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

ezekial45

Banned
Yeah, I'm really excited to see what the extra costume are. I'm hoping Dante and Vergil will get some DmC threads (complete with black hair Dante). But personally, I hope they just go nuts with it and have something that are completely different.

Vergil super move is definitely Dimensional Slash / Maximum Vergil. Keep in mind Judgement Cut was redesigned from the cutting orbs to that net of glowing blue slashes.

Vergil, Lady and Trish heavily reuse existing assets, and in the case of Lady and Trish it's probably the main reason why we're getting them. Their models already exist in the game, and there's quite a few moves that can be recycled, especially for Trish. That said they will probably have some new moves. Lady seems to have a special Twosome Time move using her Scorpion SMGs from DMC3 with a target reticule, in addition to her Kalina Ann moves. Reusing moves while adding a few new ones will make things easier if they're planning to include them as characters in DMC5, as then they could simply replace or redesign many of the recycled moves with new ones, but keep the ones they've already made for DMC4SE.

Yeah, I fully expected them to reuse existing content. Of course, there are new assets and features they made for this, but for the most part, it's mostly stuff from the past games. Which is fine, of course. Nothing wrong with that.
 
Like I posted in the other thread, DmC Vergil's outfit was probably based on some of the original DMC1 sketches for Vergil: http://www.zerochan.net/full/540985

Speaking of, Trish should totally get this outfit as a costume: http://www.zerochan.net/540248#full
New vergil's outfit looks more trendy designer fashion than the more noir look portrayed there. I'm aware that people believe new vergil's design is slightly based off older artwork, but it just comes off as something an English gentleman would wear..
 

Sesha

Member
New vergil's outfit looks more trendy designer fashion than the more noir look portrayed there. I'm aware that people believe new vergil's design is slightly based off older artwork, but it just comes off as something an English gentleman would wear..

The main differences between DmC Vergil and the Makoto Tsuchibayashi art work are the embroidery, the patterns of the jacket and the chain.

Yeah, I'm really excited to see what the extra costume are. I'm hoping Dante and Vergil will get some DmC threads (complete with black hair Dante). But personally, I hope they just go nuts with it and have something that are completely different.



Yeah, I fully expected them to reuse existing content. Of course, there are new assets and features they made for this, but for the most part, it's mostly stuff from the past games. Which is fine, of course. Nothing wrong with that.

It's just common sense. There's a ton of ready-made assets, and unlike Dante, Nero and Vergil they are secondary characters anyway, so the reuse doesn't matter that much. Better than no Lady or Trish for sure, and we're probably getting mostly new move sets for them in future games. It seems like multiple playable characters is something they're going to do from here on out.

Speaking of costumes, winter coat outfit for Dante and Makoto Tsuchibayashi's Vergil are musts. Probably not going to happen, though. I'd love for them to go full anime and make summer outfits for each character. Complete with an inflatable ring duckie for Nero.
 

ezekial45

Banned
It's just common sense. There's a ton of ready-made assets, and unlike Dante, Nero and Vergil they are secondary characters anyway, so the reuse doesn't matter that much. Better than no Lady or Trish for sure, and we're probably getting mostly new move sets for them in future games. It seems like multiple playable characters is something they're going to do from here on out.

Right. It seemed like a lot of people were hoping for totally fresh move-sets and assets, which is really something that should be for a sequel. I'm sure they'll feel different enough, and some of them do have new moves, but it's not gonna be totally different from what we had before.

But really, we are still getting a lot of content with this. No matter how you slice it. But my only true concern at this point is still the excessive backtracking and reusing of environments. It was jarring and a grind enough with two characters, but with five I'm worried that I'm gonna get burned out much quicker.
 

TreIII

Member
Oh well, Nero already had a "super" move(Yamato Showdown, awesome) if you think about it.That made me believe even more Itsuno's wish is to make DMC a unique Stylish action-Fighting game hybrid, i mean look at DMC4 Dante.

At this rate, he may have better luck with that or a new IP with those ideas in mind for his "reinvention of the fighting game genre" blueprint, compared to his earlier cited desire to bring back Rival Schools. Whatever it is, though, I hope he and Neo_G get to do more besides DMC (even as much as I love it).

Sesha said:
It's just common sense. There's a ton of ready-made assets, and unlike Dante, Nero and Vergil they are secondary characters anyway, so the reuse doesn't matter that much. Better than no Lady or Trish for sure, and we're probably getting mostly new move sets for them in future games. It seems like multiple playable characters is something they're going to do from here on out.

Pretty much, yeah.

If for no other reason, it's an easy way to generate more interest in the series and have an avenue for multiple styles of play in the game, without trying to force a bunch of extra Styles on Dante or any of the other established characters.

Plus, this dynamic has worked for Sengoku BASARA (Kobayashi's other series) for years. Even as Masamune/Dante and Mitsunari/Vergil likely will remain the most popular characters in each series, few things help keep fans motivated than more characters to get to know, love/hate (or even ship).
 

GuardianE

Santa May Claus
Yeah, I'm really excited to see what the extra costume are. I'm hoping Dante and Vergil will get some DmC threads (complete with black hair Dante). But personally, I hope they just go nuts with it and have something that are completely different.

I hope they keep that as DLC that I can ignore.


It's just common sense. There's a ton of ready-made assets, and unlike Dante, Nero and Vergil they are secondary characters anyway, so the reuse doesn't matter that much. Better than no Lady or Trish for sure, and we're probably getting mostly new move sets for them in future games. It seems like multiple playable characters is something they're going to do from here on out

Basically. Most people aren't expecting completely new movesets, especially since Trish and Lady both wield weapons that have been used by Dante in past games. The only thing that's surprising to me about Trish is that she seems to be getting a number of mimicked moves that seem sort of arbitrary. I'd rather they limit her moveset than unnecessarily shoehorn things in.

But again, I certainly wasn't expecting them starting completely from scratch.
 

Sesha

Member
Vergil has moves from DmC, so there's already some DmC in your DMC, and there's going to be more of it in the future. Just embrace it and feel the fuck yous.

Right. It seemed like a lot of people were hoping for totally fresh move-sets and assets, which is really something that should be for a sequel. I'm sure they'll feel different enough, and some of them do have new moves, but it's not gonna be totally different from what we had before.

But really, we are still getting a lot of content with this. No matter how you slice it. But my only true concern at this point is still the excessive backtracking and reusing of environments. It was jarring and a grind enough with two characters, but with five I'm worried that I'm gonna get burned out much quicker.

Backtracking and samey environments is an issue, sure, but there's little to be done with it, unless they create a couple of new environments which isn't happening. The best we can hope for is more content to complement the combat system like God Must Die difficulty, Must Style, co-op mode, Boss Rush mode, dojo/training mode, etc.
 

GuardianE

Santa May Claus
Now, now. DmC had a number of costumes from the past DMC games. It's about fairness, you see.

Hell, they can even give Lady a Kat costume. She'd rock that pretty well, I think.

Well, a reboot calling back to the classic series is fanservice. I'm not sure it happens as much the other way around.

DMC's costumes were DLC in the vanilla release of DmC. I'd be okay if they just kept it like that, personally.


Vergil has moves from DmC, so there's already some DmC in your DMC, and there's going to be more of it in the future. Just embrace it and feel the fuck yous.

I wouldn't be so sure. The moves DMC4 Vergil acquired from DmC shown thus far are fairly limited. And who's to say that Itsuno didn't have a hand in their implementation in DmC to begin with?
 
The main differences between DmC Vergil and the Makoto Tsuchibayashi art work are the embroidery, the patterns of the jacket and the chain.



It's just common sense. There's a ton of ready-made assets, and unlike Dante, Nero and Vergil they are secondary characters anyway, so the reuse doesn't matter that much. Better than no Lady or Trish for sure, and we're probably getting mostly new move sets for them in future games. It seems like multiple playable characters is something they're going to do from here on out.

Speaking of costumes, winter coat outfit for Dante and Makoto Tsuchibayashi's Vergil are musts. Probably not going to happen, though. I'd love for them to go full anime and make summer outfits for each character. Complete with an inflatable ring duckie for Nero.
In addition to that the neckline is overexagarated, and the addition of the tail end to the coat. That plus the fancy decorations on the coat make it look more fancyish and less a straight noir coat like in the original design. I do think it fits in line with New vergil's personality more, but it adds a designer fashion layer to vergil that I prefer wasn't there. I always felt og vergil's outfit was a throwback to his father's style of dress and less a fashionable choice to look good.
 

ezekial45

Banned
Well, a reboot calling back to the classic series is fanservice. I'm not sure it happens as much the other way around.

DMC's costumes were DLC in the vanilla release of DmC. I'd be okay if they just kept it like that, personally.

Yeah, including DmC costumes would be nice fan-service. I mean if one game can have Diesel product placement for costumes, then I don't see the harm in having these costumes. Especially if they make them look good.

The DMC franchise should not be further contaminated with DmC. Let's just be done with that mess.

I'm sorry you feel that way. I truly think that DmCDE is one of the best titles in the franchise, and it's now my favorite DMC game. I wished more people would give it a chance.

Backtracking and samey environments is an issue, sure, but there's little to be done with it, unless they create a couple of new environments which isn't happening. The best we can hope for is more content to complement the combat system like God Must Die difficulty, Must Style, co-op mode, Boss Rush mode, dojo/training mode, etc.

Yeah, I'm hoping they got some something else in store to offset it. DmCDE did a great job with the extra modes and modifiers, and that's definitely something DMC4SE could use.
 

Sesha

Member
I wouldn't be so sure. The moves DMC4 Vergil acquired from DmC shown thus far are fairly limited. And who's to say that Itsuno didn't have a hand in their implementation in DmC to begin with?

He probably did, but there's no way to know.

DmC had a lot of good ideas, and Itsuno knows that. We're definitely getting more "DmC firsts" in future titles.

Yeah, I'm hoping they got some something else in store to offset it. DmCDE did a great job with the extra modes and modifiers, and that's definitely something DMC4SE could use.

They'd be stupid not to. There's been extra difficulties through mods for years, not to mention mods that allow for multiple bosses at the same time, Doppelganger and so on. And stuff like Must Style, Boss Rush and training mode is so easy to program there's no way those features shouldn't be in every game.

In addition to that the neckline is overexagarated, and the addition of the tail end to the coat. That plus the fancy decorations on the coat make it look more fancyish and less a straight noir coat like in the original design. I do think it fits in line with New vergil's personality more, but it adds a designer fashion layer to vergil that I prefer wasn't there. I always felt og vergil's outfit was a throwback to his father's style of dress and less a fashionable choice to look good.

Strip away the more fashionable elements and tone down the collar and I think that look would work for Vergil.
 

TreIII

Member
I wouldn't be so sure. The moves DMC4 Vergil acquired from DmC shown thus far are fairly limited. And who's to say that Itsuno didn't have a hand in their implementation in DmC to begin with?

...Wasn't there somebody else who posted recently that Itsuno did indeed work with NT when it came to designing DmC!Vergil's gameplay?

If so, then it would just make sense why 4SE!Vergil incorporates some aspects from his DmC counterpart. It would've been all Itsuno, anyway.
 

BadWolf

Member
...Wasn't there somebody else who posted recently that Itsuno did indeed work with NT when it came to designing DmC!Vergil's gameplay?

He had to have had, and very heavily.

Ninja Theory made Enslaved prior to DmC, the difference in quality of combat between the two is night and day.
 

ezekial45

Banned
I'm kinda bummed out that you guys are assuming that DmC's positives are solely from someone at Capcom JPN, and not from NT. I get that they seriously upped their game with Itsuno's guidance, but the designers and combat engineers at NT also brought a lot to the table.
 
I'm kinda bummed out that you guys are assuming that DmC's positives are solely from someone at Capcom JPN, and not from NT. I get that they seriously upped their game with Itsuno's guidance, but it the designers and combat engineers at NT also brought a lot to the table.

I fully believe that the gorgeous best-in-the-series environment art was all NT, as was the straight-from-heavenly-sword idea of holding shoulder buttons to switch between weapon types.
 

BadWolf

Member
Ninja Theory was only really competent in the art department, the gameplay and combat in both Heavenly Sword and Enslaved left much to be desired.
 

Sesha

Member
There are tons of creative people at NT. Difference pre-DmC is that it seems many at NT didn't know what makes a good action game. They learned that working with Itsuno and team. But it does their work a disservice to assume their hands were being fully led by Itsuno when it came to the gameplay.

I'm kinda bummed out that you guys are assuming that DmC's positives are solely from someone at Capcom JPN, and not from NT. I get that they seriously upped their game with Itsuno's guidance, but it the designers and combat engineers at NT also brought a lot to the table.

It's a silly notion, sure. But it's likely that at least a few of the good original (combat) ideas in DmC are Itsuno's suggestions. I don't believe for a second that the combat stuff was all Itsuno's doing.
 

Sephzilla

Member
There are tons of creative people at NT. Difference pre-DmC is that it seems a lot of the team didn't know what makes a good action game. They learned that working with Itsuno and team. It does their work a disservice to assume their hands were being fully led by Itsuno when it came to the gameplay.

I think we'll have to wait until Hellblade comes out in order to verify this. If the combat in that game regresses back to Heavenly Sword or Enslaved levels, that would be pretty telling.
 

Sesha

Member
I think we'll have to wait until Hellblade comes out in order to verify this. If the combat in that game regresses back to Heavenly Sword or Enslaved levels, that would be pretty telling.

Or Rahni Tucker and her team aren't really involved that much with Hellblade.
 
I give NT the benefit of doubt because there is no way we will ever know the full story. We know Capcom Japan helped in the beginning but they could have taken the training wheels off early.
 

GuardianE

Santa May Claus
Or Rahni Tucker and her team aren't really involved that much with Hellblade.

It's true that Rahni's attention was diverted to DmCDE, but Rahni and the small group working on DmCDE do not makeup all of vanilla DmC's development team at NT. Vanilla DmC's team was large, and headed by Tameem. Hellblade should be considered just as reflective of the company's growth as anything else, if not moreso considering it's an independent project.
 
I think we'll have to wait until Hellblade comes out in order to verify this. If the combat in that game regresses back to Heavenly Sword or Enslaved levels, that would be pretty telling.

I think there's no way that'll happen, honestly. I think Itsuno taught them a LOT and gave them lots of ideas but I don't think he actually held their hands and did all of the frame-by-frame work for them.

Heavenly Sword and Enslaved are pretty different games from each other in terms of combat, too, so I don't think it's necessarily useful to lump them together. HS has tons and tons of mostly redundant combos that don't serve clear and distinct purposes; Enslaved was clearly a deliberate effort to pare it down to a very small set of moves each of which had clear utility separate from every other, which made the combat really repetitive and minimalistic but never confusing.
 

ezekial45

Banned
Ninja Theory was only really competent in the art department, the gameplay and combat in both Heavenly Sword and Enslaved left much to be desired.

I'll give you HS, which felt ambitious yet really lacked polish - but I don't think it's fair to get on Enslaved so much since it wasn't going for the level of combat found in God of War or DMC. It felt simple by design, and even though it had some nuance to it (evading attacks, combos, etc), it wasn't going for exhibitionism or high-skill design work.

There are tons of creative people at NT. Difference pre-DmC is that it seems many at NT didn't know what makes a good action game. They learned that working with Itsuno and team. But it does their work a disservice to assume their hands were being fully led by Itsuno when it came to the gameplay.

It's a silly notion, sure. But it's likely that at least a few of the good original (combat) ideas in DmC are Itsuno's suggestions. I don't believe for a second that the combat stuff was all Itsuno's doing.

Right, I'm not saying that Itsuno didn't have a big influence on the game, which he obviously did, but I do reject the notion that it was all his work and NT was just putting it together with their unique aesthetic.

Let's be real here, Ninja Theory now has more knowledge and design work of good combat than most other developers, and that's in part to them having a good team to work with on DmC.
 

Arttemis

Member
I fully believe that the gorgeous best-in-the-series environment art was all NT, as was the straight-from-heavenly-sword idea of holding shoulder buttons to switch between weapon types.

The implementation of toggling of shoulder buttons for DmC single handedly makes it the worst on the franchise for me. I'd rather do some cool looking acrobatics in DMC2 than deal with the awful combat control scheme in NT's game.

Then there's the polar opposite design of DMC4. I'm not saying DMC4's design is prefect, but it it damn near seems that way in comparison. Every major ability is accessible at all times, no alternating of shoulder toggles required, and the options for style abilities are relegated to their own button.
 

TreIII

Member
There are tons of creative people at NT. Difference pre-DmC is that it seems many at NT didn't know what makes a good action game. They learned that working with Itsuno and team. But it does their work a disservice to assume their hands were being fully led by Itsuno when it came to the gameplay.

Not fully led, but I still recall things like this (citing GuardianE's earlier post):

..."I remember, during the first stages of development, one of the illustrations we got for a regular enemy had this huge blade on his right elbow," Itsuno said. "It was actually on pretty much all the enemies! Apparently the designer really liked putting blades on people's elbows."

"So we asked how the guy was gonna attack with this blade," Eshiro continued, "and the reply was 'Oh, he doesn't use it much'. So we said 'No, no, that's not going to work as a game' and had them rethink it a little bit."

So, with regards to Vergil, it just does more to suggest that Itsuno likely had some ideas that he floated to NT and they eventually ran with them to make their own take on the character. The fact that 4SE's Vergil cites a bit of that is probably an indicator that either a) the basic foundations from Itsuno's ideas ended up being implemented on both characters or even b) Itsuno liked at least some of what they did and rolled them back over to expand on his original ideas.

Either of which could certainly be feasible, I would imagine.
 

Arttemis

Member
I think we'll have to wait until Hellblade comes out in order to verify this. If the combat in that game regresses back to Heavenly Sword or Enslaved levels, that would be pretty telling.

Regardless of the degree of help they had from Capcom staff, I'd like to hope they can retain enough from their experience to not regress.
 
Given there's not much made public, we can equally assume the possibility that maybe a lot of ideas in DmC came from Capcom, as in,"couldn't do this previously, but here are the ideas for implementation"

We will see how Hellblade plays out.
 

Sesha

Member
It's true that Rahni's attention was diverted to DmCDE, but Rahni and the small group working on DmCDE do not makeup all of vanilla DmC's development team at NT. Vanilla DmC's team was large, and headed by Tameem. Hellblade should be considered just as reflective of the company's growth as anything else, if not moreso considering it's an independent project.

No, but Rahni and her team were the ones that worked on the combat. I doubt Tameem had anything to do with that. And if Hellblade has shit combat and Rahni's team isn't involved then conclusions are easy to draw. That said, DmC showed growth on NT's part in areas besides the combat, and it would be a shame if Hellblade ends up painting a less than favorable picture of their capabilities as developers.

Right, I'm not saying that Itsuno didn't have a big influence on the game, which he obviously did, but I do reject the notion that it was all his work and NT was just putting it together with their unique aesthetic.

Let's be real here, Ninja Theory now has more knowledge and design work of good combat than most other developers, and that's in part to them having a good team to work with on DmC.

They do, but it seems a lot of that (combat design and mechanics) was due to Itsuno's guidance more than anything else. Going by early interviews, even Rahni Tucker sounded a bit clueless as to what made a good combat system.
 

GuardianE

Santa May Claus
No, but Rahni and her team were the ones that worked on the combat. I doubt Tameem had anything to do with that. And if Hellblade has shit combat and Rahni's team isn't involved then conclusions are easy draw. That said, DmC showed growth on NT's part in areas besides the combat, and it would be a shame if Hellblade doesn't paint a good picture of their capabilities as developers.

The conclusion to draw would be that NT can't produce a half decent product without Rahni Tucker.

I don't really see how DmC demonstrated any growth outside of combat for NT. Certainly not with writing, general level design, or character design. Environmental art design and colors have always been their core strength. I suppose you could make the argument that they improved in terms of resource optimization and not making a game that runs like ass on current consoles.
 

Sephzilla

Member
The conclusion to draw would be that NT can't produce a half decent product without Rahni Tucker.

I don't really see how DmC demonstrated any growth outside of combat for NT. Certainly not with writing, general level design, or character design. Environmental art design and colors have always been their core strength. I suppose you could make the argument that they improved in terms of resource optimization and not making a game that runs like ass on current consoles.

In these three areas they straight up regressed I think.
 

BadWolf

Member
I'll give you HS, which felt ambitious yet really lacked polish - but I don't think it's fair to get on Enslaved so much since it wasn't going for the level of combat found in God of War or DMC. It felt simple by design, and even though it had some nuance to it (evading attacks, combos, etc), it wasn't going for exhibitionism or high-skill design work.

So their previous two efforts were completely mediocre and yet that's okay and they can jump to a DmC game no prob? Didn't they also need a ton of help on Heavenly Sword from Sony?

It's pretty obvious from that Itsuno interview that they had to guide them even on the most basic of things, even though they already had a damn strong base to work from established via DMC1, 3 and 4 so they never had to start from scratch to begin with and yet they seemed clueless.
 
*popcorn.gif*

As for this game it should be very interesting with having 5 characters to play with from the get go (at least until they confirm if you can either pick them from the beginning or complete the game once normally) especially with it being my first true crack at the game (played the normal version a few times with a borrowed console but that was way too limited, bought the PC version but held out because of time and the recent introduction of this version).


As for NT i'll look out for HellBlade...maybe
 
*popcorn.gif*

As for this game it should be very interesting with having 5 characters to play with from the get go (at least until they confirm if you can either pick them from the beginning or complete the game once normally) especially with it being my first true crack at the game (played the normal version a few times with a borrowed console but that was way too limited, bought the PC version but held out because of time and the recent introduction of this version).


As for NT i'll look out for HellBlade...maybe

I think Capcom already said that the additional characters are unlocked after you beat the game once. I'm still really hoping they share the same pool of Proud Souls but it's really really gonna suck if they don't - DMC4's already very grindy as it is.
 

Sesha

Member
The conclusion to draw would be that NT can't produce a half decent product without Rahni Tucker.

Basically what I was saying.

I don't really see how DmC demonstrated any growth outside of combat for NT. Certainly not with writing, general level design, or character design. Environmental art design and colors have always been their core strength. I suppose you could make the argument that they improved in terms of resource optimization and not making a game that runs like ass on current consoles.

I haven't played Enslaved, but compared to Heavenly Sword the environment and level design in DmC is miles ahead of what it was in HS. Campaign structure as well was overall improved, and the encounter design were much better instead of Heavenly Sword's large crowds and endless respawning mobs.

Edit: Writing is whatever but we know for sure that their in-house writers can't write and the quality of their previous stories were to the credit of Rhianna Pratchett and Alex Garland. They should have hired someone like Rick Remender to write the story. In his case his pulpy over-the-top style is perfect for Devil May Cry.
 
I know people wanted Trish and lady in the game, but in the end I think I would have preferred not to have them and instead a fleshed out vergil with multiple styles, and more weapons than the ones in DMC3... Plus an alternative traversal through Fortuna with more than 2 cutscenes...
 

Sesha

Member
I know people wanted Trish and lady in the game, but in the end I think I would have preferred not to have them and instead a fleshed out vergil with multiple styles, and more weapons than the ones in DMC3... Plus an alternative traversal through Fortuna with more than 2 cutscenes...

We're getting Lady and Trish because they can reuse a ton of existing assets to create them. Same with Vergil. We were never getting new weapons, styles for Vergil or levels, since why would they use those ideas now instead of saving them for DMC5? A couple of new moves for the new characters is easily done. Making all new weapons or styles however is something completely different and time-consuming.
 

TreIII

Member
I know people wanted Trish and lady in the game, but in the end I think I would have preferred not to have them and instead a fleshed out vergil with multiple styles, and more weapons than the ones in DMC3... Plus an alternative traversal through Fortuna with more than 2 cutscenes...

I disagree. With 4SE being a project that likely only had a year (or less) worth of dev time, we probably could have expected but so much anyway. 3 new characters/playstyles (that could stand to be expanded on for sequels) and refining as much of DMC4 as they can, to me, sounds like the better deal.
 
CU Podcast went up. They start talking about the game at around the 20 minute mark.

http://www.capcom-unity.com/gregaman/blog/2015/03/27/capcom-unity-official-podcast-episode-25

Livestreams for the game will start in the last week of April.
Vergil tidbits:
- concentration fills up like a super bar it seems (by playing perfectly)
- There's an effect when it's full + you are stronger...
- you use it to execute a super attack when it fills all the way too (assuming super dimension slash).
Trish:
- has some marvel 3 moves
- has hand to hand
- she has traps
Can choose these characters at the start it seems..
- Gregaman says Vergil fights Nero too, but I assume that was a mistake in phrasing..
 
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