Yea i hope they fix that too and also i hope the fix how much it charges your DT gauge, it was full after he spammed that one move after like 3 hitshopfully capcom/ninja theory has fixed these also i dont think you style meter should go up after you spam they should change that
the world need to crush you to if its to hard just or glitchy to peform i say do a cutscen like fatillity dmc 1 had thoose
Those make me smile, still, in the first clips defense (won't hear me say that about NT games much!) it's not really much different than spamming RI against Berial or something so no problem there especially if this is a lowered difficulty like people expect, the others are more worrying however as NT are notorious for things like this even in their finished products.
They may have about 4 months to get it ready for shipment but the floor glitch especially would require extensive re-programming from pretty much the ground up and that's only for one segment of the game. I can imagine if it's this bad here it will be similar elsewhere and for how easy it was for people to spot in the demo I question the quality of the play testers involved.
You could pull the "pre-build" card but with the amount of major problems (and not problems that are usually in pre-builds like texture problems, clipping and other graphical anomalies, these are function glitches which would have a domino effect when edited) it just sounds like NT tried to do too much in too short amount of time with the experience their programmers have.
Kinda interesting how he's canceling the move into itself though... I wonder if there is a trick to it or it's just spam the launch button.
Other than button mashing, I would see a couple of ways. One way could be that he's switching Modes after Arbiter hits the ground, which cut off its animation for you to repeat it. Another way is by trying some other method of attack after Arbiter lands such as using DPing or trying a regular slash. All this mostly depends on DmC's framework.
It's probably that this move actually instantly cancels once it hits an enemy (note that it works like a projectile) so if you hit an enemy that is almost in your face with it, then Dante will recover fast enough to be able to do another one right after. Of course, this doesn't work on regular enemies because they will be launched up in the air instead, so doing another one is kinda pointless.
Btw, I have seen regular gameplay of people using this launcher and it gives about half of a style bar... not a whole complete one. Meaning that the reason why he went up from C to B to A and so forth so fast there was because any simple attack on Poison while she's down gives you a crap ton of style points.
Those make me smile, still, in the first clips defense (won't hear me say that about NT games much!) it's not really much different than spamming RI against Berial or something so no problem there especially if this is a lowered difficulty like people expect, the others are more worrying however as NT are notorious for things like this even in their finished products.
Though NT are still a bit of rookie developers, I gotta say, they came a long way, even if the glitches are there. However, these glitches could probably be fixed by the time the actual game is finished. I mean, there are many days in four to five months. This also made me smile too. Just shows NT still have a lot of work to do.^_^
That last one is a very weird glitch... I've seen people play the demo over and over and that never happened. There must be something that triggered that glitch that was never shown because they started recording after it started happening. It might just be a demo-only glitch though, since I doubt we have seen the final build of that one level (meaning the demo might skip ahead or cut some parts) so the glitch might resolve itself that way when the game comes out. It still worries me that things like these could happen though.
Just a guess but a lot of scripted events track the players position and trigger an event when the player enters a certain area. It looked like there was a problem with the tracking of the players position and the initial trigger of the event.