Ha see what I did there:wink:!?
But seriously while people are being upset about the lack of a dedicated dodge button, apparent lack of any new moves for Red Queen, the fact the game resembles DMC more than DmC I've noticed something potentially far worse that those.
I've noticed that we cant change our Devil Breakers as free or on the fly like we could weapons and styles in previous games. The only way that has been shown and confirmed to switch Devil Breakers if one breaks it goes to the next Devil Breaker on the line up or you pick up one from the stage and he goes that DB you picked up.
A Devil Breaker only breaks when you get hit while using or charging one, if you perform their Break Age attacks, or you perform a Break Away move. Meaning the only way to use another DB is to willingly destroy one of them. So if I want to swap to another Devil Breaker (because each are different and have unique functions) to mix up the gameplay and my combos I have to destroy one and lower my DB count (which as of right now is a ludicrously low 4 DB's and this isn't 4 DBs per arm no its only 4 DBs you can use or break at max) or stop the flow of combat to pick up another Devil Breaker. Break one you have 3 and break all 3 you have none and the combat reduces itself to less than what Nero was capable of in DMC4 or about the same (Just Red Queen w/ the Exceed System, Blue Rose, and a Grappling Hook). In one of the gameplay demos a player was able to known down Goliath but he needed to use the Buster Arm to perform the Buster attack on the downed Goliath so he blew up one arm to use the Buster Arm essentially lowering his combat moveset just so he could use another weapon to make the best out of the combat. This is basically if we want to switch to one of Dante's Devil Arms or guns he has to toss one away to use the next.....................................and pick up a new one later.
I don't mind the idea of having limited Devil Breaker arms and them breaking during combat. It prevents spamming over powered and badass moves and have the player play more carefully and get good at the system rather rely on cheap tactics *cough*JudgementCutEnd*cough* and spamming. But you should run out of Devil Breakers as punishment of playing carelessly and not have it be the dominate feature of the game. It's almost like they designed this to make sure we always break our arms. This is highly restrictive and stifles player/combat freedom something Devil May Cry has always pride itself on. Plus if this is the only (so far) new feature to Nero's combat what is the point of its inclusion if we are heavily restricted in how we use it.
Worst even is during the interview with Matt and Itsuno and the Matt guy was talking about the DB system and he literally says "Itsuno-san thought it would be cool if during gameplay Nero's arm broke and he was like "sh*t" and had to pull out a new one. Like yeah man doesnt that soon cool?"
If I have to take Matt's word seriously and him not paraphrasing Itsuno's words and intents in a dumbass way (or intentionally hiding some details) Itsuno and the developers first intent of this combat system was to make a system where the arms always break and we have to scrap to get more and use them versus introducing a new combat system to expand an already barebones character to have more meat to him. But then again in the same interview DoorRug also says if we want to switch Devil Breakers we have to perform the Break Away to destroy a Devil Breaker to use another Devil Breaker.
It also doesn't make any sense in why Nero or any sane, logical person if they had a small number/finite limit of weapons why would they break it to use another instead of just dislocating the arm and attaching another one like a person whose IQ isn't below -69. Especially if Nero has to dislocate it first before he can use it as a bomb unless if Nico designed it that way (if that is the case that is the most impractical and inconvenient weapon I have ever seen in a while and why is she a genius again if that is the case).
It also gets worse as in you have no choice in how you use the arms either as there is a set chain of order. You lose one arm it goes to the next arm or you pick up another arm it automatically goes to that arm. What if I was comfortable using Gerbera and pick up Overture because I was low on DB arms and now I am forced to use Overture unless I break that one too just to go back to Gerbera which renders getting that DB arm pointless. Also it ruins flow of combat of having to get new DB arms in the middle of combat (although that could be a big appeal for pro play with collecting arms while being able to maintain combat flow....maybe). Also what if in another scenario I have to use a certain DB arm but that one is far up in the line up like I down Goliath or another boss and I want to perform a Buster but the Buster Arm is the 3rd or last in the set so I have to sacrifice 2 maybe 3 DB just to perform the move. Not only that I have to watch the Break Away animation play out too before I can use another DB arm so if I want to chain an Air Jocky into an aerial Buster I can't because the Break Away animation will have to come between that and the fact the Break Away is an attack of its own that will probably send the enemy flying meaning I can't use that combination. Also say I'm in a situation where Break Away is necessary I wont get the choice to determine which DB arm I want to sacrifice to perform the Break Away.
Not only that then what the FLYING FOOK will the d-pad and Right Trigger do? NOTHING!!! AGAIN!!!
I'm optimistically confident that everything else in the game will be amazing (and perhaps this gets remedy the more we get shown and maybe down the line with new additions to the gameplay where we dont have to destroy an arm to use another arm) and hopefully Dante and V doesn't have anything as nearly stupid as this poorly designed mechanic.
Itsuno says we should have the highest expectations because he claim they will smash it (even before this fact became known I had a hard time believing they could so I kept my expectations moderate because I have a feeling Itsuno's understanding of high expectations is less than what I perceive as high expectations) and they set out to make the best action game ever. I'm honestly having strong doubts about that if this restrictive f@*!ery is what he considers fun game design.
This might be the dumbest thing I have ever seen implemented in a Devil May Cry game and most action games. Dumber than color coded enemies, dumber the spinning tops, dumber than the dice game, and even dumber than instant kill QTEs *cough*cough*Bayonetta*cough*cough*
Hopefully my worries can be put to rest because Itsuno knows what he is doing or now that they're play testing people with brains and a sense of fun have the balls to tell Itsuno this system is whack.
But seriously while people are being upset about the lack of a dedicated dodge button, apparent lack of any new moves for Red Queen, the fact the game resembles DMC more than DmC I've noticed something potentially far worse that those.
I've noticed that we cant change our Devil Breakers as free or on the fly like we could weapons and styles in previous games. The only way that has been shown and confirmed to switch Devil Breakers if one breaks it goes to the next Devil Breaker on the line up or you pick up one from the stage and he goes that DB you picked up.
A Devil Breaker only breaks when you get hit while using or charging one, if you perform their Break Age attacks, or you perform a Break Away move. Meaning the only way to use another DB is to willingly destroy one of them. So if I want to swap to another Devil Breaker (because each are different and have unique functions) to mix up the gameplay and my combos I have to destroy one and lower my DB count (which as of right now is a ludicrously low 4 DB's and this isn't 4 DBs per arm no its only 4 DBs you can use or break at max) or stop the flow of combat to pick up another Devil Breaker. Break one you have 3 and break all 3 you have none and the combat reduces itself to less than what Nero was capable of in DMC4 or about the same (Just Red Queen w/ the Exceed System, Blue Rose, and a Grappling Hook). In one of the gameplay demos a player was able to known down Goliath but he needed to use the Buster Arm to perform the Buster attack on the downed Goliath so he blew up one arm to use the Buster Arm essentially lowering his combat moveset just so he could use another weapon to make the best out of the combat. This is basically if we want to switch to one of Dante's Devil Arms or guns he has to toss one away to use the next.....................................and pick up a new one later.
I don't mind the idea of having limited Devil Breaker arms and them breaking during combat. It prevents spamming over powered and badass moves and have the player play more carefully and get good at the system rather rely on cheap tactics *cough*JudgementCutEnd*cough* and spamming. But you should run out of Devil Breakers as punishment of playing carelessly and not have it be the dominate feature of the game. It's almost like they designed this to make sure we always break our arms. This is highly restrictive and stifles player/combat freedom something Devil May Cry has always pride itself on. Plus if this is the only (so far) new feature to Nero's combat what is the point of its inclusion if we are heavily restricted in how we use it.
Worst even is during the interview with Matt and Itsuno and the Matt guy was talking about the DB system and he literally says "Itsuno-san thought it would be cool if during gameplay Nero's arm broke and he was like "sh*t" and had to pull out a new one. Like yeah man doesnt that soon cool?"
If I have to take Matt's word seriously and him not paraphrasing Itsuno's words and intents in a dumbass way (or intentionally hiding some details) Itsuno and the developers first intent of this combat system was to make a system where the arms always break and we have to scrap to get more and use them versus introducing a new combat system to expand an already barebones character to have more meat to him. But then again in the same interview DoorRug also says if we want to switch Devil Breakers we have to perform the Break Away to destroy a Devil Breaker to use another Devil Breaker.
It also doesn't make any sense in why Nero or any sane, logical person if they had a small number/finite limit of weapons why would they break it to use another instead of just dislocating the arm and attaching another one like a person whose IQ isn't below -69. Especially if Nero has to dislocate it first before he can use it as a bomb unless if Nico designed it that way (if that is the case that is the most impractical and inconvenient weapon I have ever seen in a while and why is she a genius again if that is the case).
It also gets worse as in you have no choice in how you use the arms either as there is a set chain of order. You lose one arm it goes to the next arm or you pick up another arm it automatically goes to that arm. What if I was comfortable using Gerbera and pick up Overture because I was low on DB arms and now I am forced to use Overture unless I break that one too just to go back to Gerbera which renders getting that DB arm pointless. Also it ruins flow of combat of having to get new DB arms in the middle of combat (although that could be a big appeal for pro play with collecting arms while being able to maintain combat flow....maybe). Also what if in another scenario I have to use a certain DB arm but that one is far up in the line up like I down Goliath or another boss and I want to perform a Buster but the Buster Arm is the 3rd or last in the set so I have to sacrifice 2 maybe 3 DB just to perform the move. Not only that I have to watch the Break Away animation play out too before I can use another DB arm so if I want to chain an Air Jocky into an aerial Buster I can't because the Break Away animation will have to come between that and the fact the Break Away is an attack of its own that will probably send the enemy flying meaning I can't use that combination. Also say I'm in a situation where Break Away is necessary I wont get the choice to determine which DB arm I want to sacrifice to perform the Break Away.
Not only that then what the FLYING FOOK will the d-pad and Right Trigger do? NOTHING!!! AGAIN!!!
I'm optimistically confident that everything else in the game will be amazing (and perhaps this gets remedy the more we get shown and maybe down the line with new additions to the gameplay where we dont have to destroy an arm to use another arm) and hopefully Dante and V doesn't have anything as nearly stupid as this poorly designed mechanic.
Itsuno says we should have the highest expectations because he claim they will smash it (even before this fact became known I had a hard time believing they could so I kept my expectations moderate because I have a feeling Itsuno's understanding of high expectations is less than what I perceive as high expectations) and they set out to make the best action game ever. I'm honestly having strong doubts about that if this restrictive f@*!ery is what he considers fun game design.
This might be the dumbest thing I have ever seen implemented in a Devil May Cry game and most action games. Dumber than color coded enemies, dumber the spinning tops, dumber than the dice game, and even dumber than instant kill QTEs *cough*cough*Bayonetta*cough*cough*
Hopefully my worries can be put to rest because Itsuno knows what he is doing or now that they're play testing people with brains and a sense of fun have the balls to tell Itsuno this system is whack.
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