DmC Review Thread (Release Date - 1/15/13) Embargo is over!

I liked Nero's character a lot, except for the lame Kyrie romance. I LOVED how Nero played, Exceed system was some badass shit.

Donte seems alright character-wise from what we've seen but not nearly as cool as Dante, Vergil or Nero. At least his version of Rebellion slaps the fuck out of the old skull sword visually, IMO. That thing looks awesome.
 
One of the shoulder buttons was completely unmapped for Nero. They could've done a Bayonetta style weapon swap where one button swapped both your gun and sword. Having another weapon with it's own "Rev" system would've been godly.

The base skeleton structure for Nero was godly but there was no meat on those bones.
 
I found his character obnoxious (not DmC Dante obnoxious)but I found myself enjoying the Exceed moves. Devil Arm was fun, but I honestly used Streak quite a bit. The weapons comment is DEAD ON. He needed something other than that sword and gun. Not even the back tracking could compare to how massively disappointed I was when I beat a boss and didn't get a weapon from it. It could have easily gone on the D pad.

This.

Anyway, Nero's character grew on me. The fact that he gave DMC4 Dante a series of mount punches was an easy way for him to work his way into my heart.

Cuz I mean...honestly. Whoever was the one who said that DMC4 Dante was basically a parody of himself in the last topic summed up my feelings on why I don't like that version anymore than I do DMC3's or DmC's.
 
Did anyone realize or point out yet that the vergil DLC is not only a gamestop exclusive but you also have to be some kind of powerup rewards member? I'm officially giving up on getting it from there.

Anyone know of a current newegg preorder code I can use to preorder it from there instead?
 
One of the shoulder buttons was completely unmapped for Nero. They could've done a Bayonetta style weapon swap where one button swapped both your gun and sword. Having another weapon with it's own "Rev" system would've been godly.

The base skeleton structure for Nero was godly but there was no meat on those bones.
Should have swapped him out to a gauntlet and a shotgun.
 
Someone who speaks/understands Italian should translate it better. There are a lot of tidbits of information in there like how the enemies are later on (they say there are a lot of different types of enemies and scenarios).

There is no much more with respect to what already summarized, but still:

- Dante is well-characterized, you end up appreciating him even if you despise his look
- the battle system is slightly less deep, and it's easier to perform good-looking combos
- no hard-lock makes fights "chaotic"
- it's easier to achieve high style ranks
- good enemy variety forces to use different approaches in the fights (no details)
- boss fights even better than in previous iterations, very well characterized and integrated in the plot
- luckily there is no backtracking, instead environmental puzzles and collectibles are a good addition
- the problems of this game are mostly in the plot and the technical aspects, and may account for one point deduction in the evaluation:
1) the general atmosphere is not as "classy" as in the original saga (too many sexual references)
2) the plot is not very interesting, lacking good sense of progression
3) most characters are disappointing, both in design and personality
4) the game doesn't look as good as one would expect from AAA titles... Low-res textures, 30 fps on console, etc.

To sum up, in terms of battle system you can say it's a good DMC, but anyway worse than the others, exception made for DMC2.

The game fails surprisingly in the aspects which should be the main strengths of Ninja Theory.
 
Thanks for the write up.

It's interesting that they think the bosses are better than previous games.

In Vergil we trust yet again.
 
Yeah, that's one thing that bugged me in the review. That the other games could be even considered "classy".

I mean, really?
 
There was like only one sexual reference in all of the 4 previous DMC games (the Lucifer Dante monologue). I think that's what the reviewer was talking about in there, the DMC games of old didn't resort to much foul language or sexual innuendo to tell the story or showcase their characters.

Only review I care about is Dahbomb and other DMC pros reviews. Has anyone posted early impressions of the full game?
There has been no leak if that's what you are asking.
 
Only review I care about is Dahbomb and other DMC pros reviews. Has anyone posted early impressions of the full game?

*edit* More or less Dahbomb. I was hoping someone got their hands on an early copy from a mom and pop store but I will wait until I hear more.
 
Thanks for the write up.

It's interesting that they think the bosses are better than previous games.

In Vergil we trust yet again.

From a story and character standpoint, I can buy that easily. Outside of DMC1, it's not a strong suit for the series.

Gameplay? Hopefully what we haven't seen yet is way better than Poison and the floating head of Bob Barbas.
 
There was like only one sexual reference in all of the 4 previous DMC games (the Lucifer Dante monologue). I think that's what the reviewer was talking about in there, the DMC games of old didn't resort to much foul language or sexual innuendo to tell the story or showcase their characters.

What's wrong with sexing things up? The characters already look like strippers all around.
 
I kinda miss Nero's devil arm. The various animations were very enjoyable to look at. Especially when he activated his devil trigger. Good times. NT having NewDante's Rebellion grappling on to things and enemies is nice though.
 
What's wrong with sexing things up? The characters already look like strippers all around.
I haven't been to a male stripper club to make the comparison so I can't really comment on this.

I don't have a problem with the occasional bad word or a sexual reference here and there especially in an M rated game but there's a point where it stops being funny and just becomes obnoxious. The "fuck you" cutscene is an example of this. I just don't see the appeal in it.
 
I don't have a problem with the occasional bad word or a sexual reference here and there especially in an M rated game but there's a point where it stops being funny and just becomes obnoxious. The "fuck you" cutscene is an example of this. I just don't see the appeal in it.

I guess we can't escape overly cheesy dialogue in the series no matter who is developing it :)


Agreed. Less talking, more demon sex

Amazing.
 
*Posts something factually incorrect followed by "come at me bros"*

I have DMC3 on me right now on PC and the game is as tight as ever. The controls are perfectly fine, I can do combos and moves on commands and react to enemy moves with relative ease. Only issue I have ever had with the playability of DMC3 is the occasional camera but then again it's still at least as good at DmC's. No problems with lock on, I can target individual body parts of Cerberus with absolute ease without worrying about targets randomly switching.

Well I disagree with all o' that, at least I'm not alone. :P And no, the camera isn't as good as DmC's. Even you must realize what a bullshit statement that is. You have completely control of the camera in DmC, whereas in DMC3 it's extremely limited and slow. And changing targets in DMC3 is just terrible.

I will agree with what you said before that DMC4 is indeed a superior game and that my nostalgia for DMC3 was clouding my opinions.

No offense but if you played DMC3 half as much you played the DmC demo this would be evident. This post reminds me of when you came into the demo thread and started talking about how ass the lock on was. When DMC3 clicks... it really fucking clicks.

I honestly don't feel inclined to play more of DMC3. I had forgotten that along with styles you can only switch weapon sets between missions and on divinity statues. No thanks to all of that.
 
Some would argue that being restricted to one style and 4 weapons added more depth to the game as you had to be aware of enemy encounters and bosses in advance to take advantage of the custom set. It also added more individuality among players who favored certain sets over others and finally having a more limited set made you push yourself and your toolset to new heights and discover new tech in the game. People discovered new ways to beat certain enemies with unorthodox sets 5 years after the game was released because of this.

This is why my version of DMC5 would combine DMC3 and DMC4. You would have 4 weapons and 4 styles at once but you would also have up to 8 styles and 12 weapons at least to choose from so you can have the 4 and 4 set that you want. It gives you a large number of tools at once yet still preserves individuality.

DMC3 had that system because of RAM issues, it was already pushing hard with the on the fly weapon swap stuff that adding styles would've been too much. Of course the game was well balanced around this but that system would not work well in future DMC games.
 
This is why my version of DMC5 would combine DMC3 and DMC4. You would have 4 weapons and 4 styles at once but you would also have up to 8 styles and 12 weapons at least to choose from so you can have the 4 and 4 set that you want. It gives you a large number of tools at once yet still preserves individuality.

Be still my heart.
 
The backtracking in DMC1 is done so much better than how it was handled in DMC3 and DMC4. New music, updated boss fights with new attack patterns, different locales intermixed with the reused assets. Nigh time appearance, new enemies, new lighting system that gives the game a completely different visual feel. Not to mention this segment also marks the point at which the game becomes significantly harder in general. Not for any one - time instance (ie, phantom boss fight round 1) but in general. A lot of people had problems with Nobody's and those lighting bats (forgot name).

DMC1 is clearly the best DMC game when you view it as a complete package - a game, beyond one facet of it's design. That is to say people enjoyed DMC1 even if they didn't necessarily care for the combat. Whereas, if you don't 'get' the combat in DMC3 or DMC4, you probably didn't think too highly of those games.




Since we're talking about locking on in DmC, what I presume to be common knowledge by now, but you can cycle between target locks in DmC by pressing/clicking in Left Analog L3.

I found myself doing something that I did in Bayonetta - since I rarely used the hard lock on system in that game as well (and I know I didn't because I never liked lock on to RB, doesn't feel comfortable on the 360 pad). But I would always quickly shoot Bayo's pistols to get an idea of who and where the enemy I was targeting was. It was actually very interesting to later find out when I was watching some of Kamiya's play throughs but he does the same thing as well, often recommending people use and follow Bayonetta's bullets as an indicator of where the various enemies are. Since the game's camera was average at best, often times the targeted enemy was off-camera. So it was pretty helpful.

I do the same thing in DmC, I quickly tap the shoot button if there are a group of enemies clustered together, the enemy Dante is shooting at is the one he's targeting - you can then cycle between targets by clicking in left analog (L3).

Ninja Theory has and programmed a button to cycle target locks between enemies - which is nice, and gives more control to a god of war inspired soft lock on system, but they didn't include a target marker icon. Which would have obviously helped.

@ the bold'd: I thought that was only with guns? Also, wouldn't that not matter with something like Stinger, where you have to move the left stick to use it anyway? Also, also, even if the former two weren't issues, isn't that still a bit unintuitive in the middle of fast combat melee?
I also played DMC3, DMC4, Bayonetta and DmC right next to each other in the past few days, and DMC3/DMC4 is simply so much archaic that it is not even funny.

Yeah, if you are a dedicated hardcore player for whom it became second nature to control it, then you might have zero issues (see: Dahbomb post about precision), but otherwise, if you just PLAYED A LOT with it, Bayonetta >>> DmC > DMC3,DMC4.

This is not about combat depth or even combat precision, but simply the ease of movement. And in that, DmC clearly is better than its predecessors. Which is obviously an irrelevant statement for pro DMC players.

Can you go into more detail, please?
 
Yeah, that's one thing that bugged me in the review. That the other games could be even considered "classy".

I mean, really?

I'd also think that the other aspect of the "DMC DNA" (re: the gothic horror) probably has a say in this.

The gothic-horror aspects really shown forth in DMC1, and to lesser extents in the sequels. For DmC, however, they made everything "dirtier", "edgier", and "grosser", which, in essence, took away some of the panache.


Dahbomb said:
Some would argue that being restricted to one style and 4 weapons added more depth to the game as you had to be aware of enemy encounters and bosses in advance to take advantage of the custom set. It also added more individuality among players who favored certain sets over others and finally having a more limited set made you push yourself and your toolset to new heights and discover new tech in the game. People discovered new ways to beat certain enemies with unorthodox sets 5 years after the game was released because of this.

This is why my version of DMC5 would combine DMC3 and DMC4. You would have 4 weapons and 4 styles at once but you would also have up to 8 styles and 12 weapons at least to choose from so you can have the 4 and 4 set that you want. It gives you a large number of tools at once yet still preserves individuality.

This is the one thing I would actually disagree with you on.

One major thing I loved about Bayonetta was that you weren't really restricted within the confines of a certain "style". Once you unlocked all of the attachable accessories and weapons, you were pretty much free to make your own "style" and change things on the fly. If it weren't for the fact that the Circle button was reduced to a glorified "QTE Prompt" button, I could imagine them doing much more in this same vein.

But in any case, I think the whole "Style" thing has outlived its usefulness. My ideal would be to make like CvS2, where you have a certain set of "default" styles that you can use as an immediate template, but encourage the user to mix and match certain aspects so that they can effectively do their own thing (a la the EX1 and EX2 grooves that were fun to mess around with).

Since Neo_G worked on that game too, who knows? Maybe he would have eventually incorporated that into DMC sooner or later...
 
I'd also think that the other aspect of the "DMC DNA" (re: the gothic horror) probably has a say in this.

The gothic-horror aspects really shown forth in DMC1, and to lesser extents in the sequels. For DmC, however, they made everything "dirtier", "edgier", and "grosser", which, in essence, took away some of the panache.

I'd argue they already lost some of that panache when they indulged in Dante's pizza eating, missle surfing, and penis poetry (lucifer) shtick in the last two games.

I don't mind what they're doing in DmC. I'm just hoping they can make it all work out in end. It is supposed to stand on its own and create an identity of its own.
 
I am pretty sure you cannot equip all the weapons at once in Bayonetta which is what I am referring to. You can only have 4 at a time. In DmC and DMC4 all of your tools are at your disposal ALL the time, you never have to go to a menu to switch out sets as compared to DMC3/DMC1.

Of course Bayonetta had a different system altogether, it didn't have Styles which was really a DMC3 invention. The whole game play tri-fecta of DMC has been to constantly change what the [], /\ and O button do in order to amplify the combat.

In an ideal system though the Styles would be incorporated into the battle system anyway like DmC attempts to do. Of course DmC doesn't get all of the style moves but it gets in a lot. I feel like going forward that's what DMC will eventually be but instead of a Dodge button there will be hopefully be lock on and "Parry" button to incorporate back in real RG mechanics. The D-pad would then have to control something else... hopefully a genuinely new game play idea for the franchise. My idea for this would be an evolution of the "Stand" system that Nero had with his Devil Trigger, where the D-Pad would control which Devil form helps you in combat.

The "Stand" system is what some fighting games use where familiars are summoned that perform moves with you like Jojo and P4A.
 
Some of those negatives were positives in the other reviews. This game will be somewhat polarizing, I can tell.

But overall I see it getting good reviews.

Yes, the negative points about the art and narrative style are highly subjective. People who were expecting a DMC4 clone with updated visuals and maps will be disappointed, however, people who were expecting something really new and different will like the game.
 
I'm starting to pull a 180 with this game. The demo left a bad taste in my mouth, first time around. But after another run and seeing how tasty the game looks on the PC. I'm starting to think i may pick this up in the first week, on steam. If i have the money.
 
I'd argue they lost some of that panache when they indulged in the pizza eating, missle surfering, and penis poetry (lucifer) shtick in the last two games.

And at least in this area, I agree with you.

My main qualm with the series as of late, at least character-wise, was that Dante's continued character changes comes off as so...focus-group manufactured. Capcom continually tries to change the character in order to make him seem "cool" to a potential audience, whereas DMC1 Dante was designed based on Kamiya's definition of "cool", with the added bonus of being based off the main character from Space Adventure Cobra (old manga from Shonen Jump). As sequels went on, the charm of that original character was taken away.

So, from DMC3's gun-bra wearing Ninja Turtle, to DMC4's self-parody in cowboy boots to now DmC's "Fuuuuuuuuuuuuuuck You"...

...It's enough to make me glad that Capcom has largely left Viewtiful Joe alone. I can only imagine what they would be doing with THAT franchise, if they wanted to "change it to make it more appealing to today's gamers" and put it in the hands of a new team who don't get what made the first game so great.
 
Yeah, that's one thing that bugged me in the review. That the other games could be even considered "classy".

I mean, really?

I think that "classy" is a wrong term. He didn't say the previous games were more "classy", he said that the atmosphere in the previous DMC games was more "poetic". And this is absolutely true. However, this is what Capcom wanted, they wanted a new game with a different art style.
 
I think that "classy" is a wrong term. He didn't say the previous games were more "classy", he said that the atmosphere in the previous DMC games was more "poetic". And this is absolutely true. However, this is what Capcom wanted, they wanted a new game with a different art style.

Yeah... I mean no.
 
He wasn't talking about the previous DMC games being "poetic" he was talking about Enslaved and comparing the DmC story to that.
 
He wasn't talking about the previous DMC games being "poetic" he was talking about Enslaved and comparing the DmC story to that.

Yes, you are right, he was talking about the story narration in Enslaved being more "poetic". But then again, this is a stylistic choice.
 
I also played DMC3, DMC4, Bayonetta and DmC right next to each other in the past few days, and DMC3/DMC4 is simply so much archaic that it is not even funny.

Yeah, if you are a dedicated hardcore player for whom it became second nature to control it, then you might have zero issues (see: Dahbomb post about precision), but otherwise, if you just PLAYED A LOT with it, Bayonetta >>> DmC > DMC3,DMC4.

This is not about combat depth or even combat precision, but simply the ease of movement. And in that, DmC clearly is better than its predecessors. Which is obviously an irrelevant statement for pro DMC players.

sacrificing depth and precision to make a flatter learning curve for people who just want to see a lot of flashy shit doesn't seem better to me at all.

give me 'archaic' movement (what does that even mean?) over sloppy soft-lock anyday
 
Again: I did not mean combat movement. MOVEMENT MOVEMENT, out of combat. The way you walk/run/jump/grip through the stages. I should have been way more clear on this.
 
Thanks for the write up.

It's interesting that they think the bosses are better than previous games.

In Vergil we trust yet again.

Yep, I've also read another Italian preview enthusiastic about one of the boss battles.

Talking about Vergil, I forgot to mention that the reviewer found his character out of place, too elegant with respect to the others, both in look and lexicon.
 
Yes, the negative points about the art and narrative style are highly subjective. People who were expecting a DMC4 clone with updated visuals and maps will be disappointed, however, people who were expecting something really new and different will like the game.

Huh? I don't think anybody was expecting the former after the intial reveal of the game.

Another review from an Italian site - pop it into a translator if you can't read it.

http://www.insight-factor.net/recensioni/dmc-devil-may-cry-recensione-review

7.5/10

It's a fair review.
Under an 8.5? Looks like I need to brush up on my soothsaying skills. Well, the US and UK sites will probably still fall into my prediction.
 
The Xbox360 magazine review (9/10) is "out".

It's a very solid review, and well written. It also has an interview with NT after it. It's an enlightening one, to say the least.
 
Looks like every boss is its own mission. But that's good I suppose, since the review says there aren't enough bosses in the game.

It's a terrible review, nothing convincing, and the fact that there's an interview immediately after is suspect. It focused way too much on dismissing the problems fans have with the new direction. The fact that it begins with "Read it and weep, haters" makes it difficult to take as serious or unbiased. The entire review is a self-important, condescending, told-you-so rant that completely ignores or dismisses any real issues.

"Play this if you liked Conan (2007)" lol. Spends an entire paragraph on hair.
 
Looks like every boss is its own mission. But that's good I suppose, since the review says there aren't enough bosses in the game.

It's a terrible review, nothing convincing, and the fact that there's an interview immediately after is suspect. It focused way too much on dismissing the problems fans have with the new direction. The fact that it begins with "Read it and weep, haters" makes it difficult to take as serious or unbiased. The entire review is a self-important told-you-so rant that completely ignores or dismisses any real issues.

"Play this if you liked Conan (2007)" lol. Spends an entire paragraph on hair.

Video game journalism
 
Looks like every boss is its own mission. But that's good I suppose, since the review says there aren't enough bosses in the game.

It's a terrible review, nothing convincing, and the fact that there's an interview immediately after is suspect. It focused way too much on dismissing the problems fans have with the new direction. The fact that it begins with "Read it and weep, haters" makes it difficult to take as serious or unbiased. The entire review is a self-important told-you-so rant that completely ignores or dismisses any real issues.

"Play this if you liked Conan (2007)" lol. Spends an entire paragraph on hair.

Jesus Christ that is terrifying!

I'm weeping alright, I've sure been told.
 
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