area-affecting and crowd-control attacks would hit most of the clustered demons, resulting in them dying fast and you getting a crapload of [[RankInflation Style points]] for every attack, hence you'll easily farm a lot of Red Orbs here. This mode returns in the ''Special Edition'' of ''5'', but its non-indicative difficulty nature remains the same.
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Crosswicking an updated version for consistency.


* MusicalSpoiler: There's a severe difference in style between the normal BackgroundMusic and the fight music in the games. Thus, if you enter an area and the music abruptly shifts gears, get your sword out. This is especially true for the third game, where the fight music has ''vocals''.

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* MusicalSpoiler: There's a severe difference in style between the normal BackgroundMusic and the fight battle music in the games. Thus, if you enter an area and the music abruptly shifts gears, get your sword out. prepare yourself. This is especially true for the third game, game onwards, where most of the fight battle music has ''vocals''.tracks have vocals.
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** Used by the enemy in the first mission of ''4''. During the tutorial segment where the player is familiarized with the jump and dodge mechanics, the player is tested by having to avoid a barrage of bullets from Dante. If the player is hit, Dante uses the beckoning hand gesture to taunt them

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** Used by the enemy in the first mission of ''4''. During the tutorial segment where the player is familiarized with the jump and dodge mechanics, the player is tested by having to avoid a barrage of bullets from Dante. If the player is hit, Dante uses the beckoning hand gesture to taunt themthem.

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Please double-check what's being deleted. A portion of an unrelated trope was accidentally cut during a TRS clean-up edit.


** Used by the enemy in the first mission of ''4''. During the tutorial segment where the player is familiarized with the jump and dodge mechanics, the player is tested by having to avoid a barrage of bullets from Dante. If the player is hit, Dante uses the beckoning hand gesture to taunt them.mmy, the action defies physics, most of the impressive acrobatics or fights are [[CutscenePowerToTheMax exaggerated in cutscenes]], most weapons are {{Impossibly Cool Weapon}}s, and the general stylish concept of the games runs on the RuleOfCool.

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** Used by the enemy in the first mission of ''4''. During the tutorial segment where the player is familiarized with the jump and dodge mechanics, the player is tested by having to avoid a barrage of bullets from Dante. If the player is hit, Dante uses the beckoning hand gesture to taunt them.mmy, them
* {{Camp}}: The dialogue is hammy,
the action defies physics, most of the impressive acrobatics or fights are [[CutscenePowerToTheMax exaggerated in cutscenes]], most weapons are {{Impossibly Cool Weapon}}s, and the general stylish concept of the games runs on the RuleOfCool.

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Per TRS, this is YMMV


** Used by the enemy in the first mission of ''4''. During the tutorial segment where the player is familiarized with the jump and dodge mechanics, the player is tested by having to avoid a barrage of bullets from Dante. If the player is hit, Dante uses the beckoning hand gesture to taunt them.
* CameraScrew:
** The games frequently change the camera angle mid-jump, which makes some boss battles or platforming sections harder than intended. The key to your survival is that the game doesn't realign your controls until you land, so you need not jerk the controller around. The third fight with [[spoiler:Griffon]] in ''1'' is nearly unwinnable on higher difficulties because of this.
** The FixedCamera angles in the first four games can be confusing depending on where they are placed, but usually, the camera faces the door where you just came from, so you have to walk several steps further when you enter a room before knowing what you're about to deal with.
** The camera in ''2'' is particularly bad. You'll often find yourself shooting away at enemies the camera seems to have no intention of showing you.
** ''2'' and ''3'' also contain some sections where the camera is so far away your character becomes a little figure almost indistinguishable from the similarly-colored objects in the environment, or is hidden by a foreground object. Fortunately, moving your character around reveals their position or shifts the camera to a nearer perspective.
** The AdvancingWallOfDoom sections in ''3'' and ''4'' have their camera facing the thing that's chasing you from behind, which makes it a bit hard to anticipate the path ahead.
** Some fights against gigantic bosses are made more challenging because of the camera angles, especially when you're locked-on. In ''1'', the camera would look down when you fall off the platform during [[spoiler:the second phase of Mundus's fight]]. In ''3'', the camera might not properly show Cerberus when he charges forward. This is more prevalent in ''5'' because the camera would always face and focus on the boss, so your character can be off-screen when fighting Nidhogg, or the camera would look down when you're jumping near [[spoiler:Urizen during his third boss fight]].
* {{Camp}}: The dialogue is hammy, the action defies physics, most of the impressive acrobatics or fights are [[CutscenePowerToTheMax exaggerated in cutscenes]], most weapons are {{Impossibly Cool Weapon}}s, and the general stylish concept of the games runs on the RuleOfCool.

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** Used by the enemy in the first mission of ''4''. During the tutorial segment where the player is familiarized with the jump and dodge mechanics, the player is tested by having to avoid a barrage of bullets from Dante. If the player is hit, Dante uses the beckoning hand gesture to taunt them.
* CameraScrew:
** The games frequently change the camera angle mid-jump, which makes some boss battles or platforming sections harder than intended. The key to your survival is that the game doesn't realign your controls until you land, so you need not jerk the controller around. The third fight with [[spoiler:Griffon]] in ''1'' is nearly unwinnable on higher difficulties because of this.
** The FixedCamera angles in the first four games can be confusing depending on where they are placed, but usually, the camera faces the door where you just came from, so you have to walk several steps further when you enter a room before knowing what you're about to deal with.
** The camera in ''2'' is particularly bad. You'll often find yourself shooting away at enemies the camera seems to have no intention of showing you.
** ''2'' and ''3'' also contain some sections where the camera is so far away your character becomes a little figure almost indistinguishable from the similarly-colored objects in the environment, or is hidden by a foreground object. Fortunately, moving your character around reveals their position or shifts the camera to a nearer perspective.
** The AdvancingWallOfDoom sections in ''3'' and ''4'' have their camera facing the thing that's chasing you from behind, which makes it a bit hard to anticipate the path ahead.
** Some fights against gigantic bosses are made more challenging because of the camera angles, especially when you're locked-on. In ''1'', the camera would look down when you fall off the platform during [[spoiler:the second phase of Mundus's fight]]. In ''3'', the camera might not properly show Cerberus when he charges forward. This is more prevalent in ''5'' because the camera would always face and focus on the boss, so your character can be off-screen when fighting Nidhogg, or the camera would look down when you're jumping near [[spoiler:Urizen during his third boss fight]].
* {{Camp}}: The dialogue is hammy,
them.mmy, the action defies physics, most of the impressive acrobatics or fights are [[CutscenePowerToTheMax exaggerated in cutscenes]], most weapons are {{Impossibly Cool Weapon}}s, and the general stylish concept of the games runs on the RuleOfCool.
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Crosswicking

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* EldritchLocation:
** The various parts of the Underworld (a.k.a. the Demon World) visited in the classic continuity games all find different ways of representing this:
*** In the [[VideoGame/DevilMayCry1 first game]], the Underworld is a series of fleshy caves with the occasional pit of lava that pulsates and beats like a heart.
*** In ''3'', the Underworld's depiction is the most varied in the series thus far, with the majority being a vast white expanse of floating stone, shattered temples, and oddly-structured stairs (as a [[ShoutOut reference]] to Creator/MCEscher's ''Relativity'' stairways) where gravity is whatever the geography needs it to be, there are parts where time repeats itself, a dark room resembling an enormous chessboard to simulate a game of HumanChess, and an endless sea of blood with ruins and statues of angels. However in most areas, you can see a swirling vortex of darkness and lightning that resembles an eye watching over demon kind.
*** In ''5'', the Qliphoth, while not the Demon World itself, acts as a bridge between the two realities, and its interior is a mixture of roots made of bone, vines made of veins, sacs of harvested blood, an unnecessary amount of SpikesOfVillainy, fleshy structures, and the power to create illusions (the latter of which can then look like a CrackInTheSky and shatter like glass).
** Also in ''1'', the castle's layout changes when Dante revisits it after acquiring the Wheel of Destiny. The entire building is so dark, some doors disappear (which Dante points out), the giant statue in the hall disappears, new paths open up, and more dangerous demons lurk around compared to your first visit.
** ''[=DmC=]'' has Limbo City, which is actually full of demons and can transform and warp into completely new or distorted environments as it attempts to trap its victims into the DarkWorld.
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Crosswicking

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* ShortRangeShotgun: Dante's and Lady's shotguns pack far more punch (damage-wise ''and'' [[BlownAcrossTheRoom sheer knockback force]]) within ten feet. Given that they're explicitly hunting shotguns, the spread pattern is realistically tight, and their shots still do okay damage [[ArbitraryGunPower for a Devil May Cry-universe gun]] at range (the demons you fight being fairly bullet-resistant to begin with), so the range limit makes some sense. In ''3'', ''4'' and ''5'', Dante (with the Gunslinger Style) and Lady (in the ''Special Edition'' of ''4'') also both gain a shotgun variant of the swords' "Stinger" move called the "Gun Stinger" and "Rush Hour", respectively, which involve a high-speed [[DashAttack forward dash]] just before shooting in order to better [[NoRangeLikePointBlankRange close the distance to their target]] before the shot.
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Crosswicking

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* RecurringBossTemplate:
** There's a trend of using {{Blob Monster}}s as an aspect of some late-game bosses, but [[spoiler:the true form of Arkham]] in ''3'', and [[spoiler:V's familiar Nightmare]] in the WolfpackBoss fight of ''5'' are both meant to evoke the original Nightmare from the [[VideoGame/DevilMayCry1 first game]]. The dark colors of their slimy appearance are nearly identical, and all three are the penultimate bosses of their games. [[spoiler:Arkham]] is a different entity but he also shares the original Nightmare's penchant of releasing parts of its blob body to distract you. And although [[spoiler:V's Nightmare]] is not the exact same boss as the original by virtue of [[spoiler:being a LiteralSplitPersonality]], it shares some similar attacks and the same weak spot.
** Nelo Angelo/Vergil has his fair share of gameplay imitators in the games past ''3''. Fittingly, all of them have the same "Angelo" suffix on their names.
*** In ''4'', Angelo Credo's fighting style is a [[KingMook souped-up version]] of the Alto Angelo armors, but on the harder difficulty modes, he also shares a few obvious traits with Vergil via the use of Summoned Swords circling around the playable character. This is on top of Alto Angelo and Credo Angelo having {{Teleportation}} or FlashStep abilities just like Nelo Angelo/Vergil.
*** ''5'' has the Proto Angelos and Cavaliere Angelo as thematic {{Suspiciously Similar Substitute}}s or variants of Nelo Angelo. The former are the EliteMook versions of the recurring boss, sharing almost identical appearances, the same OneHandedZweihander fighting style, defensive gimmicks, and several moves. The latter is a boss who was designed to be an upgrade to Nelo Angelo, but ended up being a SuckSessor instead. Both are armored humanoid {{BFS}} wielders who can block your attacks, and can teleport. Cavaliere Angelo is also a demonic suit of armor [[spoiler:that contains a living being inside powering it. Fittingly, this one contains an ex-servant of Mundus in Trish]].
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* NoRangeLikePointBlankRange:
** One of Dante's signature moves is the "Stinger", a charging stab with his broadsword that closes the distance between him and his target. ''3'' introduced the "Gun Stinger", the same move performed with a [[ChargedAttack charged]] shotgun blast in order to invoke the trope of shooting the target at point-blank range. Against smaller targets, {{knockback}} ensues from the blast. Its [[ButtonMashing Crazy Combo]] variant is even aptly named "Point Blank", as Dante follows up with more blasts. "Gun Stinger" returns in the next classic continuity games.
*** Unfortunately, Dante's version of "Gun Stinger" got {{nerf}}ed in ''4'' as he now lacks a follow-up blast after a point-blank shot. Lady's version of it in the [[UpdatedReRelease Special Edition]] is named "Rush Hour" instead, and its follow-up is named "Ground Zero".
*** ''5'' returned to the move's original roots and [[BalanceBuff improved upon it]] unlike the previous game, as Dante now has three follow-up offshoot moves after firing "Gun Stinger".
** Also in ''5'', Nero and Dante's standard firearms deal more damage the closer they are to the target, and Nero invokes this by grabbing and shooting a Hell Caina right at its temple in point-blank range during a [[GrappleMove Buster]] sequence.
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* ActionGirl:
** Trish doesn't get a lot of action scenes in the first ''VideoGame/DevilMayCry1'' game, but even in the intro cutscene, she is clearly capable of taking on or hurting Dante, something only Mundus and Nelo Angelo are capable of doing in the story. Later installments helped this trait of hers shine even further, such as involving her in more fights, or making her [[PromotedToPlayable playable]] (in ''VideoGame/DevilMayCry2'' and ''VideoGame/DevilMayCry4: Special Edition''). In the fourth game, Trish also [[spoiler:disguised herself as Gloria, yet she can still single-handedly wipe out a horde of Scarecrows with just a pair of daggers]].
** Lucia, the {{Deuteragonist}} of the [[VideoGame/DevilMayCry2 second game]] and first playable female character of the franchise easily qualifies. She is [[spoiler:an artificial demon created by the villain Arius and was adopted into a warrior clan who protect their home from evil with their fighting skills and powers borrowed from the gods they worship.]] Lucia is also the first female character of the series to take on and defeat a final boss of her own in story.
** The ''[=DMC2=]'' novel features Beryl, a BadassNormal demon hunter who relies only on her {{BFG}} to take out demons. She is something of an antecedent to Lady below.
** Lady is introduced in the [[VideoGame/DevilMayCry3DantesAwakening third game]], and she already qualifies by taking out demons with enormous ease using her guns, rockets, and explosives. Even more impressive considering she is [[BadassNormal just a normal human being with no magic or demonic powers]]. Like Trish, she's also playable in the ''Special Edition'' of the fourth game.

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