I don't really want color coded platforming and overly saturated colours in my DMC5 :/
And I do not want backtracking and stupid grappling puzzles and 1997-levels camera handling in DMC5
I don't really want color coded platforming and overly saturated colours in my DMC5 :/
Some people like to rebind Nero's gun specifically, since it lets you charge while doing other moves, easier.Anyone have control scheme recommendations, for any character? I'll probably dive in with Vergil when I get home. I always played on default on OG DMC4, but after screwing around with the scheme in DmC I see how much it can help
And I do not want backtracking and stupid grappling puzzles and 1997-levels camera handling in DMC5
Yeah but there are games with better level design to take inspiration from than DmC
I am going to remain the ONLY member of DMC-gaf who vastly preferes DmC level design to pretty much everything else.
My list goes like this:
DmC levels ~ Bayonetta 2 levels > Bayonetta 1 levels > DMC3 >>>> DMC4 levels
I greatly prefer a linear level with very minor exploration elements like DMC3. I hate the place killer of getting lost in DMC1. Though something that splits that difference a bit better could be possible.I can understand preferring DmC's level design, but what I want is a return to DMC1's massive castle with some areas blocked off at first, a mirror world, misty grounds and the obligatory demon world mission (though with DMC3 aesthetics). Let me explore a level, not just pass through it.
I can understand preferring DmC's level design, but what I want is a return to DMC1's massive castle with some areas blocked off at first, a mirror world, misty grounds and the obligatory demon world mission (though with DMC3 aesthetics). Let me explore a level, not just pass through it.
Same. Let me have a lot of different pretty places to fight in. I think DMC1 style would be better off in a DMC spinoff. Modern DMC is already fights and combos. DMC1 was 50/50 with the action and adventure. I would argue DMC1 is closer to the approach of games like GoW.I greatly prefer a linear level with very minor exploration elements like DMC3. I hate the place killer of getting lost in DMC1.
Some people like to rebind Nero's gun specifically, since it lets you charge while doing other moves, easier.
Taunt is also Left touchpad by fault on PS4, so I set it to right stick click (R3).
Ha, that actually makes a lot of sense. Thanks! I'm sure that'll make it easier to use the charge shot.Swap the gun and devil trigger buttons around for Nero, it makes playing him a lot easier (you can easily charge your gun while doing something else).
By first, do you mean Dante or Berial?
Lady is firearm focused, and she's also a charge character. Her guns do far more damage than the other characters. You'll have to use burst attacks (charging your weapons up) to deal big damage to bosses. She's a big change from the others, as her melee attacks are best used to bat away foes that get too close. Also her wire shot is essentially a fishing line which can launch enemies up or slam them down to the grab. It doesn't pull her in or bring the enemies close to her.
Basically, just fire away at a distance and keep your weapons charged.
The level design of DmC and the combat system of DMC4: that is what DMC5 needs.
Berial. Yeah I guess that's it. I just have to buy more upgrades first because all I had was the spear down maneuver.
Was the recommended control change for Nero to have R1 be for Blue Rose to keep the charge going? And what we're the best upgrades to go for initially with him?
The level design of DmC and the combat system of DMC4: that is what DMC5 needs.
DMC5 should take level design inspiration from DMC1 and DMC3.
The DTOID and Gamespot reviews are coming from two difference perspectives. DTOID's Chris Carter is a pretty hardcore action game fan. He holds DMC3 up as the pinnacle of the genre, he's always playing the hardest difficulties, getting a feel for the nuances of the mechanics. To him, adding 3 new characters with all their own moves and taunts and animations is a huge deal.
For a more casual player, they might not be into exploring every nook and cranny of the combat system, so you got some pretty swell combat inside some lousy level design, with awful non-combat stuff like the dice boards and those fuckin spinning things Nero smashes down the hall, a hugely repetitive game structure(that you have to play through again and again with Lady/Trish and Vergil), that lame buttrock combat song they play all the time, and outdated legacy camera system from 1996.
This is an enthusiast collection, meant for people who watch TrueStyle videos, rock DMC avatars on message boards, and know their Just Frames from their Jump Cancels.
Not DMC3.
They hide it better but it has as much as, if not more, backtracking than DMC4.
I would rather they try something new, like no backtracking at all. DmC has very little of it but the levels themselves werent anything to write home about.
(dont remember DMC1 hehe, been too long since I played it)
DMC1 has a respectable amount of backtracking too, probably around the same level as DMC3
Ah I see, in that case they should just take a new approach.
I've honestly never had an issue with the backtracking. DMC1 and DMC3 had backtracking but it was to go back and do different things that you couldn't do before (semi Resident Evil style, which makes sense given some of the roots of the franchise), and they kept the backtracking reasonably in check. DMC4 is the only one that really improperly used backtracking because it was literally just the first half of the game done backwards.
The level design of DmC and the combat system of DMC4: that is what DMC5 needs.
I put it on L1.
I'm a big fan of DmC's gorgeous level/environment art (outside of the rather dull industrial goop factory stuff), but I'd argue that the actual *design* (i.e. layout and pacing) of the levels is only about on DMC4's level for the most part.
DmC has some pretty decent arenas to fight in, though, if only because of the ability to fight enemies with nothing but an abyss below you and then air dash back to the platform, or that one harpy fight when you're surrounded by panels of shattering glass.
Honestly, I don't think any of the games in the entire series have particularly exemplary level design (or platforming, cough cough).
They need to stop trying to make platforming happen in Devil May Cry.
The DTOID and Gamespot reviews are coming from two difference perspectives. DTOID's Chris Carter is a pretty hardcore action game fan. He holds DMC3 up as the pinnacle of the genre, he's always playing the hardest difficulties, getting a feel for the nuances of the mechanics. To him, adding 3 new characters with all their own moves and taunts and animations is a huge deal.
It wouldn't be too bad if the jumping wasn't stiff as hell. DmC improved the jumping to an extent but the platforming in that game was pretty basic.They need to stop trying to make platforming happen in Devil May Cry.
Devil May Cry 4 Special Edition R9 295x2 Benchmark Test Max Settings
https://www.youtube.com/watch?t=128&v=mgLPo7sRBy8
They can do platforming now that they got rid of that stiff jump arc from DMC1-4 and its old RE1 camera system
I know some fans don't like to hear it, but not ALL of DmC's innovations to the series should be ignore going forward
They can do platforming now that they got rid of that stiff jump arc from DMC1-4 and its old RE1 camera system
I know some fans don't like to hear it, but not ALL of DmC's innovations to the series should be ignore going forward
DMC4SE is #5 right now on Steam's top sellers.
*Please sell well, please sell well*
They need to stop trying to make platforming happen in Devil May Cry.
Only real complaint so far is that the room transitions have slightly more loading than desired. Kind of stings when levels force you to traverse 3 screens away for a switch and then do the same in reverse to reach the new area. Those slight pauses in loading really get in the way.