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Devil May Cry 4 SE: Vergil, Trish & Lady Playable, Release Date 18th of June

Astral Dog

Member
They could just make it like Dragon's Crown where the characters are hanging out at Dante's and then you just pick one to tackle a mission.

Would also work great for co-op.
I have to disagree.

More characters. More moves. More weapons. More bosses. More more more.

Keep the story streamlined and tailored to a handful of characters, but make all the characters playable after the story is over. Don't lock traversal to some character specific skills. Make all missions available for all characters. Make training, bloody palace, mission mode, and co-op mission mode available for all characters.

DMC is absolutely begging to be a combat sandbox game. It's a natural next step for the series.

I am not saying to make all of the characters story relevant. That would be absurd and probably destroy any consistency, flow, or pacing. But make them playable after the fact.
Yes maybe "worry" was the wrong word, its more wondering about what could happen, story wise with all these characters, some would had to be neglected or even plot would be unfocused but it doesn' t bother me so far it has been good.

That idea about using other characters on small parts or special missions is very good, could be a way of doing it instead of making their own campaigns.
 
I want DMC5 to have that kind of branching mini-mission design but also, via both straight storyline playing and sidequests/optional missions:

-unlockable characters
-unlockable weapons
-unlockable accessories/DT modifiers
-unlockable Styles
-unlockable/orb-purchasable costumes
-unlockable/orb-purchasable music for the jukebox
-unlockable/orb-purchasable decorations for the shop because why the fuck not

It'd be nice to have something to spend all those extra Orbs on and it'd help a broader playerbase understand that simply beating the story campaign once only shows you a tiny fraction of what the game has to offer. Bayonetta did a good job with that stuff (there are plenty of accessories you probably can't afford at all on your first time through the game).
 

TreIII

Member
As I've said elsewhere, I'd love to see DMC5 as a devil-hunting shop sim with a strong focus on combat and a much higher number of generally-shorter missions (and a much broader amount of available difficulties, with superbosses and super-tough combat challenges and stuff). You could have certain missions be gated "core story" missions only playable by the correct character until you've beaten it once (and which you have to beat in order to advance the game and unlock additional missions), 'subplot' missions, et cetera, in addition to missions that are really just there to be fun and don't require any cutscenes.

Multiple 'fully realized' linear campaigns is both more expensive to develop *and* much more backwards-looking and unexciting as far as game design is concerned.

And as I've echoed elsewhere, I would be fully on board for this type of thing. After all, a 6-10 hour campaign can be played once through and most casual gamers would likely be ready to trade the game in after finishing, perhaps without even touching anything else. But if you give them much more to do in the form of a "hunter sim" environment, they'll have more reason to keep playing and upping their level of play.

Even better if maybe they took a cue from Monster Hunter, and basically had difficulty as a function of the missions you could take. So perhaps instead of having the usual "Easy -> Normal -> .............. -> Dante Must Die" difficulty select, you'll just work your way through various missions that increasingly get difficult. The Normal Story could still be done in about 6-10 hours, but that would be scratching the surface.

And of course, "S/SS/SSS Rank" missions in the post game could feel free to go crazy with remixed boss patterns, DT'd mooks and, yes, superbosses.
 
I have to disagree.

More characters. More moves. More weapons. More bosses. More more more.

Keep the story streamlined and tailored to a handful of characters, but make all the characters playable after the story is over. Don't lock traversal to some character specific skills. Make all missions available for all characters. Make training, bloody palace, mission mode, and co-op mission mode available for all characters.

DMC is absolutely begging to be a combat sandbox game. It's a natural next step for the series.

I am not saying to make all of the characters story relevant. That would be absurd and probably destroy any consistency, flow, or pacing. But make them playable after the fact.

Yeah, some characters may even disappear completely from the story mode to return as playable characters like Trish did in 2

Alternatively change the mission structure for DMC. Devil May Cry is named after Dante's shop, why not make it a more central structure in future games, after all it's the game's title. Replaying missions to get more orbs has become a common thing since 2, why not change this to secondary trivial missions where some citizens call Devil May Cry for some demon related stuff, so now instead of replaying a mission you play a secondary mission where you can play as anybody you want.

In secondary missions any character that works in shop (and probably some unlockables) can participate on them, these could be used to make the player fight some alternate bosses and even get some new weapons but most importantly they should be completely optional if a player only wants to see the story for some odd reason in a DMC game

Fake edit:
As I've said elsewhere, I'd love to see DMC5 as a devil-hunting shop sim with a strong focus on combat and a much higher number of generally-shorter missions (and a much broader amount of available difficulties, with superbosses and super-tough combat challenges and stuff). You could have certain missions be gated "core story" missions only playable by the correct character until you've beaten it once (and which you have to beat in order to advance the game and unlock additional missions), 'subplot' missions, et cetera, in addition to missions that are really just there to be fun and don't require any cutscenes.

Multiple 'fully realized' linear campaigns is both more expensive to develop *and* much more backwards-looking and unexciting as far as game design is concerned.

Oh god, apparently I'm late to propose this

Real edit:

And as I've echoed elsewhere, I would be fully on board for this type of thing. After all, a 6-10 hour campaign can be played once through and most casual gamers would likely be ready to trade the game in after finishing, perhaps without even touching anything else. But if you give them much more to do in the form of a "hunter sim" environment, they'll have more reason to keep playing and upping their level of play.

Even better if maybe they took a cue from Monster Hunter, and basically had difficulty as a function of the missions you could take. So perhaps instead of having the usual "Easy -> Normal -> .............. -> Dante Must Die" difficulty select, you'll just work your way through various missions that increasingly get difficult. The Normal Story could still be done in about 6-10 hours, but that would be scratching the surface.

And of course, "S/SS/SSS Rank" missions in the post game could feel free to go crazy with remixed boss patterns, DT'd mooks and, yes, superbosses.

Way too late to propose it
 
I'd also seriously love to see Itsuno take a crack at designing a real superboss.

edit: also, we can also all see the eventual "Vergil fights against a hallucination of Nelo Angelo in order to break away from his dark past" melodramatic boss battle coming to this series *someday,* yes?
 

TreIII

Member
I'd also seriously love to see Itsuno take a crack at designing a real superboss.

edit: also, we can also all see the eventual "Vergil fights against a hallucination of Nelo Angelo in order to break away from his dark past" melodramatic boss battle coming to this series *someday,* yes?

I'm counting on it.

Of course, I'd be willing to settle for a Vs. Cursed Vergil/Nelo Angelo Boss Fight in 4SE's Bloody Palace/Boss Rush mode, until we get that battle proper, at the very least.
 

Son Of D

Member
I'd also seriously love to see Itsuno take a crack at designing a real superboss.

edit: also, we can also all see the eventual "Vergil fights against a hallucination of Nelo Angelo in order to break away from his dark past" melodramatic boss battle coming to this series *someday,* yes?

Even if it makes no sense in the story, a superboss battle against Sparda seems really fitting.
 

Sephzilla

Member
is there a reason why Capcom is so reluctant to do a DMC prequel featuring Sparda or even have in feature in a game?

Because Sparda is a plot point that has been done to death at this point. Personally I wish the franchise would move beyond stories that have some kind of Sparda tie-in
 

TreIII

Member
is there a reason why Capcom is so reluctant to do a DMC prequel featuring Sparda or even have in feature in a game?

Because Sparda is a plot point that has been done to death at this point. Personally I wish the franchise would move beyond stories that have some kind of Sparda tie-in

That, and a game that sets out to tell Sparda's story could very likely mean no Dante/Vergil/Nero, which could end up being just as risky as another full-blown reboot attempt.

At this point, I think Sparda would be better suited being bought back as perhaps a final worthy rival/adversary/superboss for Dante to fight. Because if the only worthwhile thing left on Dante's achievement list is to best his old man in a fight, that's an angle I could see happening for perhaps say...DMC6.
 

Astral Dog

Member
Thek keep adding these rivals and enemies of Sparda, it would be too difficult to do a Sparda spin off properly that does it justice, and that is just the gameplay, how about replacing the popular main characters with an unknown one.
He is the legendary dark knight, a mysterious figure that is important to the plot and current events, in a way DMC needs to move on from his legacy, but as long as Vergil comes up, and Dante truly surpasses Sparda in some way he should be relevant, games have been about Sparda so it would be a shame if they throw away that plot point so soon without anything meaningful after DMC 1/4
 

Akiller

Member
Is there a dmc4 player better than Donguri?
combo exhibition
perfect 2 boss battle

Oh man, now imagine the greatness of future DMC4SE combo videos.

I have to disagree.

More characters. More moves. More weapons. More bosses. More more more.

Keep the story streamlined and tailored to a handful of characters, but make all the characters playable after the story is over. Don't lock traversal to some character specific skills. Make all missions available for all characters. Make training, bloody palace, mission mode, and co-op mission mode available for all characters.

DMC is absolutely begging to be a combat sandbox game. It's a natural next step for the series.

I am not saying to make all of the characters story relevant. That would be absurd and probably destroy any consistency, flow, or pacing. But make them playable after the fact.
^^^^^^^^^^^

I want DMC5 to have that kind of branching mini-mission design but also, via both straight storyline playing and sidequests/optional missions:

-unlockable characters
-unlockable weapons
-unlockable accessories/DT modifiers
-unlockable Styles
-unlockable/orb-purchasable costumes
-unlockable/orb-purchasable music for the jukebox
-unlockable/orb-purchasable decorations for the shop because why the fuck not

It'd be nice to have something to spend all those extra Orbs on and it'd help a broader playerbase understand that simply beating the story campaign once only shows you a tiny fraction of what the game has to offer. Bayonetta did a good job with that stuff (there are plenty of accessories you probably can't afford at all on your first time through the game).

Yeah, we fucking need more unlockables , DMC series was poor as for that that(Nothing in DMC4, just skins in DMC3). Unlockables is one of the main i reason why i love Bayonetta, i loved beating the game many times just to unlock the secrest/craziest weapons, unlockables are a huge motivation to replayability.
 

TreIII

Member
Yeah, we fucking need more unlockables , DMC series was poor as for that that(Nothing in DMC4, just skins in DMC3). Unlockables is one of the main i reason why i love Bayonetta, i loved beating the game many times just to unlock the secrest/craziest weapons, unlockables are a huge motivation to replayability.

More content is always a great thing, and I'd like to believe Itsuno would love to give it to us. The question just becomes how much is Capcom willing to give away as part of the default package before they decide "WE NEED MORE MONEY".
 
More content is always a great thing, and I'd like to believe Itsuno would love to give it to us. The question just becomes how much is Capcom willing to give away as part of the default package before they decide "WE NEED MORE MONEY".
I'd be super sad to see "classic" weapons/costumes/bosses/enemies from previous DMC games turned into DLC instead of included with the game but I've got to admit that it's likely how that would work out.
 

Golnei

Member
I think they can elaborate on and clarify the relationship of Nero and Vergil without having them be central to the mainline plot. Sort of like Raiden comes back in MGS4 in Snake's story. As most people know, there are a great number of parallels that can be drawn in the macro-progression of MGS and DMC.

Speaking of which, I think it'd be a fairly natural fit to basically turn Nero into Raiden circa MGR in the next game - happily married and in his mid-to-late 30s, but forced to continue his violent, specialised line of work to support his family due to societal prejudice against cyborgs/demons limiting his other options. It'd also mean we could skip the angstier MGS4 phase, which would be even more painful filtered through DMC series writing.

Even if it makes no sense in the story, a superboss battle against Sparda seems really fitting.

Especially since it'd be easy enough to just use a reskinned Dante as the base and then be able to have him available as an unlockable player character with some unique animations and mechanical differences - similar to how Bayonetta 2 handled Rosa; as well as Sparda's original form in DMC1.

I'd be super sad to see "classic" weapons/costumes/bosses/enemies from previous DMC games turned into DLC instead of included with the game but I've got to admit that it's likely how that would work out.

I guess having that locked behind DLC is still a better option than just not having any extra content in the first place, as with the original version of 4. As long as it doesn't descend too far into microtransaction hell, it could be a reasonable option.

And perhaps most importantly there was no rival or foil to Nero. Dante doesn't count or appropriately fill in the shoes of one. I maintain that one of DMC3's biggest strengths is Vergil, and the perfect design and execution of a rivalry within a game.

The awkward segmentation of the main story had no space to allow a rivalry to develop, as well as essentially stopping the narrative for half the game. With a single character or regular shifts between two, you can continually progress a narrative and develop character relationships, as with the shifting dynamics between Dante and the supporting cast of DMC3; but 4's structure is inherently unsatisfying by design. Anything set up for Nero was undone as soon as Dante became playable, which then led to Dante's actions having no catharsis due to the game arbitrarily finishing with Nero.

Perhaps a RE2 / RER2 structure would have been best - as well as allowing you to use one character for each scenario's duration, backtracking could have also been implemented in a less overtly repetitive manner.
 

Akiller

Member
I'd be super sad to see "classic" weapons/costumes/bosses/enemies from previous DMC games turned into DLC instead of included with the game but I've got to admit that it's likely how that would work out.

I wish we could get lots of content like in P* games,but i guess we'll have to accept the compromise since it's Capcom we're talking about.
 

Carbonox

Member
Speaking of Sparda, I remember the legit feels of hype flowing through my veins when Arkham transformed in to the image of Sparda in DMC3.





Then he transforms in to Jabba the Hut.


Well played, Capcom.
 

Golnei

Member
you guys are gonna give me nightmares of Capcom putting in "Classic DMC Alastor and Ifrit DLC, preorder to get these weapons"

Alastor is Best Buy exclusive, Force Edge with Gamestop and Yamato through Amazon. Vergil's available with the Complete and Collector's Editions, but pre-ordering the season pass 2 to 12 weeks before release lets you play as Nero Angelo even with the Standard edition.
 

Akiller

Member
f59fc28b09.png

Please be a Bloody Palace Boss,Please be a Bloody Palace Boss.
 
I wish we could get lots of content like in P* games,but i guess we'll have to accept the compromise since it's Capcom we're talking about.
I mean, even in Platinum's case they didn't put all of the Bayo1 weapons into Bayo2 as unlockables. Just the unmagical handguns, Scarborough Fair, and the katana.
 
That would be too much work, even old bosses would essentially have to be made from the ground up for the most part.
In terms of assets, yeah, and they'd also need to come up with Buster moves for them (which in many cases would mean introducing a stun state that not all DMC bosses have). And possibly more deflect/parry animations because of RG. Apart from that it'd just be asset crafting though.

I do still hope they give us some amount of new content for Nero and Dante to play with though.
 

W.S.

Member
Adding Trish, Lady, and Vergil is cool and all but won't that just accentuate the backtracking/same environments problem?

That was one of my issues with the Dante/Nero switching so I'm curious as to how the new cut scenes re-contextualize their play throughs and whether they'll get separate challenges.
 

GuardianE

Santa May Claus
Adding Trish, Lady, and Vergil is cool and all but won't that just accentuate the backtracking/same environments problem?

That was one of my issues with the Dante/Nero switching so I'm curious as to how the new cut scenes re-contextualize their play throughs and whether they'll get separate challenges.

I'm assuming there will be zero context given. The cutscenes will probably simply be highlighted character fluorish.

The backtracking problem isn't going away. That's something firmly rooted in the design, unfortunately. Having new characters that play completely differently won't serve to make it any worse, though.
 
Adding Trish, Lady, and Vergil is cool and all but won't that just accentuate the backtracking/same environments problem?

That was one of my issues with the Dante/Nero switching so I'm curious as to how the new cut scenes re-contextualize their play throughs and whether they'll get separate challenges.

The issues with DMC4's campaign mode are pretty much unfixable. I don't think this will further accentuate those problems, though.

It *will* be a problem if they don't share from the same pool of Proud Souls/blue orbs/DT upgrades, though. This shouldn't feel grindier, and it'd be a bad thing if it did.
 

W.S.

Member
I'm assuming there will be zero context given. The cutscenes will probably simply be highlighted character fluorish.

The backtracking problem isn't going away. That's something firmly rooted in the design, unfortunately. Having new characters that play completely differently won't serve to make it any worse, though.

It won't but it just seems pointless to me.

I get that they're trying to add more value to a port by adding these characters but this particular re-release is more of a remix than anything which doesn't really excite me all that much as a fan. The DmC port on the other hand benefited more in it's gameplay due to the enhancements in the framerate, scoring system, and target locking on top of the bonus skins.
 

BadWolf

Member
The issues with DMC4's campaign mode are pretty much unfixable. I don't think this will further accentuate those problems, though.

Maybe they can rearrange the progression in some way using current (or unused) assets to at least make it less blatant (like DMC3)? The issue is such a shame and a huge negative on an otherwise fantastic game.

It won't but it just seems pointless to me.

I get that they're trying to add more value to a port by adding these characters but this particular re-release is more of a remix than anything which doesn't really excite me all that much as a fan. The DmC port on the other hand benefited more in the porting process with the enhancements to the framerate, scoring system, and target locking on top of the bonus skins.

Wut? The additions to DMC4's remaster run circles around those of DmC's. And we don't even know everything about it yet.
 

TreIII

Member
Speaking of which, I think it'd be a fairly natural fit to basically turn Nero into Raiden circa MGR in the next game - happily married and in his mid-to-late 30s, but forced to continue his violent, specialised line of work to support his family due to societal prejudice against cyborgs/demons limiting his other options. It'd also mean we could skip the angstier MGS4 phase, which would be even more painful filtered through DMC series writing.

I dunno. One of the main reasons Nero was introduced was to have a new "young and handsome guy" added to the game, because Dante was going to be older. If they allow him to grow up, then I think they would do a lot to defeat the purpose of his creation.

And besides, Nero being in his 30s would mean a Dante that would be well in his late 40s-early 50s. I'm not sure how much older they're willing to allow the star of this series to actually age, for the same reason comic book heroes usually don't.

I do still hope they give us some amount of new content for Nero and Dante to play with though.

Costumes I would think would be a relatively easy thing to implement. I don't know how much else we could expect though...
 
I'm just basing it off the info in the OP, is there a more extensive list?

All we know outside of the extra playable characters is that they'll be making tweaks to the gameplay/tempo. DmC DE had a long list of fixes, but all of it was just to make it like a legitimate DMC game. Hardcore mode, lock-on, 60 FPS are already in DMC4 so the list of improvements will seem small compared to DmC.
 
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