Augemitbutter
Member
PlayAsia has posted on their Facebook that the Japanese version is identical to the Asian version save for some Japanese on the boxart. They did some testing with copies when they arrived.
thanks.
PlayAsia has posted on their Facebook that the Japanese version is identical to the Asian version save for some Japanese on the boxart. They did some testing with copies when they arrived.
Pretty sure it's just the credits "kill 100 enemies" mini-cutscene, kinda like Vergil's in the eye room.
May be a stupid question.. but when will this be available to preload on PS4?
Oh boy... here we go.So some changes I found from watching streams and reading forums, Nero can no longer jump cancel or dodge out of shuffle unless you have at least one point of charge and Dantes round trip charge is now the same as Vergils (faster I think). Also it seems the original setting change might only affect how many red orbs and proud souls you get because the shuffle change didn't revert back
So some changes I found from watching streams and reading forums, Nero can no longer jump cancel or dodge out of shuffle unless you have at least one point of charge and Dantes round trip charge is now the same as Vergils (faster I think). Also it seems the original setting change might only affect how many red orbs and proud souls you get because the shuffle change didn't revert back
Oh shit. I'm starting to get worried. Why would you need a point of charge? Does it use the charge?
Do you have a link?
Thanks.No it doesn't use the charge. Only reason I can think of for the change is that's how they intended it to be originally or to make it more of an advanced move by requiring a charge or its's s glitch like dahbomb said anyway here's the link http://www.twitch.tv/daedron/b/670295514 at 4:24:18
That was a Super Nero only thing.So maybe we weren't seeing things when there was that odd Streak gif earlier, but were told there were no changes.
Thanks.
No other move behaves like that, requiring a charge but not using it upon execution. If they straight up removed it, I could believe that maybe it was a deliberate change, but the weird conditions make it seem like a glitch. That's also unusual about Roundtrip.
So maybe we weren't seeing things when there was that odd Streak gif earlier, but were told there were no changes.
It does use it upon full execution, it just doesn't use it up if you cancel out of it (which makes sense).
I haven't seen any proof on the Roundtrip change so it could still be the same.
The final interview is up...
of course!
Itsuno talking about how DMC is pretty old now and kids born back when DMC3 was released are now 10 years old. Standards are changed now and they have to make something to appeals to everyone.
Welp... looks like DMC5 is going to be casualed the fuck up guys.
Itsuno talking about how DMC is pretty old now and kids born back when DMC3 was released are now 10 years old. Standards are changed now and they have to make something to appeals to everyone.
Welp... looks like DMC5 is going to be casualed the fuck up guys.
Apparently they added some random licensed songs that cause Youtube uploads to be ContentID matched. The worst part about this is that one of these songs appears in the first ten floors of the Bloody Palace. Anyone who's partnered on Youtube or just doesn't want ads on their videos will have to either mod the song out, or play the game with the music muted and edit in a song that won't get matched instead. Perhaps the international version won't have the rights to those songs? I sure hope so because it's going to be a pain if those songs play at random.
Apparently they added some random licensed songs that cause Youtube uploads to be ContentID matched. The worst part about this is that one of these songs appears in the first ten floors of the Bloody Palace. Anyone who's partnered on Youtube or just doesn't want ads on their videos will have to either mod the song out, or play the game with the music muted and edit in a song that won't get matched instead. Perhaps the international version won't have the rights to those songs? I sure hope so because it's going to be a pain if those songs play at random.
I think that's only in the Japanese and Asian versions.
Wait, my US version is going to be missing out on content form the others, in addition to the delayed release?
Nah the Japanese and Asian versions always had some different music.
So I was always denied more variety in BGM than just the two songs over and over again, and I never even knew it?
Itsuno talking about how DMC is pretty old now and kids born back when DMC3 was released are now 10 years old. Standards are changed now and they have to make something to appeals to everyone.
Welp... looks like DMC5 is going to be casualed the fuck up guys.
So I was always denied more variety in BGM than just the two songs over and over again, and I never even knew it?
My main problem with DMC4 Dante was his range is abysmal compared to his DMC3 self, and the gauntlets are less intuitive than they were in DMC3. Also The neutering of his styles in general make them less fun, like gun stinger missing it's crazy combo and fireworks is too short.. Lucifer is cool but I almost want a traditional weapon that we could have swapped in it's place..
I dunno about that. I strongly prefer freeform combos to dial-a-combo, but I think Bayonetta does a great job of being seriously tight in terms of the way it gradually dials down the Witch Time crutch and even the effectiveness of dodging over multiple difficulties until you pretty much need to be Mahaa-Kalaa countering attacks instead of dodging them. I don't expect DMC5 to be casual on DMD at all, but it might have a smoother difficulty curve to get there.Itsuno talking about how DMC is pretty old now and kids born back when DMC3 was released are now 10 years old. Standards are changed now and they have to make something to appeals to everyone.
Welp... looks like DMC5 is going to be casualed the fuck up guys.
I agree. Vergil's always been "special" in terms of taunts. His Yamato taunt in DMC3 built DT gauge over time. It'd be a neat addition to give them additional functionality.
It's a solid improvement. The original PC version looked way better than the console versions, and they look to have added some addition motion blur and possibly cleaned up textures for all versions of the Special Edition. If you're looking for an entire rework of the game visuals, however, this isn't it.
The biggest thing I'd want to them to go about implementing in future games is more fluid movement options, something that makes controlling the characters just as fun outside of combat as well as during, which the 3D Ninja Gaidens have done pretty well. I appreciate the reduced activation time for sprint, but it's a first step towards making the moments in between levels not feeling like slogs.I dunno about that. I strongly prefer freeform combos to dial-a-combo, but I think Bayonetta does a great job of being seriously tight in terms of the way it gradually dials down the Witch Time crutch and even the effectiveness of dodging over multiple difficulties until you pretty much need to be Mahaa-Kalaa countering attacks instead of dodging them. I don't expect DMC5 to be casual on DMD at all, but it might have a smoother difficulty curve to get there.
I have no fears about DMC's higher difficulties, but I'll admit some trepidation about whether they get rid of the trademark kick-your-teeth-in first boss fight.
I'm definitely expecting more in the way of RPG-lite mechanics in DMC5, too. Like, DMC has always had RPG elements with regard to powering up your moves, increasing your HP and DT bars, and so on, but to that you can add things like Bayo's accessory system. As long as nothing changes the controls (like giving you additional i-frames on dodging) or does something godawful like straight-up buffing your defense or attack values, it'll be fine - the recipe for playing well should always remain the same but slightly more customization (which also goes for picking your favorite arsenal as in DMC3) would probably go a long way toward making the game more accessible without diminishing its hardcore appeal.
You have the Japanese version right? Can you have everything in English including the description?
Itsuno talking about how DMC is pretty old now and kids born back when DMC3 was released are now 10 years old. Standards are changed now and they have to make something to appeals to everyone.
Welp... looks like DMC5 is going to be casualed the fuck up guys.
I' be surprised if DMC5 ships with 5 playable characters. And if it does,I would hope that characters like Lady and Trish are more fleshed out.Or they could just do what they did for 4SE: Lady/Trish/new character are welcoming to newcomers, Nero/Vergil/new character (maybe expand on Trish/Lady and add a new character into the low tier) are low to high intermediate, and Dante is the one who laughs at you as you futilely try to come to grips with him. Add in a better implemented automatic mode and more customized difficulty settings and there you go: options for everyone.
I' be surprised if DMC5 ships with 5 playable characters. And if it does,I would hope that characters like Lady and Trish are more fleshed out.
You have the Japanese version right? Can you have everything in English including the description?
You don't need defining mechanics but more like defining philosophies.
Vergil is all about aggressive melee combat, getting in your face fast and efficiently. All of his moveset exemplifies this. He also has a level of precision to his attacks that is portrayed in the Concentration mechanic, Perfect Slices and his own Full Steam equivalent. So if Vergil should come back in DMC5, he should be getting more equipment that adheres to these philosophies. Stuff like a Scythe weapon or a Wolverine style dual claw weapon would be right up his alley. Probably the easiest character to design more mechanics and options for simply because he is a character archetype that other character action games are all about (like Ninja Gaiden).
Lady's design philosophies are all pretty obvious and well supported in DMC4SE... the problem is that these design philosophies don't gel well with what people associate DMC with (or what people like about the series). Lady is all about long ranged combat, limited mobility (she even prefers stationary moves) and crowd controlling that is about creating space between the opponent and her. As you can tell, her toolset is all about this. The fact that she is human also further limits her toolset. If they were to flesh her they need to bring more technology into her arsenal. Stuff like orbital strikes, anti-tank rifles, acrobatics that move her away from the opponent while firing around, traps/claymores etc. You can give her more stuff but I doubt it would ever reach the level of other characters.
Trish is easier to design for than Lady simply because she is not human. Her core philosophy is all about crowd control and repetitive hit stun with a balance of long ranged and short range combat (like Dante). So she is even more of a trap based character than Lady. Set up some lightning traps, knock enemies into it, they get electrocuted and locked in play then you go to town. She still needs to have better mobility IMO or at least have more ways to move around enemies on the screen (she does have that in DMC4SE but it's not as fast as what Nero/Vergil can do). Her weapons of choice would be stuff like Artemis from DMC3 (fire and forget, then it keeps then locked in with multiple hits for you to go town with), a whip based weapon (for crowd control and immobilizing) and Nevan (more electricity but you could design a yellow lightning based weapon for Trish).
So as long as they adhere to these philosophies for their moveset/weapons and additional mechanics... they would bring individuality. The question really is how much attention you WANT them to be giving a character like Lady over adding more stuff to characters like Dante/Vergil/Nero. That is what it all comes down to really. I am going to be honest, I would rather they just focus on a core 2 or 3 characters than try to set the record for most playable characters in a DMC game for DMC5.
It's worth noting that DMC3 Lady, both in cutscenes and in her (not very good lol) boss battle, is ABSOLUTELY all about mobility. She basically does the equivalent of a Super Metroid Screw Attack while spraying bullets in a wheel in a cutscene, and in her boss fight she's all about agilely grappling her way around the arena and doing backflips (with criminally high invincibility frames, something I would *not* want to see in her playable incarnation) to stay out of your reach. That's what I want to see in a playable Lady.
It's worth noting that DMC3 Lady, both in cutscenes and in her (not very good lol) boss battle, is ABSOLUTELY all about mobility. She basically does the equivalent of a Super Metroid Screw Attack while spraying bullets in a wheel in a cutscene, and in her boss fight she's all about agilely grappling her way around the arena and doing backflips (with criminally high invincibility frames, something I would *not* want to see in her playable incarnation) to stay out of your reach. That's what I want to see in a playable Lady.
Preloaded, now we wait.