BeautifulMemory
Member
Well, the OT definitely delivered though after 2 (3?) years of chaos and fun on this board. Can't wait once people start playing the game as well
Also, you're the one calling everything fischer price garbage. I don't remember anybody else bringing it up. Is it so upsetting to you that people enjoy skill oriented play and that there's a difference between low or medium depth games and stuff like the ones I mentioned above?
I've never played a DMC game in my life.
I'm a huge fan of Ninja Theory. I really loved Enslaved (even though it had shortcomings), and I really was fond of Heavenly Sword.
I'm a gamer who likes good narrative, and who likes a game that isn't generic (like some cod clone, or some generic fps that takes place in Jerkoffstan) and is creative with what there trying to do (I'm okay with generic combat..but I like unique settings, and unique themes).
Should this game be on my radar gaf based on the above?
I already made the FAQ post in memory of GAF DmC defense force (RIP in peace). Let's just hope the OT creator edits that in.In memory of the neogaf DmC defense force (RIP in peace), lets break the bashing for a moment for some speculation.
Since Capcom seems pretty keen to acquire NT and make a franchise out of this, what do you think they had in mind for DmC2? Vergil obviously returns but what's the new premise now that the Fox News police state setting has been resolved.
Yes.Should this game be on my radar gaf based on the above?
But DmC is NOT more of an adventure game and if anything it's more linear than the previous DMC games. Your statement of interconnected arena fights is in fact what DmC exactly is. There is no real exploration or sense of adventure... you just go through corridor sequences (that are disguised by morphing environments which hardly impact you much).
The original DMC also had stellar enemy and boss designs... so far this game has neither. I saw one or two enemies that I actually liked the rest have been generic as hell almost on the same tier as DMC2.
DMC3's level and enemy design was so bad. Chess pieces? Also, you can't even juggle them, so there goes half the fun of the combat. A shame.
I've never played a DMC game in my life.
I'm a huge fan of Ninja Theory. I really loved Enslaved (even though it had shortcomings), and I really was fond of Heavenly Sword.
I'm a gamer who likes good narrative, and who likes a game that isn't generic (like some cod clone, or some generic fps that takes place in Jerkoffstan) and is creative with what there trying to do (I'm okay with generic combat..but I like unique settings, and unique themes).
Should this game be on my radar gaf based on the above?
I have not played through the game but I have seen pretty much every video they have put out for the game plus read most of the reviews/previews. They all state that and in fact it was the reviewers who said the game is more linear than previous DMC games.If you are right then I would be bummed about that. Have you already played through the ga,e and can confirm that?
I was using the exact adjectives other had employed.
I don't have a problem with people that enjoy a type of skilled play that only a small minority of players can or do enjoy. But I don't like the fact that they completely dominate the conversation and define what a "fan" of this franchise is or what others are supposed to want or expect from it.
By your guys own admittance few people who played previous entries played them at that level. I know I never did and I still beat them and enjoyed them. And for me and most of the people who have enjoyed the previous entries, this game will likely be just as fun. But I feel like there is no room for our fun conversation for all the baying at the moon. That is actually one reason I hope someone makes a PC thread so I can have a place to talk about the game outside of this circus because I assume most of those outraged are probably playing on consoles.
In memory of the neogaf DmC defense force (RIP in peace), lets break the bashing for a moment for some speculation.
Since Capcom seems pretty keen to acquire NT and make a franchise out of this, what do you think they had in mind for DmC2? Vergil obviously returns but what's the new premise now that the Fox News police state setting has been resolved.
The vast majority of people who care enough about the DMC series are those who care about the games having that level of depth. If you want to just talk about the game in mindlessly positive terms without any critical perspective I can suggest that you try gamefaqs.
Man, the fuck is with the weird convergence of the Nephilim throughout games this year? I don't think I ever heard the term before 2012 but suddenly they seemed to be everywhere.
I don't think they can go forward with that anymore.Sparda is still alive in this game's continuity so I would like to see him make a proper appearance. Put a bigger focus on the Angel/Nephilim aspect because right now that's a pointless change to the lore.
I saw it in 3 games last year. D3, Darksiders 2 and DmC.Man, the fuck is with the weird convergence of the Nephilim throughout games this year?
I don't think they can go forward with that anymore.
I saw it in 3 games last year. D3, Darksiders 2 and DmC.
I guess the difference is whether the game's combat is "good" or if it's "good enough". I think everyone except the exceptionally fanatical would agree with you on the first point, but many (myself included) would argue the second.That is pretty much the exact type of attitude I was referring to in my post so thanks for validating my concerns, I guess.
Were angels ever in the original DMC continuity?I already made the FAQ post in memory of GAF DmC defense force (RIP in peace). Let's just hope the OT creator edits that in.
You know I asked myself that question and I really have no clue where they can take the new series from here. All I know is that they are going to need a new "gimmick" with the environments because they can't use that again... that much is pretty obvious from that ending.
Another thing is that the Sparda sword or his power is irrelevant in this universe. Dante/Vergil are stronger than Sparda because they are Nephilim. Maybe in the sequel they can have more Nephilim characters and show more of the Angel universe. That would be a good place to start for the sequel.
I actually thought that was happen in this game. In fact I thought originally that Quicksilver-ish DT was his Angel Trigger and he would get a real DT later on in the game.since he's meant to be half angel, do you think Donte will get an angel trigger or even fight angel enemies in future entries of this depressing reboot?
Yes this is common knowledge. It's how it was in DMC3/DMC4.Is it pretty common knowledge that you can "New Game+" a new playthrough without needing to beat the game? In other words, you can play and unlock 10 or so chapters on normal difficulty and then start a hard playthrough on the first chapter with all the moves you've unlocked so far. Been toying around with the review copy and I just noticed this.
There wasn't even a god in the original DMC continuity nor was there a heaven. The whole DMC universe was very cynical... basically what humans perceived as heaven was actually hell. A lot of the Hellish areas in DMC look like Heaven. I always thought that was cool. Even Mundus presents himself as an angel and his palace is like this heavenly marbled place. What humans worshiped as a god was a demon as well. Dante is essentially the Jesus Christ of the series.Were angels ever in the original DMC continuity?
I saw it in 3 games last year. D3, Darksiders 2 and DmC.
The satisfaction from the depth comes from the intellectual and visceral thrill of discovering and exploring engaging game systems. I would argue that Chivalry's and DMC's depth come from a similar activity. Which is picking the combat systems apart in order to conquer increasingly skillful enemies. When that aspect is removed then all you have left is styling for styling's sake, which isn't as engaging unless there's some mechanical complexity.Mechanically dense =/= deep (or good)
There is at least as much depth and skill to the combat in Chivalry as there is in any DMC game, and that game's combat is technically simpler than any of the games being discussed.
How mechanically dense a game is, or demanding of reflexes/frame counting a game is, is not a qualitative measure of it's gameplay. Don't let yourself wander into that argument.
I don't think they can go forward with that anymore.
But DmC is NOT more of an adventure game and if anything it's more linear than the previous DMC games. Your statement of interconnected arena fights is in fact what DmC exactly is. There is no real exploration or sense of adventure... you just go through corridor sequences (that are disguised by morphing environments which hardly impact you much).
The original DMC also had stellar enemy and boss designs... so far this game has neither. I saw one or two enemies that I actually liked the rest have been generic as hell almost on the same tier as DMC2.
It's spoilers for the game. I don't want to confirm or de-confirm anything.
So you missed the thread where Capcom basically said they wanted to buy in NT.I am calling it now Capcom will not want to work with NT again .
Mechanically dense =/= deep (or good)
There is at least as much depth and skill to the combat in Chivalry as there is in any DMC game, and that game's combat is technically simpler than any of the games being discussed.
How mechanically dense a game is, or demanding of reflexes/frame counting a game is, is not a qualitative measure of it's gameplay. Don't let yourself wander into that argument.
But NMH is like a genuine 0/10 game. Probably worse than Enslaved.
I have not played through the game but I have seen pretty much every video they have put out for the game plus read most of the reviews/previews. They all state that and in fact it was the reviewers who said the game is more linear than previous DMC games.
Thankfully there is no backtracking though.
IGN said:Initially the level design looks a bit disappointingly-reminiscent of Shadows of the Damned, but it quickly becomes apparent that there's more to the game than this. Ninja Theory soon starts flexing its muscles. While it's not all staggeringly original, the style of the Limbo stages is dynamic, and atmosphere seeps from the environments. There are also familiar elements such as the odd European streets seen in earlier games (and in Bayonetta, for that matter).
Little touches such as the gorgeous lighting and floating platforms that rock and give way when you land on them elevate the level design above standard fare. And, while Dante looks a little too much like he got rejected from One Direction for being too hairless, seemingly inconsequential animations such as when he staggers after delivering a heavy blow put him on just the right side of 'believable' (as far as these things go).
1up said:Many will remember that Bayonetta -- the slightly-gaudy-but-ultimately-amazing action game by former Devil May Cry director Hideki Kamiya -- had a similar idea called purgatorio, but Ninja Theory transforms the environment into a surrealist painting filled with floating debris and wild color tones. In fact, it's sometimes hard to believe this game came from Unreal Engine 3 -- a development tool usually associated with grey and brown surfaces and chiseled character models. If you've played Enslaved, this shouldn't come as a surprise, but the visual treatment is a welcome change from the gothic structures and extraneous architecture typically associated with Devil May Cry.
Once the game is out we should get proper answers from Capcom and NT. Right now it's all PR. Capcom wants to make NT look good so fans support DmC and NT doing the same. I am sure the ugly side will come out sometime after release. And no I really don't think DmC will get a sequel. I doubt the development went as smoothly as people think. Capcom probably ended up spending more than they thought they would. I am calling it now Capcom will not want to work with NT again .
But DmC is NOT more of an adventure game and if anything it's more linear than the previous DMC games. Your statement of interconnected arena fights is in fact what DmC exactly is. There is no real exploration or sense of adventure... you just go through corridor sequences (that are disguised by morphing environments which hardly impact you much).
It's spoilers for the game. I don't want to confirm or de-confirm anything.
None of the stuff you posted has anything to do with how the levels are actually designed mechanically or how open/linear they are. It's all describing how the environments LOOK (which I still say they look damn good in DmC for the most part).Sources? This got me to look at a few previews. Here are the bis related to level design in the most recent ones I could find:
I think so.Oh for fuck's sake, do you even believe that?
All of that is present in previous games as well. Stuff like finding hidden red orbs spots, blue orb fragments, items and secret missions have always been in DMC games. I am talking about the path towards your main objective that is getting to the next area is very straightforward. They don't even give you a map to look in.I really didn't get that experience at all when going through the demo. There were a few optional hallways, secret sub missions, and optional mini games that needed you to scour the environment to collect enough tokens to unlock; combined with the platformong, It wasn't DMC levels of exploration, but it seems a huge improvement over 3-4 level design.
All of that is present in previous games as well. Stuff like finding hidden red orbs spots, blue orb fragments, items and secret missions have always been in DMC games. I am talking about the path towards your main objective that is getting to the next area is very straightforward. They don't even give you a map to look in.
Is zero polish in OP intentional? It's all over the place.
Alright just wondering. *ignored*
Most Devil May Cry levels are built around areas with several rooms for you to explore and backtrack through. It's a particular way in which the games are designed, part of its Resident Evil roots.The game is definitely more open than DMC4, the demo was specifically cut to make it look like it is not (and even there, there were a few secrets). From what I have played (just 3 hours in, replayed the first two levels several times and on m3), these levels have quite a bit of optional exploration to do -especially if you go back with the angel/demon grab skills already equipped.
As I said above: it is not THAT straightforward. In some cases, less than in, say, DMC4, again This might get more linear on later level, will check back on it once I am there
I was actually talking about DMC3 because that's what the preview mentioned. DMC4 should not be brought up in any talk of level designs.
V_Arnold can you confirm that style meter is the same as the demo?
Most Devil May Cry levels are built around areas with several rooms for you to explore and backtrack through. It's a particular way in which the games are designed, part of its Resident Evil roots.
Sure there's some exploring to be had within DmC's areas, but it doesn't seem to share the RE'ish design of the original games. Or does it?