Mega Man.
Itsuno mentioned the new project he's working on.
edited 31st Dec '17 12:50:39 PM by Draghinazzo
aaaaaaaaaaaaaaaaaaaaaaaaaaa
Dopants: He meant what he said and he said what he meant, a Ninety is faithful 100%.And now I play the waiting game. (plays "The Devil's Cry")
edited 6th Jan '18 10:53:43 AM by Stellar
Age is not merely hardship, but chapters of them.Devil May Cry: The Pachinko game :V
Mileena MadnessNo. Dont Jinx us were trying to avoid the evil of Pachikino machines.
"That's right mortal. By channeling my divine rage into power, I have forged a new instrument in which to destroy you."KNACK 3 BAYBEE!
Did anyone feel sorry for Griffon when he died?
I kind of did.
Even Dante saw what Mundus did to Griffon as disgusting...
and He was the guy Griffon was trying to kill!!
The fact that Griffon was completely loyal towards Mundus makes his death a HUGE Kick the Dog moment.
Speaking of Mundus, if he returns for DMC 5, should he still appear as a Living Statue? Or should he take on a more humanoid form? (Like how Sparda did)
Griffon's death is Mundus' Establishing Character Moment: It's his first appearance and he kills his most loyal minion for not being "worthy". Dante also recognises him as the demon responsible for his family's destruction, as well as developing Dante a little more since even he can empathise with Griffon for being loyal yet cast aside. It also muddies the morality of demons.
If Mundus came back, I'd keep him as a big Statue or Eldritch Abomination, since that's part of his gimmick.
I agree with you. Though I'm pretty sure if Mundus indeed returns, he will have a different voice actor.
By the way, what's the logic behind making Mundus a Living Statue?
edited 15th Feb '18 10:07:56 AM by superboy313
I wonder if the death of Griffon also played a hand in Trish's heel face turn.
It's a God Guise. He pretended to be a god so the people of Mallet Island would worship him. Thus allowing him a place to open a portal to hell.
So since a friend was experiencing the DMC HD Collection (And thus the series) for the first time and wanted to tackle them all, I decided to finally do Dante's side of Devil May Cry 2. And...
Okay, it's not AS bad as I thought it would be. There are some good ideas, and good set piece concepts. But it just falls flat due to so many issues. And the fundamental issue with DMC 2 is that it does not feel good to control Dante. His sword strikes feel like a chore with how slow and weak they feel. Everything else feels sluggish and sticky. Also I probably would have quite the game after the Infected Chopper boss, aka one of the worst bosses I have fought in a game.
A corpse should be left well enough alone...Looks like CAPCOM accidentally added turbo to DMC 1
Console Master Race yo.
So after all these years, I finally played and finished Dm C: Definitive Edition. My thoughts on the story are the same, if not worse. It's flaming garbage and is honestly a worse story than the older games (Older games had objectively weaker stories, but fantastic characters and a fun, wild tone. Dm C tries way harder to say something with it's story and fails, and has a shit tone and weak characters to boot) but gameplay wise... While it is fun, and is satisfying at times, it's like Chocolate Icing with no cake. No deeper substance to it. The only thing they added to the combat that I like is the visual and audio cues for pause combos. Everything else feels more restrictive or outright clunky, like the stance system, a system designed to contort your hands while doing basic attacks.
I actually have a special issue of Edge Magazine where they talk about Dm C's development (Which has a whole lot of defending of Ninja Theory I don't think they deserve that much) and it notes that the Lead Combat Designer used to work for THQ Brisbane, and last worked on Warhammer 40k Space Marine. She even went to researching the older games plus Bayonetta and Street Fighter. And based on that, and other comments about how they felt the combat was about crazy combos and staying in the air, I honestly think that the combat designers had the best intentions, but just weren't ready. Remember, DMC is seen as the pinnacle of the genre in terms of complexity. I don't think they had the experience to live up to that, especially when Itsuno apparently had to mentor them. They focused so much on making the combat feel rewarding, that they forgot to make it feel tense and exciting. Because the enemy design falls so short, given the lack of moves, and how slow and weak they all are (The dodge and it's lack of iframes does not help) that combat feels like fighting a bunch of training dummies over and over, while the past games would require you to constantly move around and balance defence and aggression. I really started to feel bored at times with how easily I could rip through enemies, and none of them felt satisfying to fight, not even the Dreamrunners.
Also the boss fights are all garbage, even Vergil, who I just can't help but compare to his vastly superior DMC 3 fight.
A corpse should be left well enough alone...Well, DMC 3 Vergil is one hell of a high bar to clear.
Dopants: He meant what he said and he said what he meant, a Ninety is faithful 100%.Boy was that not my experience. I must have died several dozen times going through my playthrough.
Which is another reason why they shouldn't have made him the final boss.
A corpse should be left well enough alone...that's funny, I played Dm C first and then picked up 1 and 3 for both an hour and those were the games who felt clunky as fuck. especially Dm C 1 and his scrapped Resident Evil design. 3 felt like a game that aged a bit but would probably still be good.
Moves feeling weak seems pushing it a lot to me. I don't see how eryx punches feels "weak" at any point. Or any attack that aren't angel weapons or guns, actually. Moves all feeling weak is a criticism I would make of the Vergil DLC that I thoroughly disliked comapred to the base game.
"when you stare too long into the abyss, Xehanort takes advantage of the distraction to break into your house and steal all your shit."DMC 1 is very much it's own beast, and a product of it's time and circumstances. It's clunkier, since they hadn't developed the combat yet. DMC 3 and 4 are what I feel are the defining style of the series. And with DMC 3, I could pull off alternate weapon attacks without having to hold down the triggers the whole time. The stances tied to trigger holds, especially in Definitive Edition where they removed the right dodge button for lock on, were a huge part of the awkward control issues I experienced. I also find it ironic that they removed the normal High Time motion because they felt it was too hard for new players to understand (Back+Attack while locked on, which I feel is condescending to new players to say it's too complicated) only to give a more awkward motion for Stinger.
I wasn't referring to your own attacks, I was referring to the enemy attacks. Which have very long startups and telegraphs, and do little damage. In the older games, the shorter telegraphs and quicker attacks meant you were moving out of enemy ranges and leaping away or over attacks while attacking them. Not to mention that you had less tools to control distance between you and the enemies, so you had to be clever about range. Dm C lacks that.
A corpse should be left well enough alone...
Lucia.