DmC Definitive Edition for PS4 & Xbox One

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Why havent they done it already though . Really bugs me. I noo its people not wanting their combos being cut down by a player but it should be there as a choice or a game mode . Co op could Definitely work well.
 
Hey guys, just to temper your expectations, we have indeed been pretty candid regarding DE's features. It's a rare case where we were able to pretty much spill all the beans day one--even give a release date and price point. There will be a more detailed change log at launch, but not because we're withholding a big surprise. More because we want to make sure the changes within are as final as final can be before we make them publicly known. We don't want to go around saying the Succubus parry windows have been tightened when it turns out they haven't. For the record, I forget if they have or not. ^^;;;;

The change log is definitely a "core"-focused asset, so it'll be more nitty-gritty stuff: "Removed this exploit against that enemy," stuff like that.

Taunts aren't making a return, so sorry if you were a taunt lover. In my mind, the slow-mo finishers kind of fulfill a similar role. They don't give you the Style boost (though a lot of people complained about the style system being more lenient anyway, so I doubt they missed the boost), but they do act as combo embellishers in a similar fashion. They also take some foresight, kind of like taunts. Nothing worse than triggering an anticlimactic finisher with the first slash of your Aerial Rave. Blech.
 
Hey guys, just to temper your expectations, we have indeed been pretty candid regarding DE's features. It's a rare case where we were able to pretty much spill all the beans day one--even give a release date and price point. There will be a more detailed change log at launch, but not because we're withholding a big surprise. More because we want to make sure the changes within are as final as final can be before we make them publicly known. We don't want to go around saying the Succubus parry windows have been tightened when it turns out they haven't. For the record, I forget if they have or not. ^^;;;;

The change log is definitely a "core"-focused asset, so it'll be more nitty-gritty stuff: "Removed this exploit against that enemy," stuff like that.

Taunts aren't making a return, so sorry if you were a taunt lover. In my mind, the slow-mo finishers kind of fulfill a similar role. They don't give you the Style boost (though a lot of people complained about the style system being more lenient anyway, so I doubt they missed the boost), but they do act as combo embellishers in a similar fashion. They also take some foresight, kind of like taunts. Nothing worse than triggering an anticlimactic finisher with the first slash of your Aerial Rave. Blech.

So no co op mode ? ;)
 
I love the slo mo finishers. It reminds me of the Arkham games where Batman's final takedown is slo mo looking all Bat-badass.
 
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Nope, no coop play, sorry.

Enslaved actually had the slow-mo finishers as well. I think you'll find that the best DmC combographers out there always plan out their finishers, which takes a lot of skill and knowledge to do right. Something that I think gets overlooked by a lot of people.
 
Enslaved actually had the slow-mo finishers as well. I think you'll find that the best DmC combographers out there always plan out their finishers, which takes a lot of skill and knowledge to do right. Something that I think gets overlooked by a lot of people.

I noticed the similarities between Enslaved and DmC.

It's always nice when I anticipate a finisher and it actually happens. :)
 
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I noticed the similarities between Enslaved and DmC.

It's always nice when I anticipate a finisher and it actually happens. :)
Adventure-Time-Finn-Beautiful.gif
 
They don't give you the Style boost (though a lot of people complained about the style system being more lenient anyway, so I doubt they missed the boost), but they do act as combo embellishers in a similar fashion. They also take some foresight, kind of like taunts.
That's good. So in other words, NT gave us a feature that actually required some real talent to pull off. :sneaky:

Any player can taunt -- but it takes a True Master... to Finisher successfully. :ninja:
 
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Nope, no coop play, sorry.

Enslaved actually had the slow-mo finishers as well. I think you'll find that the best DmC combographers out there always plan out their finishers, which takes a lot of skill and knowledge to do right. Something that I think gets overlooked by a lot of people.
I think not having coop play in any of the recent DMCs is a huge oversight. But with DmC:DE being mostly tweaks the amount of work to add such a mode would not have been worth the pay off. Let alone the game not being built easily for that, and all the adjustments to levels, etc (could have maybe done coop bloody palace though).

I hope coop is in DMC5 (if that does indeed come out). Could still be a possibility in DMC4:SE, but I doubt it because that wouldn't be worth it to add it.
 
Well JC is something more for single players to combo on an enemy. But how can you do that if someone takes that one away the second you got everything set up and stuff? Not only would that be annoying but also frustrating.
Yeah but... that wasn't really a problem when they had co-op with Doppelganger in DMC3, was it?

Edit: To be honest, I think that part was handled just fine; I personally don't think that the JC mechanics ever took anything away from that.
 
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That's good. So in other words, NT gave us a feature that actually required some real talent to pull off. :sneaky:

Any player can taunt -- but it takes a True Master... to Finisher successfully. :ninja:

Any player can press the taunt button, but not everyone can plan their combos in order to tie in the finisher with the taunt perfectly. It takes experience and knowledge of the game.
It's like with guns: everyone can pull a trigger, but that doesn't mean everyone is a good shooter.

LOL for instance, nothin more satisfying than doing Charge Shot 3, having Nero taunting faking a shot with Blue Rose, precisely before the CS explosion finishes the enemy off. Ooooooh yeah!
But you need perfect timing, if the explosion happens too early or too late, the effect is ruined.
 
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I don't understand how Jump Canceling is exactly "integral" to DMC. As far as integral to high-level play goes, sure, but nowhere near as integral as other things :x Hell, DMC had gotten on just fine before JCing became as widespread as it is.

That's the point. Removing jc would be a massive loss for high level players. And as Dominus said, even if it wasn't before, it is NOW an integral part of DMC combat system for those who want to get more into it, so why removing an element that adds depth to combat? Especially since you're not obliged to use it anyway. It would be stupid of Capcom.
But it's unlikely to happen anyway.