fucking hate it when i miss whipping the burning sword from the witch!
fucking hate it when i miss whipping the burning sword from the witch!
Wait, you can Demon Whip the Witch's sword!? @_@
Can you kick that shit back to her? I must just suck ass at the timing. It ends up just floating there
Can you kick that shit back to her? I must just suck ass at the timing. It ends up just floating there
The enemy and encounter design is perhaps the most obvious fundamental change to the Devil May Cry formula, and what people have come to expect from games like Bayonetta. DmC has a combat system designed around puzzling first, fighting secondary. The fighting system is grounded and deep enough to be fun, but not enough to compare to Bayonetta. So they've gone the same rout as The Legend of Zelda: strong enemies have a certain puzzle and rhythm to them that must be overcome. Colour coding, weak spots, emphasis on grapples, and so on.
It changes the entire dynamic of the encounter design because it prioritises juggling your tools for puzzle solving versus purely fighting. It's weird, but I also think that maybe Ninja Theory had the right idea here, because I'm not confident they have the skill to hold up to something like Bayonetta. And this is true for a reboot, too. They're really done the whole reboot thing in the purest sense: reimagined the concept of Devil May Cry as they see it, even if that includes rebooting the combat system. And maybe that's for the best. Had they tried to match or best Bayonetta, or copy the old combat style, and then failed, I doubt people would be as positive as they are, and I think the press would be far more negative.
That being said, it also means DmC can't hold a candle to pure fighting and combat that games like Bayonetta have. Ninja Theory basically haven't bothered to. On one hand, it's lead to me enjoying the game more than I expected, because the last thing I wanted was a poor man's Devil May Cry / Bayonetta. But on the other hand it has made me realise how much I value a fast, tightly woven pure fighting system over anything else in these kinds of games, and sitting 2/3rds through the game no battle in DmC has remained memorable for gameplay reasons, even if they were memorable for presentation.
What's the best way to deal with 2 dreamrunners at once?
It's different. I really think this needs to be emphasised. In rebooting Devil May Cry Ninja Theory hasn't just taken the DMC4 formula and thrown in their own world, enemies, and weapons. It's not Devil May Cry with a Ninja Theory script. They've really revised the fundamental combat and scoring mechanics, the presentation and pacing of encounters, boss fights, and the overall flow of the game.
Personally, I think DmC strings closer to the kind of experience someone gets from Uncharted than the previous Devil May Cry games. DmC is very audio/visual set piece driven. The combat doesn't really change much, with the same challenges and formula repetitive under the guise of new enemy types, but has so far managed to keep itself interesting through the visual set pieces.
It's like, if you stripped Uncharted of its cool vistas and interactive set pieces, there's not a whole lot amazing going on under the hood. But Uncharted also deserves praise for integrating visual and audio heavy set pieces into the basic mechanics. DmC is kind of like that, for me anyway. A lot of work has gone into keeping the game interesting and fun thanks to the way levels are presented and the gorgeous set pieces. Strip back the presentation and I'm not confident I'd fondly remember the combat.
Sounds like the opposite of DMC4 then, which is good. I remember in 4 there was a superb combat system (I loved Nero's arm moves), but a pretty dull adventure and enemies based around it, plus they committed the cardinal sin of backtracking - I always said that DMC4 was one half of a medicore game.
I'm not an ultra technical player of action games, so I suppose as long as there is decent amount of meat in the DmC combat, it's 60fps, and it's not like baby's first action game, that's fine by me. I always remember the set pieces and scenarios of games better anyway rather that how it played.
I don't think the set pieces are necessarily great.
70% of the game is just moving through floating platforms that have different skins on them.
The game sometimes does some interesting things with this, but by and large they're not very engaging.
Just finished it last night. Man this game is so good. I loved it.
Is the DMC HD Collection worth getting? Do they still hold up well? I played and enjoyed DMC 1 and 2 when they first released but I never played 3, and thought I should check it out with all the praise it gets here.
I must be their target audience because I loved everything about it. The music and visuals are great and I really enjoyed the level design.
I started going back to find all the souls/keys/doors since I wasn't going out of my way to find them my first time around. I can't remember any game I've done that for. Only at 15 hours played so far but very much enjoying it.
Man, if you found the enemies in DMC4 to be dull, you won't like DmC at all.
I don't think the set pieces are necessarily great.
70% of the game is just moving through floating platforms that have different skins on them.
The game sometimes does some interesting things with this, but by and large they're not very engaging.
To be fair, the only enemies in an action game that have really gotten me excited are from Ninja Gaiden Black and Bayonetta.
I am relatively sure you can not get all the keys and doors your first time around.
This is actually a pretty bad decision on Ninja Theory's part.
It's on the Keyboard for sure.
My Keyboard bindings for those who don't have a controller:
Space = Dodge
Left Shift = Angel Mode
Right Shift = Demon Mode
J = regular attack
K = Jump
L = special attack
I = shoot
(So all the attacks are within range of jump so that I can do enemy step cancels)
WASD for movement
1/2/3 = Angel/Demon/Firearm weapon switch
4/5/6 = Angel/Demon/Human form switch (this just toggles them like a switch)
Z + X = Devil Trigger
I am finding DmC to be more Keyboard friendly than DMC4 mostly because there is no lock on.
Enemy step cancels are so much easier on keyboard. I would make a clip of me doing enemy step x infinite with the first slash of Rebellion.Playing DMC with a keyboard...
just finished the game.
DmC >>>>>>>>> bayonetta
FACT.
just finished the game.
DmC >>>>>>>>> bayonetta
FACT.
just finished the game.
DmC >>>>>>>>> bayonetta
FACT.
just finished the game.
DmC >>>>>>>>> bayonetta
FACT.
just finished the game.
DmC >>>>>>>>> bayonetta
FACT.
I disagree, but would be curious why you think this.
Nothing I wanted to beat the game once on a keyboard and prove that you can do swag combos on KB as well. I have a couple of friends who actually started playing DMC with DMC3 on Keyboard (and DMC4 on KB as well) so they want some impressions on how it plays. I do have some experience playing both games on KB so I will tell them how it is.what happened to your controller dahbomb?
I'm dying to see what the Club stage looks like on max settings for the PC version.
All of the platforming is shit the moment it requires any degree of precision. With some pretty and tightly scripted set pieces, a good rhythm of grapple pulling and burst jumps is enjoyable enough, even if the game can't really mix it up.
I need videos, man. That stage was the most original and visually creative level in the entire DMC series, as far I'm concerned.really REALLY good
I need videos, man. That stage was the most original and visually creative level in the entire DMC series, as far I'm concerned.
The game definitely is almost too easy. I just fought the second real boss and it was a joke.
The second half of game has fucking great and crazy visuals. Reminds me El Shaddai.