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General DMC 5 Discussion

BrawlMan

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Foxcade has an interesting retrospective about all of the playable versions of Vergil

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Goldsickle

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Getting really sick of the fade-in/fade-out transitions I keep seeing in recent DMC games, including DMC5.

Remember how in DMC1, where the boss cutscenes transition fluidly into gameplay and back to cutscene after defeating the boss, without any fade ins?
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Sure, the transition back to cutscene looked jerky a bit in that video but I believe that's more of the remaster's issues, since it transitions smoother back in the PS2 release.
 

Morgan

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Getting really sick of the fade-in/fade-out transitions I keep seeing in recent DMC games, including DMC5.

Remember how in DMC1, where the boss cutscenes transition fluidly into gameplay and back to cutscene after defeating the boss, without any fade ins?
I remember that time. DMC1 was... pretty much the only game in the series that had fluid transitions like that, since fade-ins/-outs started directly in DMC2. The reboot makes it two games; the post-fight transitions were more or less as janky as in that video for whatever reason (asset loading, etc).

If I could take a guess, fade transitions are for a "cinematic experience"; it's great for the inevitable "Cutscene Movie" YouTube compilation, given that those are clear places to cut the footage and put it back together with other, clearly-delineated cutscenes. Either that or Theater Mode.
 

Goldsickle

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If I could take a guess, fade transitions are for a "cinematic experience"; it's great for the inevitable "Cutscene Movie" YouTube compilation, given that those are clear places to cut the footage and put it back together with other, clearly-delineated cutscenes. Either that or Theater Mode.
I'm thinking it's probably easier to program if you segment things that way.

But it's becoming really annoying, especially in some chapters.
You walk a bit to a location and the screen fades in/out to show things you have to destroy or a short scene overlooking the stage, like Nero commenting on the Qlipoth in Mission 3.
 

berto

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Remember how in DMC1, where the boss cutscenes transition fluidly into gameplay and back to cutscene after defeating the boss, without any fade ins?
Well, there's a bit more to it than that. Think back to the first Phantom fight. I think that has to be the best transition from cutscene to gameplay in the series. It's more than just 'not fading to black' but it's dynamic and interesting. DMC1 was full of these little unique moments. The way the camera pans when you first kill the Frosts, which has become a standard since DmC, how examining something activated a boss fight. Little tidbits like that. I don't know if they're unique to DMC but the series has streamlined itself so uniqueness and quirkiness of that kind is not really present anymore.
 

V

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All that extra graphical rendering pretty much requires it.
 

Goldsickle

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Well, there's a bit more to it than that. Think back to the first Phantom fight. I think that has to be the best transition from cutscene to gameplay in the series. It's more than just 'not fading to black' but it's dynamic and interesting.
It may be remnants of the "Action Time Event" mechanic when DMC1 was still an RE4 prototype.
Another thing DMC1 implemented that isn't present in most other titles is have the enemy attack right after the cutscene.
For example, the introduction cutscene for Shadow or Plasma.

The very last time DMC ever did that was in DMC4, when Angelo Agnus attacks Nero right after his pre-boss battle cutscene in Mission 9.

Because there was never any plans for a Quick Time Event style mechanic in recent DMC titles, maybe that's one of the reason why cutscenes don't transition more smoothly, since they're treated as typical "cutscenes" with typical fade-ins/outs.
 

BrawlMan

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Check this interview with Itsuno and Sphere Hunter.

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