AgentLampshade
Member
More "smash the skulls together" puzzles and "hit the right mirror" puzzles.
And that's a fucking page claim!
And that's a fucking page claim!
trick up (teleport w/out embedded sword) and air stinger help him a lot for that garbageVergil has no double jump
noMore "smash the skulls together" puzzles and "hit the right mirror" puzzles.
And that's a fucking page claim!
I agree with more combat sections, or at least more beefed up combat sections in DMD. I felt DMC4 DMD mode felt super weak, mostly same amount of enemies (obviously with different enemy types). So something in-between DMC4 DMD and DMC3 DMD would be great... I think for breaking it combat if jumping is changed Itsuno could add platforms, but if they are like DMC4 then no thanks.. None of the noncombat sections in DMC4 were remotely fun. Made playing the campaign so tedious...trick up (teleport w/out embedded sword) and air stinger help him a lot for that garbage
yamato air rave B also helps a bit because of the gained height off the third attack
no
more combat sections
or the stupid wrecking ball thing from dmc3 that thing is fun because it's actually a combat section
The noncombat sections in DMC4 were unfun because they are bad.
I would be fine with no dedicated platforming/puzzle sections if the level design is amazing and you can just explore it for items/secrets. Maybe you can explore some secret areas and drop in some ridiculously hard sections (like they do in the Souls game... everyone Souls game has that one area with a really hard encounter).
The DMC team has not really produced a DMC game with impeccable level design so I can't really expect them to do that with DMC5.
His teleport gives more height use it in space of another jump, works the same.
I been messing with Trish a bit anybody have a guide on her? She really grabbed me last night.
Playstation conference on Sept 13th y'all...
Basically, non-boss enemies shouldn't be able to break their way out of a combo (see: enemies in Bayonetta 2) and they DEFINITELY shouldnt be able to attack you in the middle of it like Chimera-infected enemies. I'm alright with enemies having offensive options while you're attacking them (like an aggressive/punishing recovery move once they fall out of a juggle state) but not based on actually just disrupting your combo.
Like you said, environmental elements will also play a role there, though it might be easier for those to end up turning into intrusive or pointless gimmicks rather than bringing anything interesting to the scenario - the Faults in DMC4's forest come to mind as a particularly useless addition.
Well even if they change the control scheme, that's not going to allow average Joe to play like Brea. Skill ceiling will still be retained.I'm pretty sure this has been mentioned before, but wouldn't the best solution to the DMC4 Dante is too complex problem would be to allow the players to customize him?
Why go through all that trouble of creating a new control scheme and/or removing the style system when they can just have the player decide how many styles and weapons they want equipped?
1. For the crazy combo video people, they can have 6 weapons equipped and all 5-6 styles
2. For everyone else, you can choose your loadout based on you comfort zone.
I would prefer to have all styles equipped, but with only 4 weapons because I struggle with weapon switching in DMC4. If people want to go back to the classic DMC3 way and have one style and 4 weapons they can do that. If you only care for Swordmaster and Trickster then you can just run through the game with those styles and be at ease.
I've seen other suggestions on here and some of them required changing the control scheme when there's nothing wrong with it. The only reason why Capcom would change it is to let everyone play like Brea when that's just not possible and that's ok.
Well even if they change the control scheme, that's not going to allow average Joe to play like Brea. Skill ceiling will still be retained.
I have made that suggestion before too of allowing players to customize based on their needs. Hell I went one step further and said that players can be allowed to have 1 firearm and 4 melee weapons if they so choose (the firearm weapon switch is changed to having another pair of melee weapons to switch from).
That goes without saying.
I want to see something that makes me do the Wee-Bey face.
I want Itsuno to come up on stage and be like...
"This is DMC3, we introduced Styles, crazy combos, OTF weapon switch"
"This... is DMC4. On the fly style switch, Devil Bringer, Just Revs, Concentration"]
I think after being absent for a decade, Itsuno and co need to change a lot of things in DMC5.
IMO the jump from DMC4 to DMC5 should be more in line to DMC2 ---> DMC3, than DMC3 ---> DMC4.
So when I think about DMC5, I don't want to see just some new weapons. I wanna see them introduce completely new and innovative systems, like how they did styles in DMC3.
It's been too long Itsuno, just reveal that shit at TGS...
It's been too long Itsuno, just reveal that shit at TGS...
I mean, understanding the DMC4SE additions as being partly about subsidizing the development (and giving broad player-testing) of some new mechanics intended to be more thoroughly debuted in DMC5 makes the most sense to me - but yeah, there are two ways to read that: that the development of DMC4SE *was* part of the development of DMC5, or that they waited until DMC4SE was done to even start working on DMC5. It's a matter of perspective, I suppose.I'm just getting so frustrated because this didn't need to happen. If they were going to reboot, then they shouldn't have chicken shitted out on a DmC 2 when SURPRISE: You actually have to rebuild your audience when you make such a drastic departure. That, or they should have announced even a teaser of Devil May Cry 5 last E3 when hype was at an all time high. But apparently they didn't get on production for another 7 months if rumors of its production are even true. I understand why DmC happened, but Capcom's handling of everything surrounding Devil May Cry as a franchise for the past six years has been extremely lacking.
I mean, understanding the DMC4SE additions as being partly about subsidizing the development (and giving broad player-testing) of some new mechanics intended to be more thoroughly debuted in DMC5 makes the most sense to me - but yeah, there are two ways to read that: that the development of DMC4SE *was* part of the development of DMC5, or that they waited until DMC4SE was done to even start working on DMC5. It's a matter of perspective, I suppose.
Sure shows that Itsuno's still got it, though.
snip
^ we're looking at probably more button combination moves too, if DMC4SE is any indication. Stuff activating with two button presses at the same time. It was present on a limited basis with Nero, but they went all out with the new characters. I'm not too keen on it personally.
Beyond that it's harder to predict. I feel like UE4 and 60 FPS are safe bets too.
Since we're talking about making DMC more accessible
I was thinking...
do you think they should find a way to make players "try" at least to taunt? You know, like HAVE FUN!
because most people completely ignore this awesome feature in many character action games
I mean sure, we don't want them forcing it down our throats like how some "other" games tried to force weapon switching on us by making certain enemies only susceptible to certain weapon types
but still, I think they should add some sort of tutorial or something that shows people "hey! stop being lame and taunt because it's cool and you should do it!" or something...
Up to a year ago, I might have put stock in UE4 being the next place for DMC. But considering the most recent Basara releases have both been on MT Framework, and Capcom's "cost-effectiveness" being only more stated than ever? I could definitely see Itsuno and crew working with MT again, to save time and money (and possibly re-use some assets where appropriate).
At the least, we already know the game engine can push 60fps reliably, and they already have plenty of experience with it.
And the point is? The character which was done on MT F in 2016 is less detailed than characters done on MT F in 2008? Atrocious performance is probaly engine's fault too and not a cheap low effort outsorced porting job. On mission 6 LDK now and boy this shit is crazy - probaly 1/3 speed = sub 20 fps in angelo nests. Used to be 300+ in regular modes and at least 100+ fps LDK.Engine definitely scales very good between supporting multiple kind of games on multiple platforms but I think it's reaching its limits visual wise. I mean even look at DMC4SE, Vergil who is the only character that they had to design from ground up with MT Framework arguably looks the least detailed character between the 5 mains, when it comes to modeling and such. (this is very apparent in his intro cutscene)
They've already kind of done that by having taunts give you DT. Some taunts also have unique properties, moreso in DMC4SE where we've seen Lady's crouch low profile attacks, Trish's kiss launch, and Vergil's spinning summon sword juggle.
I'm definitely on board with more things like that. Unique taunts that can be incorporated mid combo in some way.
Taunt gives you Devil Trigger and Style meter in some cases. Some taunts can even do damage.
I like the mechanic of taunts enraging enemies. That could work in DMC.
Point is that I don't think they can use MT to get better visuals (that are needed for a current gen only game releasing in two or three years) when they can't even give us a good model of a new character on it, in a 7 years old title. But if you wanna put that on Access Games being lazy, then feel free to look at other internal Capcom titles that I've listed like RE6 or Dragon's Dogma.And the point is? The character which was done on MT F in 2016 is less detailed than characters done on MT F in 2008? Atrocious performance is probaly engine's fault too and not a cheap low effort outsorced porting job. On mission 6 LDK now and boy this shit is crazy - probaly 1/3 speed = sub 20 fps in angelo nests. Used to be 300+ in regular modes and at least 100+ fps LDK.
Yeah, Bayo's taunts (which basically make enemies more aggressive and more resistant to stun/damage, but make them give you more combo points for killing them) work really well, IMO. It's not far off in concept from the difficulty modifier you get in DMC when enemies DT on DMD difficulty but it's more expressly linked to driving your score up higher.Taunt gives you Devil Trigger and Style meter in some cases. Some taunts can even do damage.
I like the mechanic of taunts enraging enemies. That could work in DMC.
Taunt gives you Devil Trigger and Style meter in some cases. Some taunts can even do damage.
I like the mechanic of taunts enraging enemies. That could work in DMC.
I'm alright with it to the extent that it feels sort of like a super/meter-depleting move. Or, at any rate, I prefer it to the back-and-forward directional inputs.
Yeah, especially if there are enemies that err on the side of defense until they're taunted - for example, Soul Eaters, Dullahans, and Fallen in DMC3 would be less annoying if taunting was one way to get them to let their defenses down.MGR'S Sam is actually a good example of this. Taunt enraged enemies, boosting their attack, aggressiveness, and made them do chip damage/knockback. At the same time, Sam's damage was amplified and it was the quickest way to dispatch enemies. In some instances, taunting was almost a requirement, such as against Armstrong on harder difficulties. I'd love to see a dedicated mode similar to that type of mechanic (or character) in DMC.
My main concern with double button inputs that it made for strange cancel windows and input buffers. The double button press is strict by design, possibly so as to not get in the way of almost plink speed button sequences, but I think it just needs to be cleaned up a bit.
MGR'S Sam is actually a good example of this. Taunt enraged enemies, boosting their attack, aggressiveness, and made them do chip damage/knockback. At the same time, Sam's damage was amplified and it was the quickest way to dispatch enemies. In some instances, taunting was almost a requirement, such as against Armstrong on harder difficulties. I'd love to see a dedicated mode similar to that type of mechanic (or character) in DMC.
MGR'S Sam is actually a good example of this. Taunt enraged enemies, boosting their attack, aggressiveness, and made them do chip damage/knockback. At the same time, Sam's damage was amplified and it was the quickest way to dispatch enemies. In some instances, taunting was almost a requirement, such as against Armstrong on harder difficulties. I'd love to see a dedicated mode similar to that type of mechanic (or character) in DMC.
direction + hold shoot is kinda fine on a simpler char but for someone like dmc4 dante that's got an insane amount of stuff he can do i don't think it's even remotely viable. i'm sure it's actually the entire reason why trish doesn't have charge shots in the first place- you have to choose one or the other and charge shots ultimately provide a lot more interesting potential since you've got the style button for dedicated moves (or stuff like pandora, which doesn't charge at all)
Yah don't get your hopes up. I remember DmC already being rumored at this point before its TGS reveal..I feel like we should be hearing rumors or teases by now or this week... TGS is kinda close
There was even a rumor about NT being the developer....... and no one believed it.Yah don't get your hopes up. I remember DmC already being rumored at this point before its TGS reveal..
There was even a rumor about NT being the developer....... and no one believed it.