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I see :woot:
There's definitely the music thing, which DMC5 is retaining, although I think it doesn't recede if you're rank goes down, which it seems to do in DMC5. I remember hearing something about the speed increase, but I never looked into it. The enemy aggression thing is something that I love in DmC, actually.
From what I've been able to tell toying with them, there's the concern that the enemies stand around a lot, but there's an interesting mechanic at work in their behavior. They'll attack you after a little bit, but they're main goal isn't just damaging you, it's knocking you out of combos and dumping your Style rank. Plus, if you move, they'll move, and they usually move to flank, because they don't seem to want to stand in front of you, where all the shooty-slashy happens - take a step forward, they shuffle back a bit, just out of the reach of your first slash; turn a bit, and they'll shuffle sideways to keep on your flank. They'll stand around, but the moment you go in on an enemy, they'll start positioning to attack and interrupt your combo. They aren't gonna always make the first move unless they have some kind of advantage, but if you're just standing around, well, you're a sitting duck to them. It seems to mostly be with the stygians and knights though, since the other enemies already have advantages on you, from either being able to teleport, flying, or being so damn big.
Another thing I noticed is that the enemies don't every seem to just throw themselves at you. In the classic DMCs, especially DMC3, it's sorta funny how often I'll do something like Million Stabs and enemies just walk or hop right into the blender. Like hey, free Style points, but it really highlights how much the enemies are sandbags to beat on a lot of the time. I wonder how enemies will react in DMC5, if they'll throw themselves at you, or have a bit more of a tactical side like the stygians do. kinda fun to think that I'll have something else to do in the game, apparently I like the granularity like that in games.
I saw footage from several gameplay videos of 5, and the battle music does recede if hit or repeatedly use the same combos.
The harpies do a similar thing the stygians do after you shoot off their wings, unless you grab them or pull yourself towards them.
I'm going to have to go play some DMC4 and DmC before I have my final say on the matter but as it stands I disagree with a lot of the points being raised. From what I've read my understanding is that said argument is that DmC's style meter is not that bad or even different from the other games, namely 3 and 4. Well, I can tell, from having the controller in my hands, that I've had an far easier time getting S ranks in DmC than in any other DMC game.
The bigger issue, though, has to be how eagerly the game game gives out S ranks in the final mission score. It's not difficult to to get so the incentive to improve is not as high; you've already achieved the highest score possible, what's the point of trying to get better?
Well, clearly that isn't true and you shouldn't go around giving attention to overblown statements and exaggerations like those.Oh, I'm not arguing whether it's easier, I know it is. I was just pointing out the behavior of the Style meters, spurred from how people say "DmC is bad because you can spam Triangle and get an S-rank," and I was like "I...don't think that's true,"
Is it? For people who like this genre it most definitely is something we care about. I might not be a combo vid player, nor do I care to ever be, but I most definitely try to do better in games like this and I'm 90% sure I'm not alone.Concerning oneself with the idea over the incentive to improve is just sorta...like...silly?
This is something I care about only if I enjoy the game. I don't care to try to do better in DMC4. When one of the requirements to SSS the mission is to collect all hidden orbs I refuse to even try. DMC3 might have the same requirement but it does the whole thing overall better because it's not as intrusive or mechanical with the other requirements and it doesn't hurt that I don't find that game as dull and tedious as waiting for the bus while it's raining. Getting better and better scores every time, having the game not go easy on you, not sparing your feelings, demanding you get it right to earn that rank is what keeps me coming back and doing it better, learning. Bayonetta is weirdly outstanding in this department. The gap between Platinum and PP is huge. Platinum you can get with a bit of patience but Pure Platinum is unforgiving; you have to take no damage, to sustain your combo through and out and you have to do it fast, and that combo netter be varied because you won't get enough point just using the one combo. Complacency is not tolerated. DMC3 is rather similar in that regard but the brilliance of Bayonetta is that by making the P medal difficult but attainable you always have that feeling of 'almost got it' and with it almost in reach they make the promise of PP very appealing, that all it takes is a little more effort. With DmC I don't even have try to get a playthrough with no damage, I just have to do well enough to get a perfect score.Of course, if it matters to you, you might not like it, but to say it's a massive indictment on the game seems a stretch.
It means just that. That it's easier. The reason being that the game has moves that let you jump all the way up to S, like the Trinity Smash on D-Dodge or the hurricane thing, and while the other games have those, these are far easier to pull off, specially Aquila's hurricane. Once you have your S rank you're pretty set, it will only after you take damage. So it's a matter of there being more exploits and that those are easier to exploit in this game, specially with DT and outside of HC mode.When people say "it's easy to get an S-rank," what do they mean, is it the ease of enemies broadcasting their attacks more, or that they attack less frequently, or is it actually in the fundamental process of building up Style through aggressive and varied attacks?
Well, clearly that isn't true and you shouldn't go around giving attention to overblown statements and exaggerations like those.
Is it? For people who like this genre it most definitely is something we care about. I might not be a combo vid player, nor do I care to ever be, but I most definitely try to do better in games like this and I'm 90% sure I'm not alone.
if they don't like the ranking system they should ignore it, but that's how it is.
It means just that. That it's easier. The reason being that the game has moves that let you jump all the way up to S, like the Trinity Smash on D-Dodge or the hurricane thing, and while the other games have those, these are far easier to pull off, specially Aquila's hurricane. Once you have your S rank you're pretty set, it will only after you take damage. So it's a matter of there being more exploits and that those are easier to exploit in this game, specially with DT and outside of HC mode.
You would think so but that's not the case. Your average normy will just slam on that one attack button and never bother even try the pause combos. People will complain that they didn't get a good score when they clearly sucked, demand to know why and occasionally nag about how the parameters for a good score are stupid or pointless. I've actually seen people take a stupid position, like 'I did really well' when they were so obviously awful, and put more intelligence into their argument as to why they rocked that stage than to honestly analyze their performance.The Style meter won't really tell you something that you can't figure out for yourself - don't get hit; be aggressive; use a variety of moves
That's right, DMC4 did. I'd completely forgotten.Vanilla DmC retained your rank like DMC4
You would think so but that's not the case. Your average normy will just slam on that one attack button and never bother even try the pause combos. People will complain that they didn't get a good score when they clearly sucked, demand to know why and occasionally nag about how the parameters for a good score are stupid or pointless. I've actually seen people take a stupid position, like 'I did really well' when they were so obviously awful, and put more intelligence into their argument as to why they rocked that stage than to honestly analyze their performance.
Anyway, these aren't random trivial criteria they're using to score you (Except in DMC4's orb count and DmC's percent of secrets found), they are guides to push a player in the right direction, rewards for exploration, experimentation and improvement because, even if this isn't your first time playing a game like these, not everyone starts from the top. It's hard for those of us who actually have muscle memory of these games ingrained into our hands to remember but most people start out playing really badly, using the one combo, spamming stinger, overusing whatever does the most damage, panicking and forgetting everything they practiced. It's like learning a musical instrument. Once you know how to play a string instrument others of its kind come far more easily to you, sure, but at first you were a fumbling mess. If those people get in to the game they will want to become better and the style meter is one of the things that will guide them. Once someone gets to a certain point they will do as they will rather than what the game tells them to but first they need to know how the game works and what it has to offer.
I would like Style meters or anything similar to accommodate situations where the boss suddenly disappears or removed from the arena long enough for the style to go down on its own.