Capcom: DMC will teach casuals the "magic" of pro gaming, entry bar "is very low"

Capcom and Ninja Theory feel DmC: Devil May Cry will sate the brutality lust of series fans, while teaching newcomers a few of the high level techniques otherwise confined to certain terrifying Youtube videos.

"When I looked at videos of pro-players playing the old DMCs, they're always in the air, they're always juggling enemies around, and doing stuff that most of us look at and think 'I have no idea how that works'," combat designer Rahni Tucker told Dan Griliopoulos during a studio chat.

"We wanted to take that magic the pro-players could create and give more casual players a bit of that feeling. A bit extra hang-time, more aerial moves, the launch button is a single press without a lock-on."

Besides Dante's dependable launcher, the new DmC expands on Devil May Cry 4's grappling functionality in the form of Angel and Demonic grapples - one of which drags you after the target, the other of which drags the target to you. Given the mental wherewithal to distinguish one from the other in a blistering fight, these effectively guarantee a steady supply of combo fodder while Dante's aloft.

Game director Hideaki Itsuno of Capcom insists that this commercially necessary shift hasn't cost the game its vertiginous top layer of skill. "As the series has gone we've seen new users die out, as it took longer to get into it. When it came time to make DMC 4, with the new hero and new moves, new techniques and skills, not many new fans entered the series.

"But with this new DmC, you can take the techniques built up during the old series, and the bar to entry for new users is very low. Both old and new fans will be able to enjoy the game, and I'm very proud of them."

Source
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Why Itsuno has to shit on his old games and made ludicrous statements to save the face of DmC?

I know the answer, it just a rethorical question.

Also staying in the air is now too easy, but shouldn't part of the magic being able to do all that with your own skill and not because the game give you an easy mode to do it?
 
I don't think air juggling was the hard part of dmc... now that i think about it... the controls have been pretty straightforward.

The hardest thing I guess was stance changing on the fly in 4 with dante... but how can you even simplify that without fucking stuff up?
 
Is there any reason NOT to do the demon dodge

like

is there some kind of extra recovery frames where you're vulnerable if you mess it up or
 
Is there any reason NOT to do the demon dodge

like

is there some kind of extra recovery frames where you're vulnerable if you mess it up or
Hell no. It's like the normal dodge which has very little recovery frames on it and a ton of active invincible frames.
 
DMC's a single-player game though, so I don't necessarily see, for positive or negative, how comparing it to fighting-games is exactly a fair comparison.

There's an issue with making it "easier" for casuals when playing fighting-games because that diminishing the thrill of winning on your own against other players...I guess I can understand why "pro-players" may be upset with decreased difficulty, but I imagine they'll still be able to find ways of exploiting the system in order to pull off tricks and high-scores casuals are unable to obtain even with the additional "easy-mode" functions.
 
Capcom must love the taste of it's feet or something.
You mean Ninja Theory, but it's not like Capcpom don't recognise the smell of their own toejam as well.

Nonetheless, I'm tired of all the bitching surrounding this
abortion of a
series reboot. So what if they're casualizing the game? It'll either succeed or fail due to its inherent quality, as it deserves to. We've got Anarchy Reigns coming for all of you
us
CURRRAAAYZEE PAAAARTAAAYYY fans anyway, so it doesn't matter. I'll judge DmC for myself when it comes out for PC.

SSS perfect run first time through
 

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"When I looked at videos of pro-players playing the old DMCs, they're always in the air, they're always juggling enemies around, and doing stuff that most of us look at and think 'I have no idea how that works'," combat designer Rahni Tucker told Dan Griliopoulos during a studio chat.

"We wanted to take that magic the pro-players could create and give more casual players a bit of that feeling. A bit extra hang-time, more aerial moves, the launch button is a single press without a lock-on."

icP3EMyxnEEjM.gif


Not sure how making air combat Fisher Price easy is teaching anyone anything.
 
Too bad style rank is broken. Also how is it fun, when you lower the bar? Mastering something is what you make feel good. That's just my opinion, though.
 
Thats a joke right?
Why do you think it's a joke? That's 100% how the style system and demon dodge operate.

I didn't even link to a video that shows that you don't need to variate your moves after you get that initial SSS because the style meter never drops letter grades. You are not punished for repeating moves which is 100% contradictory to everything that is written in that interview.

The only thing they are right about in that interview is that it is much easier to look like a pro in DmC than in previous games.

Oh and...

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Capcom needs to just shut up and let the game speak for itself, reminds me of Ubisoft and it's horrible PR as of late.
 
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