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

They best teaser they could possibly put in is to just change the ending so slightly. Just add 2 words of dialog to Dante as he walks away.

"Dante, will we meet again?"


...

...

"Sure, kid."

and Dante does his 2 finger wave thing and the ending continues like normal.


Eh, the wordless goodbye is still better.
 

Unit24

Member
I don't think this is a valid excuse anymore now that we are getting 3 new playable characters.

I don't get what you're trying to say here. They were able to add more playable characters, therefore they should be able to do way more alongside that? The new characters are clearly the main attraction, and that's where they spent most of their time and money. This isn't a new game, just some new ways to play an existing one.
 

Dahbomb

Member
I don't get what you're trying to say here. They were able to add more playable characters, therefore they should be able to do way more alongside that? The new characters are clearly the main attraction, and that's where they spent most of their time and money. This isn't a new game, just some new ways to play an existing one.
People used to say that because it's a 7 year old game that it was unrealistic to expect many changes.

Well clearly that's not an issue when we are getting new characters now. They didn't have to give Trish and Lady but they did anyway.


It's a matter of opinion if having new playable characters is better than having some level redesign (or some new areas) for the game. My opinion on that is level changes benefit new players or more casual players who just play the game through once or twice where as more playable characters are meant for veterans.

In fact I would say that having more playable characters should've given them more incentive to look at the levels again. Can't wait to play the same areas and bosses 6 times now... (once as Nero, once as Dante, twice as Vergil, once as Lady and once as Trish)...

It's a matter of fixing the actual faults with the game and like many I feel that the game could've benefited a lot with changes to the level design.


There are at least a couple of changes to the level design and enemy placement though. There's a Blitz showing up in Nero's section of the forest level which doesn't show up on your first playthrough. Could be changes in enemy placement for higher difficulties. So this is not an unrealistic expectation (like doing away with the dice puzzle game and replacing it with a proper boss gauntlet).
 
People used to say that because it's a 7 year old game that it was unrealistic to expect many changes.

Well clearly that's not an issue when we are getting new characters now. They didn't have to give Trish and Lady but they did anyway.


It's a matter of opinion if having new playable characters is better than having some level redesign (or some new areas) for the game. My opinion on that is level changes benefit new players or more casual players who just play the game through once or twice where as more playable characters are meant for veterans.
.

But this edition is not aiming that audience at all, besides it takes a lot of time and money to redesign levels, things the team working on DMC4SE most likely don't have, or doing that alone would've taken a ton of time that would've prevented any new playable characters

At best expect minimum changes, at worst expect the same as vanilla DMC4


In fact I would say that having more playable characters should've given them more incentive to look at the levels again. Can't wait to play the same areas and bosses 6 times now... (once as Nero, once as Dante, twice as Vergil, once as Lady and once as Trish)...

Why are you assuming you'll need to play through the story again for all the characters?
 
People used to say that because it's a 7 year old game that it was unrealistic to expect many changes.

Well clearly that's not an issue when we are getting new characters now. They didn't have to give Trish and Lady but they did anyway.


It's a matter of opinion if having new playable characters is better than having some level redesign (or some new areas) for the game. My opinion on that is level changes benefit new players or more casual players who just play the game through once or twice where as more playable characters are meant for veterans.

In fact I would say that having more playable characters should've given them more incentive to look at the levels again. Can't wait to play the same areas and bosses 6 times now... (once as Nero, once as Dante, twice as Vergil, once as Lady and once as Trish)...

It's a matter of fixing the actual faults with the game and like many I feel that the game could've benefited a lot with changes to the level design.


There are at least a couple of changes to the level design and enemy placement though. There's a Blitz showing up in Nero's section of the forest level which doesn't show up on your first playthrough. Could be changes in enemy placement for higher difficulties. So this is not an unrealistic expectation (like doing away with the dice puzzle game and replacing it with a proper boss gauntlet).
Lol exactly what I was thinking. Capcom PR: "we know you guys loved the backtracking in DMC4 so now you get to do it 2 additional times!"
 

Dahbomb

Member
It takes a lot of time to make 3 new characters too and have them work (ie. be reasonable balanced) within the framework of an existing game.


Why are you assuming you'll need to play through the story again for all the characters?
Didn't it say in the PR that you need to beat the game at least once to unlock those characters?

I guess you can make the argument that you can beat the game once then go straight into Bloody Palace with the new characters. But then you would be playing BP with a crappy moveset...
 
It takes a lot of time to make 3 new characters too and have them work (ie. be reasonable balanced) within the framework of an existing game.



Didn't it say in the PR that you need to beat the game at least once to unlock those characters?
I think Gregaman said you could play them from the start in the podcast..
 
What they learn from the characters can be applied to the next game.

Making new levels is just doing work that is going into an HD remaster and not the next game.

Plus, DMC4 was always intended to have multiple characters and they ran out of time. It's probable they still had a lot of the work just sitting around unfinished. Not sure if that applies to levels from DMC4.
 

Ghazi

Member
What they learn from the characters can be applied to the next game.

Making new levels is just doing work that is going into an HD remaster and not the next game.

Basically this. Levels would "fix" DMC4. Characters are going to improve DMC4 and give an extreme help to DMC5, as they won't have to use much of their budget or time to make the playable characters (which are by far the most in-depth stuff in a game like DMC).
 
A potential DMC5 needs to be built with turbo mode in mind from the start. Going from playing 3 for years on turbo to the slowness of vanilla 4 was a bit annoying for awhile.

And I appreciate that they're focusing more on the characters for this release, it seems obvious that each of the new characters are being used as an opportunity to experiment with different types of gameplay.
 

TreIII

Member
And I appreciate that they're focusing more on the characters for this release, it seems obvious that each of the new characters are being used as an opportunity to experiment with different types of gameplay.

And another nice thing about that is that doing this makes it so that you don't have to try and cram another "Style" onto Dante (or otherwise giving him things that he doesn't need), while also meeting fan requests to make the likes of Vergil and Trish playable again and Lady gets to be playable for the first time.
 
I still think Capcom could have cheaply tacked on another hallway in the city of Fortuna or in the castle to make it feel like there was some differences in Vergil's campaign... Hell Vergil could spend more time in Fortuna fortress with some alternative areas....

edit: I wonder how much time DmC Vergil campaign took to develop, because I figured if Capcom could justify sinking money into that, why not DMC4 Vergil?
 
I still think Capcom could have cheaply tacked on another hallway in the city of Fortuna or in the castle to make it feel like there was some differences in Vergil's campaign... Hell Vergil could spend more time in Fortuna fortress with some alternative areas....

edit: I wonder how much time DmC Vergil campaign took to develop, because I figured if Capcom could justify sinking money into that, why not DMC4 Vergil?

Wasn't DmC's DLC done entirely with Ninja Theory's budget?
 

Astral Dog

Member
I still think Capcom could have cheaply tacked on another hallway in the city of Fortuna or in the castle to make it feel like there was some differences in Vergil's campaign... Hell Vergil could spend more time in Fortuna fortress with some alternative areas....

edit: I wonder how much time DmC Vergil campaign took to develop, because I figured if Capcom could justify sinking money into that, why not DMC4 Vergil?

I mean yes that would have been awesome, and with the Vergil dlc of DmC i was hoping they could expand on this game (with a few new missions for Vergil), even if the main campaign is the same, but its very clear Capcom was not willing to do that. (not even a fucking retail release)

Without new level content, hopefully this means DMC 5 is at a more advanced stage than everybody expects, so an announcement can be made soon enough that would make things better.
 
I mean yes that would have been awesome, and with the Vergil dlc of DmC i was hoping they could expand on this game (with a few new missions for Vergil), even if the main campaign is the same, but its very clear Capcom was not willing to do that. (not even a fucking retail release)

Without new level content, hopefully this means DMC 5 is at a more advanced stage than everybody expects, so an announcement can be made soon enough that would make things better.
To be honest I think the whole lack of a retail release was because Capcom wanted to make sure DmC would sell for longer (and DMC4 more popular in Japan which is why DMC4:SE got retail there and DmC less popular). So dumb consumer will see two devil may cry games on the shelf and not know which one to buy... They know the hardcore DMC fans know where to get DMC4:SE, plus they knew DMC4:SE had a large PC community so they choose to release it on PC too. Sucks, but I guess that's Capcom's logic in my mind..
 

BadWolf

Member
To be honest I think the whole lack of a retail release was because Capcom wanted to make sure DmC would sell for longer (and DMC4 more popular in Japan which is why DMC4:SE got retail there and DmC less popular). So dumb consumer will see two devil may cry games on the shelf and not know which one to buy... They know the hardcore DMC fans know where to get DMC4:SE, plus they knew DMC4:SE had a large PC community so they choose to release it on PC too. Sucks, but I guess that's Capcom's logic in my mind..

Japan really isn't big on the digital side of things iirc, a physical release is pretty much a must there.
 

Golnei

Member
I still think Capcom could have cheaply tacked on another hallway in the city of Fortuna or in the castle to make it feel like there was some differences in Vergil's campaign... Hell Vergil could spend more time in Fortuna fortress with some alternative areas....

edit: I wonder how much time DmC Vergil campaign took to develop, because I figured if Capcom could justify sinking money into that, why not DMC4 Vergil?

There's really not all that much lying around to use - isn't the sum total of cutscene-only areas basically the Yamato chamber and nothing else? Any changes to the main missions would require the creation of new content, unless they wanted to set up the entirety of Vergil's mode like Mission 13 - and at that point, there'd be no benefit gained from the restructure. I would like it if they moved around enemy spawn points a little for the new character's modes, though - if I recall; the castle's main hall, the cathedral, the first Heaven passage, the lower level of the storehouse, Agnus' lab, the laser hallway, the lower level of Foris Falls and the ground floor of the Saviour's chamber were never used for regular battles. And seeing as none of the new characters will have cutscenes for the boss battles, they'd be able to shift around bosses in addition to the regular enemies; which could make things a little less repetitive - though that probably isn't happening, seeing as the boss fights in the trailer occurred at the same locations as the original game.

This please!

Love it when they include casual wear in fighting games (DOA5 has lots of good ones).

If they're doing non-referential outfits, I definitely hope a few will be casual - it'd be nice to have a few options that aren't so overtly costume-ish, while still matching each character's aesthetic - in this case, even formalwear would count, as long as it's not a variant on a character's 'uniform'. The dresses from Bayonetta 2 were easily my favourite unlockables; a shame Balder never got anything similar.

Speaking of which, I actually tried to throw together a less awkward reskin of Lady's DMC4 outfit, so that I wouldn't have to endure the original while unlocking her other options. Though I probably have to change the colour scheme to be closer to her 3 outfit, because right now she looks a little too much like a DmC character.
devilmaycry4_dx92015-a2qzj.png
devilmaycry4_dx92015-3epyb.png

Or I guess I could just go with a Claire Redfield palette...
 

Akiller

Member
Hmm, it's a shame we can't fight Dante as Trish(since his fights are only in the first half of the game), I mean, that way with Trish's jap dub+Bayonetta mod we could get the nearest thing to a Dante vs Bayonetta battle.
 

Golnei

Member
Hmm, it's a shame we can't fight Dante as Trish(since his fights are only in the first half of the game), I mean, that way with Trish's jap dub+Bayonetta mod we could get the nearest thing to a Dante vs Bayonetta battle.

The final floor of Bloody Palace would allow that, at least. Hopefully there's some way to make it more convenient; whether it's a floor select or boss rush option.

I wonder if her version will use regular or shadow Dante?
 

ezekial45

Banned
Yeah, I'd rather we see something fresh. We at least have an idea of what Vergil will be like. We don't know much for Lady, though.
 

Sesha

Member
Truly unfortunate, but never a deal breaker.

Sadly, feature de-creep is becoming a thing with the DMC series. Anyway, a bigger deal breaker would be no Boss Select. It would be sad if players will have to result to mods to get easy access to the bosses in 2015. Not to mention no changes to the dice game.
 

Sesha

Member
Dice is fine though. There's literally nothing that needs to be changed about it.

Actually I agree. I love forced puzzle mini games that kill the pacing of my action games.

I also love not fighting the best boss fight of the game again, instead fighting random mooks.
 

One_San

Member
I'm not saying it's good, but they don't need to alter anything about it. It's easy enough to rush through it, since the outcome isn't random.
 

Sesha

Member
I'm not saying it's good, but they don't need to alter anything about it. It's easy enough to rush through it, since the outcome isn't random.

They don't need to alter it. They need to remove it. There is no need for it. No one likes it, and it serves no purpose.
 
So according to SteamSpy, here are number of owners of DMC titles on Steam:

Devil May Cry 3: Special Edition
Devil May Cry 4
DmC



Super Combat Simulator 2 Turbo confirmed. *sigh*
I'd say I'm Surprised DMC4 sold a decent amount on Steam given the fact that most people who bought it on PC probably bought it on disc (including me). DmC's numbers see pretty good too so I don't know why Capcom doesn't want to release DmC:DE on PC..
Yeah, I'd rather we see something fresh. We at least have an idea of what Vergil will be like. We don't know much for Lady, though.
I have the feeling Lady will have more pieced together moves from Dante and will probably be less robust. But we'll see.. So I'd rather see Vergil talked about in depth in the beginning, then lady and Trish touched on later.
 

Ermac

Proudly debt free. If you need a couple bucks, just ask.
Have they said if there will be multiple costumes for Lady and Trish? I know so far they've only shown Gloria and DMC3 Lady.
 

One_San

Member
They don't need to alter it. They need to remove it. There is no need for it. No one likes it, and it serves no purpose.

I actually don't think they need to remove it. It's just another room. It just so happens some people find this one especially tedious. It's technically a room with a very large amount of potential enemies to fight, it's just entirely optional to do so. I don't particularly like it, but it isn't that bad of a room. It really isn't.
 

GuardianE

Santa May Claus
Sadly, feature de-creep is becoming a thing with the DMC series. Anyway, a bigger deal breaker would be no Boss Select. It would be sad if players will have to result to mods to get easy access to the bosses in 2015. Not to mention no changes to the dice game.

Changes made to DmC have no bearing on the DMC series. This has been made abundantly clear by Gregaman with his tweets. Whatever happens with that game is separate and distinct, so I don't see it as a step back at all. I just see it as something that should be in, but isn't.

At the end of the day, I'm fine with them saving up their ideas, fixes, and money for DMC5.


Have they said if there will be multiple costumes for Lady and Trish? I know so far they've only shown Gloria and DMC3 Lady.

There's been some indication that there will be multiple costumes for each character, and that they'll make a post about it when they're ready.
 
I actually don't think they need to remove it. It's just another room. It just so happens some people find this one especially tedious. It's technically a room with a very large amount of potential enemies to fight, it's just entirely optional to do so. I don't particularly like it, but it isn't that bad of a room. It really isn't.

Then make the room auto spawn waves of enemies, and after a while, have us go into the boss. There is nothing good about the Dice. It's a hassle to use the exploit, newbies can potentially be stuck for quite a while, and it just slows the whole process down.
 

Sesha

Member
I actually don't think they need to remove it. It's just another room. It just so happens some people find this one especially tedious. It's technically a room with a very large amount of potential enemies to fight, it's just entirely optional to do so. I don't particularly like it, but it isn't that bad of a room. It really isn't.

It certainly isn't optional. The encounters, yes, the but the entirety of the puzzle isn't.

And of course you don't like it. No one does. Removing it will correlate to the game becoming a tad amount better. It's not just another room. It's a room with a puzzle, a puzzle that slows the pacing of the game to a crawl, and further ruins a boss gauntlet by appearing multiple times.

Have they said if there will be multiple costumes for Lady and Trish? I know so far they've only shown Gloria and DMC3 Lady.

There will be several costumes, but only Gloria and DMC3 Lady are confirmed so far. I'm certain those will be their only ones, considering those two costumes are their most prominent alternate looks.

Changes made to DmC have no bearing on the DMC series. This has been made abundantly clear by Gregaman with his tweets. Whatever happens with that game is separate and distinct, so I don't see it as a step back at all. I just see it as something that should be in, but isn't.

Then I guess Grim Trick shouldn't be in DMC4SE. Improvements to the formula are still improvements, regardless of which iteration they appear in.
 

One_San

Member
If you two say so. I don't like it, but I don't dislike it either. Because it actually isn't that bad. I wouldn't miss it if it was removed, but I don't have a problem with it staying.

Every instance of the boss rush, as incredibly inelegant as it may be, can be reached with, except MAYBE one instance, a single hit of the die. New players won't have any idea how it works, and that sucks, but I still think it's fine.

Also, I totally never said the room itself was optional. But this discussion will only ever go in a circle, so ah well.
 
If you two say so. I don't like it, but I don't dislike it either. Because it actually isn't that bad. I wouldn't miss it if it was removed, but I don't have a problem with it staying.

Every instance of the boss rush, as incredibly inelegant as it may be, can be reached with, except MAYBE one instance, a single hit of the die. New players won't have any idea how it works, and that sucks, but I still think it's fine.

Also, I totally never said the room itself was optional. But this discussion will only ever go in a circle, so ah well.

I guess I'm just not getting why you don't want it removed despite admitting that newer players are screwed over and most veterans will skip it. It's supposed to be a boss rush. The extra added step of the dice just elongates the level.
 
Yeah, there's absolutely no doubt that the die game is easily skippable if you know how to handle it. But that's why it should be removed; it's just a waste of time. Once you know how to manipulate the outcome, getting the number you want is just tedious busywork.
 

GuardianE

Santa May Claus
Then I guess Grim Trick shouldn't be in DMC4SE. Improvements to the formula are still improvements, regardless of which iteration they appear in.

I'm not saying it shouldn't be in or can't be added. I'm saying that it's not a precedent or regression. Which it's not. DmC is not DMC. These are not the same "formulas".


Yeah, there's absolutely no doubt that the die game is easily skippable if you know how to handle it. But that's why it should be removed; it's just a waste of time. Once you know how to manipulate the outcome, getting the number you want is just tedious busywork.

Basically. There's nothing of value added here. It doesn't provide gameplay diversity and it handicaps the pacing. The only good things to come out of the dice game are (A) the continuation and consistency of the gambling theme and (B) the Dante subversion of the dice game where he destroys it.

I don't think either of those things are worth the hassle.
 

Golnei

Member
So according to SteamSpy, here are number of owners of DMC titles on Steam:

Devil May Cry 3: Special Edition
Devil May Cry 4
DmC

I feel really sorry for those 160,000 people. The difference in quality between Capcom's PS2-era and MT Framework ports can't be overstated - a shame 3 never got a decent second port, as with RE4...

Was must style mode in DMC4 PC too?(as a fan mod of course).

I don't think there's anything right now, but there apparently is some work being done on implementing it by the same person who did the style decay, null orb collection rank and Quicksilver mods. Hopefully it'll be usable soon.
 

Sectus

Member
How does Must Style function? You can only deal damage while your combat rank is S or higher? If so, it might be doable to create it as a mod. Although, I dunno if it would have the side effect of making scores much higher for levels.
 
I feel really sorry for those 160,000 people. The difference in quality between Capcom's PS2-era and MT Framework ports can't be overstated - a shame 3 never got a decent second port, as with RE4...

The style switcher does at least fix most of the gameplay related issues.

I mean, you still have to delete the music folder for the game to run decently on most computers. And the graphics are still worse than the PS2 version. And it still has the odd glitch here and there. But it is playable now. Man what an awful port.
 
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