• Welcome to the Devil May Cry Community Forum!

    We're a group of fans who are passionate about the Devil May Cry series and video gaming.

    Register Log in

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'm glad they didn't do much with Limbo gameplay wise, I hate having to worry about artificial difficulty elements like that during games. Like in DMC4 with the disappearing platforms or DmC with the glass floor, I just don't find that fun.


I think Limbo looked pretty in some places, though that was more to do with their excessive use of filters than the actual designs. If you were to take away those filters I think they would be very average looking.
 

I'm not a person that's worried about amazing graphics because that doesn't make a quality game. That being said I appreciate it when a game creates an interesting look and creates a really cool world for me to explore.


I like getting immersed in places and I love creativity. I'm a very creative person and I can acknowledge and appreciate creative liberties if it's done right. It goes to show you got some heart in the art you create. And I come from the circle that thinks video games are art.

I would prefer and interesting world to play in that just a bunch of bland rooms. Makes the experience better and more worth while.
 
I like getting immersed in places and I love creativity. I'm a very creative person and I can acknowledge and appreciate creative liberties if it's done right. It goes to show you got some heart in the art you create. And I come from the circle that thinks video games are art.

I would prefer and interesting world to play in that just a bunch of bland rooms. Makes the experience better and more worth while.

Interesting. I'm also a very creative person who likes getting immersed in games and loves creativity. While I like DmC (I think it's a very good action game) I have to say it sorely lacks creativity and immersion. Especially when it comes to combat mechanics. Enemies have very limited movesets, and boss battles are very generic and repetitive. The only strategy DmC's combat requires is your ability to change weapons based on color. Constant cutscenes during fights completely destroy any immersion and the flow of combat (Vergil battle, 5 cutscenes! Are you kidding me?)

Art doesn't simply constitute of colors and images. Especially when it comes to videogames. Every part of the work should be taken into consideration when determining the artistic value of a product. Gameplay should be one of those, and more important than graphics, because videogames are an interactive art form. So if the gameplay shows lack of innovation and creativity, then the work of art can't be very highly regarded.
 
I'm not a person that's worried about amazing graphics because that doesn't make a quality game. That being said I appreciate it when a game creates an interesting look and creates a really cool world for me to explore.


I like getting immersed in places and I love creativity. I'm a very creative person and I can acknowledge and appreciate creative liberties if it's done right. It goes to show you got some heart in the art you create. And I come from the circle that thinks video games are art.

I would prefer and interesting world to play in that just a bunch of bland rooms. Makes the experience better and more worth while.
I like what you say and I understand.I'm an art student and I'm very interested in becoming something that has to do with manga,video games or comics.
Because it's art combined with story,characters and most of all creativity.And it's good when these become combined.


Yes,but my main point is that video games evolved,and the graphics and designs we have today are beyond awesome.You can't compare these with the old games which were first because It's not the brighest idea to do.I enjoyed Devil May Cry for the atmosphere and good gameplay.I also liked the characters.Even if you can't say they're the best,I like to make up my own versions of what hasn't been said in those rather than having them served on a plate. It's more intriguing for me,at least.

We've come in a generation that video games became a cinematic experience but a video game is a video game.

And I appreciate old games as well,especially if they're good.Mostly,I guess.
As I also said,visuals can't fool me.I won't spend a lot of money on a game just for the pretty visuals.

I don't think DMC is some amazing visual jewel but it has an age,and at its time it has been something and many liked it.I still remain to my opinion that DMC4 wins at designs and textures and it's older than DmC.
DmC's design is interesting and I don't deny that but I've made my point.
 
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.


I think it was really more so that they gave purpose to the world, like...narrative purpose. Limbo was as much its own character as the people who had speaking roles...and Limbo could speak :P

The concept of Limbo being a twisted world that was trying to kill you was interesting, because it wasn't just a static world with obstacles set in place. It wasn't a "course" to run through, and it allowed for things, like escapes, to happen without the provocation of the normal cliches like "dere's a bawwwwmb raaaaaaahn" or "get to da choppah!" There were still a couple instances of that, but it was really cool that they found a narrative-related way to have hectic scenes that were different from those cliches.
 
I think it was really more so that they gave purpose to the world, like...narrative purpose. Limbo was as much its own character as the people who had speaking roles...and Limbo could speak :P

The concept of Limbo being a twisted world that was trying to kill you was interesting, because it wasn't just a static world with obstacles set in place. It wasn't a "course" to run through, and it allowed for things, like escapes, to happen without the provocation of the normal cliches like "dere's a bawwwwmb raaaaaaahn" or "get to da choppah!" There were still a couple instances of that, but it was really cool that they found a narrative-related way to have hectic scenes that were different from those cliches.

Well since DmC integrates narrative into gameplay I can see that omission.

Also, in certain games where there were death traps the games would give you signs or a hints like in Sonic Generations pit falls were usually followed with a red (cause red is an evil color hisssss) sign indicating you will fall here so with Limbo the demons would say "FALL" in big signs indicating you there was a pit fall....although unlike Sonic Generations or any Sonic/decent platformer game if you fall you die or somehow rise out of the pit whereas DmC if you fall you get back up with a piece of health chipped away and try again breaking the tension of actually falling eliminating the sense of danger that the narrative or game puts on you ultimately defeating Limbo's impact on the player if pit falls aren't as dangerous as the game or Limbo makes it out to be or even getting trapped or crushed by the walls if the walls moves as slow as molasses and just chips away your health and lets you try again from where the walls to crushed you.

I don't care if the concept is interesting if the execution is bland or bad.

Its a shame Limbo didn't develop much outside its use to be used as a gameplay element directed from the narrative and a stage where the player fights in....well from the overall impact of the story. I actually thought Limbo was going to be the final boss or something but nope it was just another realm in which it would be cool for Dante to fight in and create all these coo set pieces and look pretty its involvement in the plot was just a secret world where Dante fights demons in and demons controls it went nowhere else. It didn't even get an interesting backstory...I mean each locale that Dante goes to in the old DMC has an interesting back story behind it (although some where more or less revealed as you explored the area itself) while Limbo was just introduced as some trippy demonic realm between the human world and demon world that demons control and ca drag humans into it and that was it. The damn thing was even shafted at the end of the game when Vergil sealed the Hell Gate closing it off fusing the human world and Limbo now exposing demons indicating Limbo is basically gone or of no use.

If they were going to write out Limbo from the story I would've instead made that Limbo was a living entity of the soul of a powerful demon or demonic source and it allowed Mundus and the demons to control it.....almost as if it were a God that reigns this realm but sealing the Hell Gate caused it go haywire and proceeds to drag everyone into Limbo and now Dante (and maybe even Vergil) must face the very core of Limbo (as it exposed itself) in an epic battle against the very terrain itself.

I always thought that the secret world inside Dante's head was like an inner layer of Limbo and that giant statue was the core or spirit of Limbo and as a side plot Dante finds portal/doors that leads him to this realm and by breaking those chains is freeing this god like entity to strip demons of their control of Limbo and if all seals/chains are broken its freed and as an extra mission (on some Sonic type junk) after beating the game (defeating Mundus and Vergil) Limbo proceeds to go on a rampage which could tear the entire human world apart and Dante must defeat the very core or the giant statue form and taps into his full potential to do so. The entire battle will take place on all of Limbo City as Dante must venture through the landscapes avoiding any demons or any attempts to kill him and the constant shifting environments and enters some Super Sonic/Sparda flight (DMC1) sh*t where you transverse throughout all of the city to keep landing a blow and ultimately destroy it......hmmm....its easier to say its like the Jubileus boss fight except Dante is flung to stages he's already been to as he fights the God of Limbo in every corner of Limbo City before ultimately smashing it and returning everything to normal.
 
Well, it all depends on the main focus of the game, really. DmC is still much more about the hack 'n' slash than it is being a platformer. A lot of games with simple platforming elements simply penalize you in some way, and in this case, it chips away your precious vitality. It's not wholly a platformer like Mario or Sonic where it's the main point of the game, where falling into a pit forces a complete restart.

It would be far too infuriating if DmC pulled a Dark Souls and forced you to go through several enemy waves all over again for whiffing a jump in a platforming section. That'd most likely get called out for being artificial game padding :p

Hell, if you really want to see what the effect would be, try falling down a pit and then restarting your run from a checkpoint or the start of the mission. I'm sure it would do really well in making you think hard about your jumps, but ultimately it'd go against the game's main focus of being a bit more inviting to new players. Restarting after a fall would be...a bit extreme.

It'd be an interesting challenge, though. If they make another, they could have a special modifier to the game, like Turbo Mode, that would make a fall into a restart.

The ease of Limbo's threats is actually proportionate to your difficulty setting, because it can get pretty dangerous on the hardest modes, where any mistake will cost you, and cost you big. The warnings we receive from Limbo also stop coming, too. First, we get them in a little cutscene, then the messages are in the periphery, and then we they just stop giving you hints altogether for the most part.

We also have to remember that games are often designed and looked at as the player succeeding at every turn, making the story (and experience) go just as planned. Player Character death is usually a strictly game-side thing. So, the narrative drive we lose by being plopped a few feet before the dangerous circumstance we just made a mistake at, is as jarring as being told we're insurmountably strong and god-like, only to be cut down by enemies anyway.

The game and narrative of DmC is built around you overcoming those obstacles that get thrown at you on the first try, because in that universe, you only get one shot at life.

Of course, there are exceptions, like Dark Souls, where death is as much a part of the narrative as you are :p

Also - what Chancey said; you can lament over the unused potential of Limbo, but it's not exactly right to knock off points for things not going the way you would have wanted them to.
 

Sort of true but the exploit of the pit falls and stage hazards in Limbo actually creates more exploits such as utilizing the pits or death traps (the train being an example) that only chips away at your health but instant kills enemies.

I mean Dante falls into a pit he comes back out fine but an enemy falls into a pit he is dead.

Plus playing DmC on Heaven and Hell and Hell and Hell mode (a mode where you die in 1 hit) isn't much of substitute of having Limbo, the environment designed to chip away at your health, won't add much to already existing concept of Limbo.

Limbo as stated in the PR was designed to kill you, if it fails to do so on the first set and available difficulties playing the game on an lockable mode where everything means instant death belittles the narrative impact of Limbo.

So how does DmC being more narrative driven in an universe where you only have 1 life (don't die) like every other video game narrative makes it a special case? I mean in games where we have escort missions why does the story progression stops when said escort character dies.

Has for the comparison between being an unstoppable god like being say Dante or Kratos isn't the same. For even if the narrative sets them up as unstoppable it doesn't mean they can't be killed (if anything having a long ass health bar adds more meaning it takes a lot to kill them) and is less ridiculous and jarring than falling into pit and magically popping back up which has zero reasoning and scientific justification behind it.

If something doesn't meet my expectations than I have the right to knock off points. If something isn't as good as I thought it would be give it an A for effort...hell no I'm deducting points. If life was filled with this type of ideology health inspectors would be letting crapping unsuited restaurants run their business unphased and unchanged by their initial reception and D students would be getting As.
 
Sort of true but the exploit of the pit falls and stage hazards in Limbo actually creates more exploits such as utilizing the pits or death traps (the train being an example) that only chips away at your health but instant kills enemies.

I mean Dante falls into a pit he comes back out fine but an enemy falls into a pit he is dead.

That's what I mean by the disconnect. It can't be helped unless they want a sh!t-ton of frustrated, Dark Souls-esque players on their hands. Having such a huge penalty just goes against the game's aim to be more accessible *shrug*

Plus playing DmC on Heaven and Hell and Hell and Hell mode (a mode where you die in 1 hit) isn't much of substitute of having Limbo, the environment designed to chip away at your health, won't add much to already existing concept of Limbo.

Limbo as stated in the PR was designed to kill you, if it fails to do so on the first set and available difficulties playing the game on an lockable mode where everything means instant death belittles the narrative impact of Limbo.

That's a bit subjective, because the demons in Limbo were also designed to kill you. Stated as such to be like white blood cells that spawn in a body to kill intruders.

So how does DmC being more narrative driven in an universe where you only have 1 life (don't die) like every other video game narrative makes it a special case? I mean in games where we have escort missions why does the story progression stops when said escort character dies.

Like I said, it's about how it's designed, with the narrative expecting your guaranteed success on the first try. A character's death, be it your player character or a charge during an escort mission, are game-side mechanics. In DmC, Dante isn't script to fall down a hole and die - however, in the name of accessibility, the penalty for falling in a hole is more lenient that it otherwise could be, in the case of taking a chunk of life instead of sending you back to a checkpoint (although in some sequences, it does checkpoint you).

Has for the comparison between being an unstoppable god like being say Dante or Kratos isn't the same. For even if the narrative sets them up as unstoppable it doesn't mean they can't be killed (if anything having a long ass health bar adds more meaning it takes a lot to kill them) and is less ridiculous and jarring than falling into pit and magically popping back up which has zero reasoning and scientific justification behind it.

It's just an example, man. The crafted experience of any game is that you are the hero who will triumph over all odds, so the setbacks in gameplay like player deaths and whatever are there strictly to give the game any actual sort of challenge. Otherwise we'd just be watching a movie. For instance, in Stranglehold, there is the threat of death, and I cannot use Bombs or Bullet Time indefinitely. These are restrictions with varying penalties for the sake of making the game a challenge. If death and meter management didn't exist, I might as well be watching Hard-Boiled.

There's varying degrees of things that can jar us out of an experience in a game, it's just how it is. In Dead Space 2 I'm always supposed to make it past that train sequence, and if I die during it, my penalty is strictly to do it again, until I get the experience right. Same with any other encounter I have in that game - I am forced to replay it until I get it right, for the sake of the game's narrative. Dante reappearing at the lip of a pit is nothing more than a more lenient penalty. Sorry that irks you so much...
animated-shrug-house.gif

If something doesn't meet my expectations than I have the right to knock off points. If something isn't as good as I thought it would be give it an A for effort...hell no I'm deducting points. If life was filled with this type of ideology health inspectors would be letting crapping unsuited restaurants run their business unphased and unchanged by their initial reception and D students would be getting As.


Everyone has expectations, and a right to have them, but expectations can still be unreasonable. Sometimes they can be as unreasonable as me expecting a game to give me a fantastic jimmy-tickling upon completing a level, or, it can be as unreasonable as what you just said, which isn't so much expectations as it is you being upset that the game didn't live up to the imaginary standard you placed on it, and expected it to surpass.

Seriously, that bit about health inspection is what got you there. Health inspections are done and grades given by how well they meet a standard set for the safety of consumers.

Expecting a jimmy-tickling from a game is different from, say...there having been a precedent set that games would give you a jimmy-tickling.[/quote]
 
That's what I mean by the disconnect. It can't be helped unless they want a sh!t-ton of frustrated, Dark Souls-esque players on their hands. Having such a huge penalty just goes against the game's aim to be more accessible *shrug*

Plus playing DmC on Heaven and Hell and Hell and Hell mode (a mode where you die in 1 hit) isn't much of substitute of having Limbo, the environment designed to chip away at your health, won't add much to already existing concept of Limbo.



That's a bit subjective, because the demons in Limbo were also designed to kill you. Stated as such to be like white blood cells that spawn in a body to kill intruders.



Like I said, it's about how it's designed, with the narrative expecting your guaranteed success on the first try. A character's death, be it your player character or a charge during an escort mission, are game-side mechanics. In DmC, Dante isn't script to fall down a hole and die - however, in the name of accessibility, the penalty for falling in a hole is more lenient that it otherwise could be, in the case of taking a chunk of life instead of sending you back to a checkpoint (although in some sequences, it does checkpoint you).



It's just an example, man. The crafted experience of any game is that you are the hero who will triumph over all odds, so the setbacks in gameplay like player deaths and whatever are there strictly to give the game any actual sort of challenge. Otherwise we'd just be watching a movie. For instance, in Stranglehold, there is the threat of death, and I cannot use Bombs or Bullet Time indefinitely. These are restrictions with varying penalties for the sake of making the game a challenge. If death and meter management didn't exist, I might as well be watching Hard-Boiled.

There's varying degrees of things that can jar us out of an experience in a game, it's just how it is. In Dead Space 2 I'm always supposed to make it past that train sequence, and if I die during it, my penalty is strictly to do it again, until I get the experience right. Same with any other encounter I have in that game - I am forced to replay it until I get it right, for the sake of the game's narrative. Dante reappearing at the lip of a pit is nothing more than a more lenient penalty. Sorry that irks you so much...
animated-shrug-house.gif




Everyone has expectations, and a right to have them, but expectations can still be unreasonable. Sometimes they can be as unreasonable as me expecting a game to give me a fantastic jimmy-tickling upon completing a level, or, it can be as unreasonable as what you just said, which isn't so much expectations as it is you being upset that the game didn't live up to the imaginary standard you placed on it, and expected it to surpass.

Seriously, that bit about health inspection is what got you there. Health inspections are done and grades given by how well they meet a standard set for the safety of consumers.

Expecting a jimmy-tickling from a game is different from, say...there having been a precedent set that games would give you a jimmy-tickling.
[/quote]

I expect that its too much to expect a game to be challenging. How is having death traps and set pieces in a game that kills you especially if the PR says that the environments are out to kill you unreasonable?

Its in fact expectations set by the developers and PR guys who made such statements.

I mean its not my set expectations its my expectations set by the said developers. Its like if the developers say the combat would be the best in the world and its as good as the candy underneath my bed.

Geez there was no expectation to surpass, I wanted to see if the developers actually lived up to their hype and promised what they delivered.

If anything I can brush it off as "what evs" but what really does grind my gears was in one PR that someone from either Capcom or NT stated that Vergil would get more weapons and upgrades in the Downfall DLC but he doesn't (maybe upgrades) he is still stuck with his same sword and no other weapons.

I don't just set random expectations for a game on my own I set them based on how the actual developers present or hype their project. My expectations of Limbo being an actual threat to me as the player were set by NT and even Capcom saying so.

As for the demons being one form of defense or ways Limbo sends stuff to kill you...a good point but one factor of Limbo that the PR hyped about it were the unconventional ways that Limbo attempts to kill the players (creating pit falls, closing walls, and even various other stage hazards) that makes Limbo unique (every game throws enemies at you). Plus it destroys the threat of Limbo if enemies that it throws at you can be easily destroyed using the various other methods Limbos tries to kill you (pit falls, deadly trains, etc). It adds irony to the fact it creates pits and deadly objects to kill the player but if those fail Limbo sends demons at you but you can in fact use the death traps they try to kill you with to easily dispatch the enemies ultimately making your time in Limbo an easier one. Makes Limbo more comedic than a threat that I must worry about.

Accessibility??? I thought they meant a more accessible combat system not make everything else easy.

They can always do what MegaMan ZX/Zero does have on easy difficult settings where you can get back up after a pit fall but lose some health and spikes (the bane of every MegaMan player) don't instant kill you but only do damage then have Normal difficulty settings with instant kill death traps (since Nephilim is supposed to be as challenging as the classic DMC Devil Hunter/Normal mode. I'm sure plenty of DMC fans will welcome the challenge or maybe at Sons of Sparda. I actually thought they were going to do that.)

As for accessibility who was Capcom trying to target, this demographic?
 
I expect that its too much to expect a game to be challenging. How is having death traps and set pieces in a game that kills you especially if the PR says that the environments are out to kill you unreasonable?

This gets to a point of splitting hairs, because by definition, all those hazards can still kill you. It's just not an instantaneous death, and the penalties vary upon difficulty.

I don't just set random expectations for a game on my own I set them based on how the actual developers present or hype their project. My expectations of Limbo being an actual threat to me as the player were set by NT and even Capcom saying so.

As for the demons being one form of defense or ways Limbo sends stuff to kill you...a good point but one factor of Limbo that the PR hyped about it were the unconventional ways that Limbo attempts to kill the players (creating pit falls, closing walls, and even various other stage hazards) that makes Limbo unique (every game throws enemies at you).

And all of those things were present. I guess they're at most unique from in their configuration, because, well...you don't expect to have those types of things happen to you when strolling through a street.

Plus it destroys the threat of Limbo if enemies that it throws at you can be easily destroyed using the various other methods Limbos tries to kill you (pit falls, deadly trains, etc). It adds irony to the fact it creates pits and deadly objects to kill the player but if those fail Limbo sends demons at you but you can in fact use the death traps they try to kill you with to easily dispatch the enemies ultimately making your time in Limbo an easier one. Makes Limbo more comedic than a threat that I must worry about.

A hazard really isn't any less threatening just because you can also use it to your advantage. Sure, there's less penalty on you for falling down a hole, but there's also a Style penalty for exploiting that hole.

Once again, sorry the leniency irks you...
animated-shrug-house.gif

Accessibility??? I thought they meant a more accessible combat system not make everything else easy.

Combat, yes...and also how deadly things are. A more accessible combat mechanic would be useless if people were still dying too often :/ Combat is as much about killing things as it is about not getting killed.

They can always do what MegaMan ZX/Zero does have on easy difficult settings where you can get back up after a pit fall but lose some health and spikes (the bane of every MegaMan player) don't instant kill you but only do damage then have Normal difficulty settings with instant kill death traps (since Nephilim is supposed to be as challenging as the classic DMC Devil Hunter/Normal mode. I'm sure plenty of DMC fans will welcome the challenge or maybe at Sons of Sparda. I actually thought they were going to do that.)

Coulda woulda shoulda. Maybe next time, I guess. You're also forgetting though that DmC wasn't just for DMC fans, it was for the newer, less hardcore players. I'm sure they would have loved having such a penalizing pitfall mechanic, but it certainly would be another hurdle for trying to attract those newer, less hardcore players.

As for accessibility who was Capcom trying to target, this demographic?


You know the topic of that article is a joke right...? It was satirical. Iwata didn't actually say that...
 
This gets to a point of splitting hairs, because by definition, all those hazards can still kill you. It's just not an instantaneous death, and the penalties vary upon difficulty.

I don't just set random expectations for a game on my own I set them based on how the actual developers present or hype their project. My expectations of Limbo being an actual threat to me as the player were set by NT and even Capcom saying so.



And all of those things were present. I guess they're at most unique from in their configuration, because, well...you don't expect to have those types of things happen to you when strolling through a street.



A hazard really isn't any less threatening just because you can also use it to your advantage. Sure, there's less penalty on you for falling down a hole, but there's also a Style penalty for exploiting that hole.

Once again, sorry the leniency irks you...
animated-shrug-house.gif



Combat, yes...and also how deadly things are. A more accessible combat mechanic would be useless if people were still dying too often :/ Combat is as much about killing things as it is about not getting killed.



Coulda woulda shoulda. Maybe next time, I guess. You're also forgetting though that DmC wasn't just for DMC fans, it was for the newer, less hardcore players. I'm sure they would have loved having such a penalizing pitfall mechanic, but it certainly would be another hurdle for trying to attract those newer, less hardcore players.




You know the topic of that article is a joke right...? It was satirical. Iwata didn't actually say that...

So what is the point of having a mode that states "A Mode for those who played Devil May Cry before" as well Tameem stating that there will be difficulty modes that appeal to the older fans on Twitter if they didn't want to appeal to DMC fans as well. I mean newcomers has their Human and Devil Hunter modes and maybe even Nephilim modes so why should the higher difficulties be more accessible for them as well.

I guess your right DmC isn't for DMC fans. Off to Bayonetta then if you guys want a DMC experience.

I know it was a joke so that why I posted it. You make it seem as if Capcom was targeting an audience who can't handle a simple challenge and made everything less challenging and easy to appeal to casual gamers who can't handle a difficult challenge. For if that was the audience Capcom wanted to target that would a be joke.

THE ULTIMATE FORM OF SATIRE!!!
 
So what is the point of having a mode that states "A Mode for those who played Devil May Cry before" as well Tameem stating that there will be difficulty modes that appeal to the older fans on Twitter if they didn't want to appeal to DMC fans as well. I mean newcomers has their Human and Devil Hunter modes and maybe even Nephilim modes so why should the higher difficulties be more accessible for them as well.

The higher difficulties are still difficult. They're not anything to shake a stick at, so it does appeal to the classic players who would like that higher risk of death.

I know it was a joke so that why I posted it.

Well then use some emotes or some sh!t Like dis :p Or LAWL JAYKAY >.< People tend to take text seriously unless you shove some emotion into it. Don't be a robit. What's a robit?

You make it seem as if Capcom was targeting an audience who can't handle a simple challenge and made everything less challenging and easy to appeal to casual gamers who can't handle a difficult challenge. For if that was the audience Capcom wanted to target that would a be joke.


animated-shrug-house.gif
Can't please everyone, unfortunately. More saddening is the fact that, right now, that casual player has a giant bull's eye on its back, and that's what a lot of publishers want devs to aim for :/​
 
People just are using anything and everything to bash with even if it doesn't make any sense.

Let's just make up imaginary standards that the game should fulfill and also take things so literally that metaphors and context of the stuff being said are totally lost.

Yea, ok. Now I usually try not to break composure and straight up flame the stupid stuff I see here but I gotta say, some of the stuff being spoken by you hardcore anti-DmC people aren't doing you any favors because it's making you just look really really stupid. Seriously.

You don't want to be another IncarnatedDemon do you? It's not too late. You can still save yourself and escape that dark abyss.
 
And I don't get all up in arms when someone wants to make a game a little bit more inviting. We shouldn't confuse "dumbing down" with just inclusiveness. As long as I can get my fix I'm good.

Those hardcore elitist when they cry about that stuff sound like little babies who don't want to share their toys.
 
The higher difficulties are still difficult. They're not anything to shake a stick at, so it does appeal to the classic players who would like that higher risk of death.




DmC's higher difficulty are casual difficult. Its what someone who hasn't played DMC games before would say was hard....well what I'm saying is. Its hard but not as hard as the original difficulty settings (well except for DMC2) either its due to the broken gameplay mechanics (abusing environmental kills, demon dodge, and the fact they made Dante more agile in the air) or the actual challenge set by the mediocre boss fights and generic rehash enemies with only like 5 enemy classes are worth any trouble. Well yeah its most likely that Dante is more OP and broken mechanic wise to the point its easier to abuse the inner exploits to belittle the actual challenge. I mean staying in the air is one thing especially when you have enemies who are threat on land but ultimately helpless in the air (Ravagers) and the camera system where enemies won't attack you off screen makes abusing it to not get hit another exploit. Lets not forget the DT and Super Dante equals a joke of a game on any difficulty (I guess Capcom/NT wanted a super god mode where casual players can clear Heaven and Hell mode and Hell and Hell mode as well as Bloody Palace without trying because "they were too hard in the originals" BOO HOO:troll: ).....I would be exaggerating but the fact that the Super Costume DT still heals you (unlike past Super Costumes literally) makes you unkillable especially that the DT does a larger healing input than the past ones. I know that it cuts your rank but there is no achievement that says gets SSS rank on every mission on Dante Must Die, Heaven and Hell, and Hell and Hell mode (something I did and I'm not even a pro) so even the achievements/trophies are designed to cater to casual with how easy they are to achieve in like 3 walkthroughs vs DMC4 pffffftttt require hundred upon hundred of hours to get all the achievement/trophies but even past Super Costumes cuts rank and you can still die if anything the only real benefits of the SC in past games were exploring the DT mechanics like DTE or Distortion or well....Nero.

DMC may not be the hardest game around (NG takes the title as hardest HnS) but its difficulty were nothing to scoff at compared to many other games. DmC is hard on the hardest difficulty setting yippee so his other games but you don't see fans go "OHHH DUDE!! This game is hard.....like DMC!" Dude 2 "So its pretty hard then" Dude 1 "Yeah man, it may not be DMC1 or DMC3 hard but its hard so its like DMC so it might appeals to you." Dude 2 ".........what is this? Its hard but its no DMC hard. Pffftt..this is like God of War hard."

Maybe playing DmC on Dante Must Die might be appealing to DMC fans (myself including) if they think they were playing DMC3 on Normal Mode/Hard Mode.
 
And I don't get all up in arms when someone wants to make a game a little bit more inviting. We shouldn't confuse "dumbing down" with just inclusiveness. As long as I can get my fix I'm good.

Those hardcore elitist when they cry about that stuff sound like little babies who don't want to share their toys.

I mean by all that logic its okay for Capcom to turn Resident Evil into a generic shooter to appeal to Call of Duty fans.

I mean whats the difference, DMC was always about intense difficulty and challenging gameplay and later evolved into a technical and deep gameplay and challenging enemies combined with the skill and tenacity and muscle memory needed to pull off high end combos and face various challenging enemies and boss fights. The games (except DMC2) oozed challenge from each corner whether it be beating tough foes, overcoming challenging obstacles or bosses, or mastering a very intricate and deep combat system to pull off rewarding and stylish combos. Resident Evil....survival horror.

DMC was a challenging game at its core and origins and if DMC fans aren't satisfied with DmC due to them "dumbing down" various aspects of the game for the sake of accessibility they have all right to be dissatisfied with DmC.

Devil May Cry was never for everybody (same can be said about a lot of franchises).

Yes one shouldn't confuse "whoring out" to actually broadening the audience/appeal.
 

Now that's not what I meant at all. There's a fine line between adding a few easier difficulty modes and completely changing the genre to appeal to a crowd that wants nothing to do with your game. DmC is still a hack n slash action adventure game. It didn't pull a Resident Evil.
 
Yeah...DmC was easier to get into, but it was still a hack 'n' slash. Resident Evil 6 lost pretty much all of the "survival" part of its survival horror roots.
 
Back
Top Bottom