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Another Escapist Thread On DmC

Who would you rather have make DmC (besides P* Games)?

  • Vigil Games

    Votes: 3 10.0%
  • Nordic Games

    Votes: 0 0.0%
  • 38 Studios & Big Huge Games

    Votes: 0 0.0%
  • Nintendo R&D

    Votes: 1 3.3%
  • Team Ninja

    Votes: 6 20.0%
  • Hideaki Itsuno (DMC3 Team)

    Votes: 15 50.0%
  • Crystal Dynamics

    Votes: 3 10.0%
  • Arkane Studios

    Votes: 2 6.7%

  • Total voters
    30
I think it would be best if we stuck to western developer because most Japanese developers don't seem to like the reboot so why bother having them work on something they don't like?

.............................................Proof?

I know this might not go against your statement but Kamiya (the creator of DMC) likes DmC.
 
I wouldn't think Nintendo capable of creating a game with the kind of depth both DMC and DmC have :x

It'd require a lot of guidance...and I don't think Nintendo would even want to touch DMC >.<
 
On the topic about Samus. Other M was horrible in showing her character and had decent gameplay at best.

Metroid Fusion though, despite its shortcoming, potrayed Samus the best. She had respect for Adam there and not daddy issues.

tumblr_mlxo3ywU7N1qb8c3uo1_500.png
 
Eh, that's the problem with giving a two-dimensional character more emotion for the actual sake of making them more of a character. Especially when taking a solitary character and having them interact with others. I still didn't see any real "daddy issues," it was all just growing pains, really. She was young and inexperienced, and she left out of anger. As she grew up, she understood how wrong she was. Everyone has baggage. Everyone has regrets.

I'm glad Other M stuck with the noir element Fusion set up. It suits the series well, since it's always been so solitary. Getting into Samus' head to hear what's up was really cool.
 
.............................................Proof?

I know this might not go against your statement but Kamiya (the creator of DMC) likes DmC.
It was more of an assumption but i would caution against having a more traditional "stylish action" director like platinum or team ninja or itagaki as we wanna avoid it looking like the olds one aesthtically.

if we are to have both DMCs we gotta make em feel different/distinct.
 
I think DmC is a good game. While it certainly doesn't live up to the expectations set by DMC3, it's an impressive first attempt. So I wouldn't mind Ninja Theory making a sequel. Still, it would be fun to see how Vigil Games (or what's left of them) would handle Devil May Cry. With Darksiders II they demonstrated that they are capable of making more tactical action games, and DS II was already a massive improvement from the first game.

The thought of Grasshopper Manufacture and Suda 51 giving their own interpretation of the DMC universe sure is interesting, but I doubt they can nail the intricacies of the combat. Killer is Dead may change that, but Lollipop Chainsaw had very lackluster combat IMO.
 
Still, it would be fun to see how Vigil Games (or what's left of them) would handle Devil May Cry. With Darksiders II they demonstrated that they are capable of making more tactical action games, and DS II was already a massive improvement from the first game.
Glad i am not only one who noticed Vigil Games improvement. Sucks big time that THQ went down and they were separated. I HOPE most of the developers from Vigil games that worked on Darksiders serie are hired by Nordic Games so that they can continue their work.

If Vigil Games continue improving...then they will be breathing on PG and Capcom's neck.

+ Darksiders serie universe is quite exciting.
 
I think DmC is a good game. While it certainly doesn't live up to the expectations set by DMC3, it's an impressive first attempt. So I wouldn't mind Ninja Theory making a sequel. Still, it would be fun to see how Vigil Games (or what's left of them) would handle Devil May Cry. With Darksiders II they demonstrated that they are capable of making more tactical action games, and DS II was already a massive improvement from the first game.

The thought of Grasshopper Manufacture and Suda 51 giving their own interpretation of the DMC universe sure is interesting, but I doubt they can nail the intricacies of the combat. Killer is Dead may change that, but Lollipop Chainsaw had very lackluster combat IMO.
Suda 51 and them have cool and quirky ideas but, they can never deliver in the gameplay department. I still enjoy his games though for what they are. Killer 7 being one of my personal favorites from him.

As for the Darksiders people? Nah. Darksiders is more like Zelda than anything else and even so I'd rather play Zelda any day.

I just wouldn't mind seeing a sequel to DmC because it has some great ideas and does stuff that should have been done a long time ago. Just needs to iron out the kinks a little more and you could seriously have the best Devil May Cry ever because it has that potential. DMC 1 is still my favorite of them all though mainly for nostalgic heartstrings lol.
 
If Vigil Games continue improving...then they will be breathing on PG and Capcom's neck.

+ Darksiders serie universe is quite exciting.

Yeah, I really hope they get a chance to make Darksiders III.

As for the Darksiders people? Nah. Darksiders is more like Zelda than anything else and even so I'd rather play Zelda any day.

I agree that Darksiders got a lot of inspiration from Zelda, but I also think the people at Vigil have potential to refine their combat mechanics to DMC standards. Just look at the difference between Darksiders I and II. While I'd prefer them to continue with Darksiders, DMC would be a good second choice. Plus I really dig their art direction.
 
I agree that Darksiders got a lot of inspiration from Zelda, but I also think the people at Vigil have potential to refine their combat mechanics to DMC standards. Just look at the difference between Darksiders I and II. While I'd prefer them to continue with Darksiders, DMC would be a good second choice. Plus I really dig their art direction.
DmC had fantastic art direction and I'd like them to do more stuff like that. Aesthetically it was pretty incredible. DMC before was very bland with its fire and brimstone pallet gothic castles that could easily fit just as well in a Castlevania game or something. It wasn't all that special.

I absolutely loved Limbo though and wouldn't mind that being used again. With us making the jump to the next generation I can only imagine what something like Limbo is capable of with new technology. It was already impressive in itself changing in real time like it did.

I just don't think they would be the right choice for Devil May Cry. I didn't care for Darksiders all that much anyway.
 
DmC had fantastic art direction and I'd like them to do more stuff like that. Aesthetically it was pretty incredible. DMC before was very bland with its fire and brimstone pallet gothic castles that could easily fit just as well in a Castlevania game or something. It wasn't all that special.

I absolutely loved Limbo though and wouldn't mind that being used again. With us making the jump to the next generation I can only imagine what something like Limbo is capable of with new technology. It was already impressive in itself changing in real time like it did.

I just don't think they would be the right choice for Devil May Cry. I didn't care for Darksiders all that much anyway.

I prefer DMC4s graphics and textures over DmC to be fair.
Mainly because they were smooth and more beautiful,compared to DmC where they were all a little bit too eye disturbing especially with the colors.I really hated them.I couldn't have such a nice gaming experince on how strident and forced they were.
Of course,I found DmC's Limbo to be innovative and cool,though I think they looked much more mesmerizing in the artbook and they weren't so exaggerated.
As an art student,those were amazing designs and they looked better than they did in the game.The design was cool,the graphics not so much.
Those strident colors can be difficult to people with eye problems.
 
DmC had fantastic art direction and I'd like them to do more stuff like that. Aesthetically it was pretty incredible. DMC before was very bland with its fire and brimstone pallet gothic castles that could easily fit just as well in a Castlevania game or something. It wasn't all that special.

I absolutely loved Limbo though and wouldn't mind that being used again. With us making the jump to the next generation I can only imagine what something like Limbo is capable of with new technology. It was already impressive in itself changing in real time like it did.

Ha, I think exactly the opposite. In my opinion Limbo was rather boring, mainly because it always looked the same. Even though the art direction was great there was too little variation in the environments. The original DMC had the best aesthetics IMO with all the incredible little details of the architecture, clearly distinguishable areas and overall dark atmosphere. Still, I think Limbo can be enhanced and made to randomly affect and change the gameplay during fights. There is a ton of potential.
 
I prefer DMC4s graphics and textures over DmC to be fair.
Mainly because they were smooth and more beautiful,compared to DmC where they were all a little bit too eye disturbing especially with the colors.I really hated them.I couldn't have such a nice gaming experince on how strident and forced they were.
Of course,I found DmC's Limbo to be innovative and cool,though I think they looked much more mesmerizing in the artbook and they weren't so exaggerated.
As an art student,those were amazing designs and they looked better than they did in the game.The design was cool,the graphics not so much.
Those strident colors can be difficult to people with eye problems.

I don't see how Limbo was innovative.

Was it that it tried to kill you? Yeah cause environmental hazards were never done before neither were scripted set pieces.

Was that it was constantly shifting and changing (dynamic)? For starters they weren't constantly shifting they set and coded to alter when player performed specific actions or progressed to a certain point so they weren't dynamic just scripted especially considering most of the dynamic shifting landscape happens during cutscenes.

Was it how it was integrated into gameplay? Yes cause pulling and gliding from point A to point B is soooo new and innovative.

Limbo is mainly eye candy or for aesthetic purposes.

I thought Limbo looked really nice but nothing I go run home for. For....

A. it was the choice of colors that added mainly to the appeal. It took the apparently bland looking human world environments and made them extremely colorful and vibrant.

B. the actual design and architecture of Limbo is nothing special just floating pieces of debris and land and for the most part design wise its generic looking human world locations (city block, a jail, bank, factory, and etc) splashed in an interesting color pallet.

C. the overuse of shades of red and blue (I see what they did there) though thematic becomes repetitive to me after sometime. Overuse its the only colors they use.....outside gray for the human world.

D. there was only like 3-4 stages I find aesthetically pleasing which were the Night Club, Raptor News Network, the world inside Dante's head, and the underground railroad because that one actually reminds me of DMC for some reason due to the gothic design (I think in article before TGS 2012 Capcom mentioned that there was one stage that has a gothic design to it) as well as the pier due to it using more interesting human environments like the carnival and actually putting effort in the whole dynamic shifting environment approach and doing the best job at it. The rest where meh to me.

E. After the Night Club stage (the best stage in the game both design and aesthetic wise) or Mission 13 every thing just starts getting extremely bland and generic and the colors starts becoming annoying and design and aesthetics starts becoming repetitive.

Limbo was mainly eye candy or for aesthetic appeal.

It even seems NT got lazy at some point as the game progresses the design not only got duller but the whole concept of the environment trying to kill you seems to have become transparent as in early stages (the carnival, Paradise, and even Underwatch/the city area) seems true to this concept with closing walls and constant level reformation and in fact dynamic environments but after Under Watch it seemed that it just resorted to trivial platform and one stage hazard tricks (demon trains) were all that they got left. The visually nice parts of watching the environment tear apart and sh*t constantly happens seem to have been too much to carry on in later part of development.

Another fact that the boss battles got lazier as the game progresses from the earlier boss fights (with the exception of Vergil) where we went from Poison who had a decent moveset and her boss fight was pretty spectacular....to watch and even fight a bit with how over the top and destructive it was mainly due to her crushing the platforms and how you even finished her off as well as Bob who was visually stunning and even had a cool set piece to Mundus's Spawn who just spammed the same attack and strategy over and over again with very little variety and that was it and Mundus who was just a lame rehash of the Poison boss fight using assets from the Savior boss fight. Is also another sign of NT getting lazy or running out of ideas as the development continues.

The boss fights in DmC may not be anything great or barely decent but even the earlier boss fights showed that effort was put into them while later seems they just rushed it especially Mundus (who wasn't as epic as Poison's or Bob's).

You think with only 6 boss fights......6 BOSS FIGHTS....they'll put more effort into them and make them as best as they can be but seeing Enslaved and Heavenly Sword's boss fights were signs that I shouldn't have expected much from NT in the boss fight department.
 
Come on. Are you kidding me? I know you guys don't like DmC that much but the earlier games got nothing on the look of DmC. A bunch of fire and brimstone color pallet castles. That's it.

Limbo on the other hand was cool as sh!t. You guys are totally selling it short on purpose. Started off in some kind of demonic carnival that gives nods to the original games with some nice little touches and then later we find ourselves in an upside down world created from the reflection in the water that leads up to a news station with floating news icons that you jump all over that should have been expanded being my one of my favorite parts in the game. I could have spent a whole level in that sh!t.

DmC had variety and originality to its level design which is something the original series never had. Hell, 4 just got f#cking lazy and copied and pasted all the same sh!t half way through. That is the definition of lazy and I wouldn't call Ninja Theory that. Capcom and the previous DMC developers are the lazy bast@rds.

Yea whatever. I know how mega biased people in here can be but I don't care what you say. Limbo itself is something that in general is one of the coolest things Devil May Cry has ever brought to the table.
 
Agreed with Stylish Nero. It was disappointing that Limbo only served an aesthetic purpose, and little else. Dynamically shifting environment would have made battles quite interesting, and like I said in my previous post, there is a ton of potential in integrating Limbo's mechanics into actual gameplay. Every playthrough would be different, and you'd always have to be on your toes during enemy encounters.

If Ninja Theory were to make a sequel, bosses would be their greatest challenge IMO. Mundus was especially disappointing with his limited moveset and predictable attacks. There was barely any challenge in that fight. NT should really check out Bayonetta which still has the best bosses in any action game I've played. The tactics required to beat each was always different, and they tested your skills without mercy. Devil May Cry used to be like that. Phantom and Cerberus kicked your ass until you learned to play properly, and were harder than DmC's Vergil on the first playthrough.
 
Every one of you has some points.
I loved Beyonetta.I love its gameplay.
Agreed with Stylish Nero. It was disappointing that Limbo only served an aesthetic purpose, and little else. Dynamically shifting environment would have made battles quite interesting, and like I said in my previous post, there is a ton of potential in integrating Limbo's mechanics into actual gameplay. Every playthrough would be different, and you'd always have to be on your toes during enemy encounters.

If Ninja Theory were to make a sequel, bosses would be their greatest challenge IMO. Mundus was especially disappointing with his limited moveset and predictable attacks. There was barely any challenge in that fight. NT should really check out Bayonetta which still has the best bosses in any action game I've played. The tactics required to beat each was always different, and they tested your skills without mercy. Devil May Cry used to be like that. Phantom and Cerberus kicked your ass until you learned to play properly, and were harder than DmC's Vergil on the first playthrough.

I agree especially on the last part.
Graphics don't play such a big part on me. I don't buy a VIDEO GAME just because it has good designs and graphics. I buy it to entertain myself with the gameplay,characters,atmosphere and such. If I want such great graphics I watch a movie or some good animation.
It's fact,today's main focus of the game developers is to fool yourself with good visuals.And I don't buy this.

What's the magic if I finish a game within 2 or 3 hours and then leave it on the bookshelves?
 
I just see you guys knocking off points because Limbo's not doing something you think it should do. That doesn't make the level design any less impressive because that's what it is. And you can incorporate Limbo in to your combat. I play basketball with holes and the floor and sh!t for example. And it makes for some fun platforming sections which DMC was always f@cking dreadful at.

The way you're selling Limbo short for doing the stuff you come up with was like someone complaining that Ninja Theory was "lazy" because the credits of DmC showed behind the scenes footage instead of letting them f#ck around with enemies like 4 did. Because that totally makes sense. :ermm:
 
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