You can pilot giant demons mid-fight. Controlling Gomorrah or Madama Butterfly turns combat into kaiju wrestling. Game balances these moments with regular dodge-and-counter fights. It’s multiverse witchcraft with kaiju-scale demon summons.
Viola is different. Her parry-based Witch Time mixes things up, and dimensional shifts mean levels get weird. One mission you’re surfing demons through a tornado, the next is stealth, then you’re doing QTEs. The combat depth is still there if you chase scores, and weapon-demon combos open up new paths, but I did not really enjoy the different playstyle.
The way the game experiments with different gameplay styles while keeping the core combat tight is impressive. The demon summoning system adds a new layer that changes how you approach fights. PlatinumGames lifted this idea from Astral Chain and it works well here, even if it occasionally makes fights feel less focused.
The multiverse story goes big, but falls flat in my opinion. It was nice to see it all come together at the end but the emotional impact wasn’t there for me. The problem is it juggles too many threads and some character arcs feel rushed. The ending choices are divisive for good reason - they don’t really land the way they should. It takes bigger risks than previous games.
The performance struggles on Switch sometimes. It’s worth it for the spectacle though, and demon summons look great even when the framerate drops. The way everything looks and sounds reinforces the game’s over-the-top identity.
This is not as clean as the first two but way more ambitious. It’s the wildest game in the series. It takes risks, and some of them pay off while others don’t. Overall, I would still recommend people play the entire series.