"Platforming Was Never A Part Of DMC"

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Goldsickle

Well-known Member
Jun 19, 2009
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I keep hearing this being wet-farted from time to time in forums and I thought this is really stupid.

Platforming has always been a part of DMC, since the first.

Remember how at the very start of the very first game, you couldn't engage in any fighting until you jumped all over the place and collect Red Orbs to unlock a door?
It's as though the game wanted to make sure you can Kick Jump around before getting to the actual fight.

There are some notable platforming sections, such as the path taken to obtain the Ifrit, the vertical jumps along bouncing platforms, found in both DMC3 & DMC4 and those awkward floating blocks at the start of Mission 17 in DMC3.

The Angel Lift & Demon Pull mechanics against handholds was updated upon, most likely based on Nero's Grim Grips and Hell Bound back in DMC4.

I think the platforming sections in this game are fun.
It's satisfying when you quickly figure out when to alternate between Lifting and Pulling mid-jump.
 
Platforming has been a part of DMC since day 1, indeed, but never a major one. Nonetheless, I think doing platforming sections in between fight sequences is a lot, lot better and entertaining than walking from point A to point B like it was mostly in past games.
 
Don't remind me of those floating blocks in DMC3 *shudder*. Tbh if someone says that it is safe to assume either A) they have never played DMC and are jumping on the bandwagon of B) The hate hath consumed their souls!!!! *melodramatic music* In DmC I say that the platforming had purpose and was fun!
 
I liked platforming in DmC. What I wasn't to happy about was the large amount of it every now and then. Like mission 15 was pretty much all about transversaling.

edit: Still liked it though because it was like I was playing out a movie with million dollar special effects.
 
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I think the platforming sections in DmC are ****ing breathtaking.

They may be easy, but nonetheless impressive.

DmC has the most epic setpieces out of the whole series.
 
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Platforming has been in the DMC series. I distinctly remember getting annoyed at getting lost in certain sections of DMC3. Find the item unrelated to the plot, activate the door, bouncing off those nonsensical red bumper things. And the annoying timed jumping puzzle in 4 with Nero.
 
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I didn't like the platforming in DmC. It was awfully repetitive since it was basically demon pull this, angel lift to that, and angel dash to something else.

Then again, I never really liked platforming in any action game since the level of complexity generally falls between just jumping to having to do a combination of things being done repeatedly.

I think good platforming only happens when either the world is a giant playground or the world shifts and changes to force the player to adapt.

Oddly enough, Malice doesn't seem to do the smart thing and move whatever Dante pulls back in its original place.
 
The platforming sucks. Pure fact. End of argument. No one can disagree with this.
 
I always hated the platforming especially in 1 trying to get Ifrit -_-' I would rage so hard it was improved in 3. I loved someones review of DmC's platforming "The platforming in DmC...well it works now" honestly took them 11 years to perfect it.
 
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Platforming in the classic series sucked because Dante had a committed jumping mechanic. DmC actually has the Mario-style "change your direction mid-jump if you want" jumping mechanic, which is always the best for platforming.
 
Platforming in the classic series sucked because Dante had a committed jumping mechanic.

Am I really the only person who thought platforming in the series was fine? It wasn't like it was hard as heck. All you had to do was just jump.
 
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Am I really the only person who thought platforming in the series was fine? It wasn't like it was hard as heck. All you had to do was just jump.

The platforming itself IMO wasn't "bad", though it had it's occasional moments suck from camera angles. It was moreso sussing out where to go the first time around. Hell I still get lost on certain parts of DMC3.
 
It was terrible.
When people say Devil May Cry reminds them of Castlevania, it's not just in terms of atmosphere.
Combine the awful camera with the committed jump arc and you get broken and unnecessary platforming moments.

Half the time, it's purely luck if you succeeded during these moments.
Anyone else remember the awful spinning gears section of the game? The camera was finicky, the gears spun, it wasn't always clear where you were, and not to mention, you have to go through this room while your health is depleting!
How in the bloody hell is that fair?

Devil May Cry 3, whether you want to believe or not, had tons of ridiculous padding in it. From the boss runs, and yes, the damned platforming, it was padded out to be longer and reach the twenty mission standard.

It's not hard though. It was frustrating.
 
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It's good to have platforming after a fight, if there is no platforming the campaign will be like bloody palace with cutscenes.
 
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Am I really the only person who thought platforming in the series was fine? It wasn't like it was hard as heck. All you had to do was just jump.

Having grown up with Mario and Mega Man, who both had insanely controllable jumps, playing classic DMC with its full commitment jumps is a stark change in how platforming is handled. Hell, in DMC1 they were even nice enough to give you a auto-jump feature at certain points. Couple that with a lot of the odd, cinematic camera angles the classic series gives you, it's really difficult to judge your trajectory and whether you'll actually land where you want to.

The classic DMC platforming wasn't atrocious or anything, but it certainly could have been a lot better if they were going to actually make you jump around on stuff. Even if they had just changed the jumping mechanics it would have been on-par with DmC's.
 
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Platforming has always been a part of Devil May Cry but it always freaking sucked because of the stupid fixed camera. I'm pretty sure all of us cursed the game when it would shift the camera in an entire new direction as soon as you made the jump. Jumping on something that was only 10 feet high could become freaking frustrating. DmC does platforming very well and the demon and angel pulls are fun to use here. And no fixed camera, thank you DmC. Hell, I wished Limbo had more of an open world feel because I wanted to explore it more than anything. Limbo is so freaking cool.
 
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Having grown up with Mario and Mega Man, who both had insanely controllable jumps, playing classic DMC with it's full commitment jumps is a stark change in how platforming ins handled. Couple that with a lot of the odd, cinematic camera angles the classic series gives you, it's really difficult to judge your trajectory and whether you'll actually land where you want to.

Never really had that problem. I mean I grew up playing Mega Man and Metroid games as my major platforming franchises. To me, those two games weren't different from any other game with platforming. It was all just jumping to me.

Then again, you're talking to the guy who has a hard time aiming in a FPS shooter.

The classic DMC platforming wasn't atrocious or anything, but it certainly could have been a lot better if they were going to actually make you jump around on stuff. Even if they had just changed the jumping mechanics it would have been on-par with DmC's.

Well... That's not really much of an improvement in my opinion as I would prefer to see Dante jump from place to place than do the same three or four things in succession over and over again with no reaction from the intelligence that controls the area.
 
Well it has been a part of the series just a small part. They emphasized it in DmC to make up for the lack of the random item fetch quest that most dmc games had. I myself find them more entertaining then running to point 1 and getting the golden heart of Aries, then running back to point b to place it on the Altar of The Bloody Pantheon in order to open a gate to get to point c. Granted some of the puzzles and fetch quest in previous dmc games could be fun but they were usually the least enjoyable part of the games for me.