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Imagine If Devil May Cry has...

Goldsickle

Well-known Member
1. A "Cool Down" Timer.

Example: Anytime Nero uses his Buster, there's a "cool down" timer that needs to complete before you can use it again.


2. Context-Sensitive Button Prompts.

Example: Dante can only perform Real Impact when the enemy before him is dizzy and you have to press a random on-screen prompt you are not taught in any tutorial or instructions (e.g X+O).


3. Signature Moves Require Energy/MP.

Example: Dante can only perform Stingers if he has enough MP for it. Let's say Stingers costs 20 MP and Dante has 100MP. That means Dante can only perform Stingers 5 times in a row.



4. Stamina Gauge.

Example: Side Rolls, Dash, Sky Star, etc. drains your stamina gauge. Do them too much and your character becomes weakened and exhausted.


5. Quick Time Events.

Example: You don't just deplete the boss's health. You need to press some randomized on-screen button prompts in order to finish off the boss. Or some situation out of your control unfolds before you and you have to press the on-screen button prompts... or die, staining your final results with "1 death".


The more I play DMC3 & DMC4, the more I appreciate how the developers of Devil May Cry does not rely on all the above bulls*** to "balance" their games.
With the exception of Devil Trigger (and similar kind of power), the player characters of Devil May Cry can do whatever they want, with no limits and yet it doesn't make the game too easy.
 

Goldsickle

Well-known Member
You scared me for a moment. I thought you were about to suggest implementing those things in DMC. Then I read the last paragraph.
Sorry for misleading but yeah, the Devil May Cry series sort of "set the standards" for gameplay balance for me.

It's hard playing other action games with "cool down" timers, "MP gauge" and QTE after playing the Devil May Cry series.
 
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DreadnoughtDT

God of Hyperdeath
Premium
Supporter 2014
The funny thing is that the game that basically pioneered making QTE's the standard in action games was directly inspired by DMC, and the designers of said game (God of War) stated they'd never make a game as good as DMC anyway. lol
 

saim1234

Member
1. A "Cool Down" Timer.

Example: Anytime Nero uses his Buster, there's a "cool down" timer that needs to complete before you can use it again.


2. Context-Sensitive Button Prompts.

Example: Dante can only perform Real Impact when the enemy before him is dizzy and you have to press a random on-screen prompt you are not taught in any tutorial or instructions (e.g X+O).


3. Signature Moves Require Energy/MP.

Example: Dante can only perform Stingers if he has enough MP for it. Let's say Stingers costs 20 MP and Dante has 100MP. That means Dante can only perform Stingers 5 times in a row.



4. Stamina Gauge.

Example: Side Rolls, Dash, Sky Star, etc. drains your stamina gauge. Do them too much and your character becomes weakened and exhausted.


5. Quick Time Events.

Example: You don't just deplete the boss's health. You need to press some randomized on-screen button prompts in order to finish off the boss. Or some situation out of your control unfolds before you and you have to press the on-screen button prompts... or die, staining your final results with "1 death".


The more I play DMC3 & DMC4, the more I appreciate how the developers of Devil May Cry does not rely on all the above bulls*** to "balance" their games.
With the exception of Devil Trigger (and similar kind of power), the player characters of Devil May Cry can do whatever they want, with no limits and yet it doesn't make the game too easy.
ohh..
 
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