DmC Definitive Edition for PS4 & Xbox One

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Not that I'm disagreeing with it being silly to remove it, but that's the thing - it's not integral to the gameplay, just a portion of the playerbase. It's not really all that different from something like wavedashing being an integral part of high-level competitive Smash Melee, but not to the overall gameplay experience. You can go through the entire game without ever jump canceling once, and you can still look damn stylish without it, too :tongue:

But whatever, they aren't gonna remove it. There's no point.
 
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You know, I honestly think, at times, that they should remove it. It's become such an elitist thing and that there is constant attitude about it doesn't sit well with me. At the same time it would go against this believe I have that the game should offer the most options to the player as possible. It's a bit like the lock on and the stinger input, the option should be left to the player and the game should provide those options. It can't be 'I don't like it so you can't have it'; how about 'I don't like it so I don't use it' and to each his own.
 
You can go through the entire game without ever jump canceling once, and you can still look damn stylish without it, too :tongue:
That's how I've been playing the games since Day One...but that might have to do with the fact that I could never master it in the heat of combat. Call me the world's biggest pleb, but I like Devil May Cry, and I can't even jump-cancel.

But then, I was never any good at pulling off any Royal Guard moves either, so I guess I have a problem with timing things. :rolleyes:
 
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I could see Bloody Palace co-op work. Maybe not splitscreen, but online.
 
how about 'I don't like it so I don't use it' and to each his own.

This ^^
Jump cancel is still an option, you can use it if you want, don't use it if you don't want. This (jc being an option), combined to the fact that it unlocks even more stylish combos, not doable without it (I'm not saying you can't be stylish without jc), makes me see no reasons not to have it at all in the game.
 
Hoping to see a new version of that Accolades Trailer soon... With a 90+ Metacritic this time.

With co-op and Taunts and maybe other things. You have to look at it this way. If DmC is successful Capcom will put that stuff in the next game. If DMC4 is successful the same will happen for DMC5.

Either way these things will come if either game warrants a sequel.
 
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I could see Bloody Palace co-op work. Maybe not splitscreen, but online.

I would settle for either . Imagine starting the level with both working together . Then you have to split up and do your own things to get further untill ultimately meeting up again at the end to take out a giant demon ...

Hoping to see a new version of that Accolades Trailer soon... With a 90+ Metacritic this time.

With co-op and Taunts and maybe other things. You have to look at it this way. If DmC is successful Capcom will put that stuff in the next game. If DMC4 is successful the same will happen for DMC5.

Either way these things will come if either game warrants a sequel.

Honestly i don't care what sequel we get aslong as we get more of dante and vergil. If they were to carry both that would be awsome
 
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Interesting discussion about JC'ing and coop. Whether you utilize JC'ing or not, I do think that's an important aspect that sets Devil May Cry's combat apart from other character action games. I also don't think JC'ing specifically would present a problem in coop. Rather, if you did a coop DMC game, there would inherently be an element of competitiveness no matter what.

Yuri (the guy I've been streaming with) and I talk about the concept of "competitive coop" a lot, actually. If the objective in these games is to keep your combo string going as long and as stylishly as possible, then the addition of a second player with that same objective inherently presents a threat to you achieving your objective, unless you work in extremely tight cooperation with the other player. Imagine your pal, playing as Dante, using the Demon Pull to yank an enemy away from you just as you're about to land the final hit in an air combo. Maddening!

That's not to say it's a bad idea--it kind of sounds like the seed of a great idea. Mortal Kombat: Shaolin Monks actually pulled off really fun coop stylish action. You could toss enemies from one player to another and collaborate together like that. For the curious, other games like the JPN and EU-only Oz have experimented with similar "pass the dude" mechanics, but with kind of limited results.
 
Jump canceling can be used to benefit more stylish players, but it's not very impressive to me to repeatedly do it because you can. It looks like a speedy mess more than anything.

My favorite DmC combo video is this one right here. One or two times he actually jump cancels, but everything else is so calculated, smooth, and definitely stylish. I dig the song too.
 
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Yeah, I think there's a misconception that JC'ing is inherently cool because it's hard to do, or that making it easier to do means it has been "dumbed down." The point of the series has always been about playing stylishly, and JC'ing is just another tool one can use to do so. There's no reason it should be inaccessible to the majority of players.

I also like Aung Zin Oo's minimalist combos. Totally calculated, with special attention given to finishers. A great example of creative over technical play.
 
Perh
Interesting discussion about JC'ing and coop. Whether you utilize JC'ing or not, I do think that's an important aspect that sets Devil May Cry's combat apart from other character action games. I also don't think JC'ing specifically would present a problem in coop. Rather, if you did a coop DMC game, there would inherently be an element of competitiveness no matter what.

Yuri (the guy I've been streaming with) and I talk about the concept of "competitive coop" a lot, actually. If the objective in these games is to keep your combo string going as long and as stylishly as possible, then the addition of a second player with that same objective inherently presents a threat to you achieving your objective, unless you work in extremely tight cooperation with the other player. Imagine your pal, playing as Dante, using the Demon Pull to yank an enemy away from you just as you're about to land the final hit in an air combo. Maddening!

That's not to say it's a bad idea--it kind of sounds like the seed of a great idea. Mortal Kombat: Shaolin Monks actually pulled off really fun coop stylish action. You could toss enemies from one player to another and collaborate together like that. For the curious, other games like the JPN and EU-only Oz have experimented with similar "pass the dude" mechanics, but with kind of limited results.

Perhaps we should petition for co op :)
 
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Yeah, I think there's a misconception that JC'ing is inherently cool because it's hard to do, or that making it easier to do means it has been "dumbed down." The point of the series has always been about playing stylishly, and JC'ing is just another tool one can use to do so. There's no reason it should be inaccessible to the majority of players.

I also like Aung Zin Oo's minimalist combos. Totally calculated, with special attention given to finishers. A great example of creative over technical play.

I also really like the creative videos, because I love the amount of work Ninja Theory did with animation. These guys are cleary animation experts. I remember how they said that Dante's skills in this game were designed to be less proficent due to his youth. The animation reflects his inexperience and inelegance with combat.

You can see that with the way he looses balance with some of the moves. Thats why I really like the more creative stuff you can do with the moves, because the animation work really shines through.

Thats why I wanted more moves in the game. Alas, hopefully this game sells millions and scores 90+ reviews so Ninja Theory can improve everything they did with this game.
 
I also really like the creative videos, because I love the amount of work Ninja Theory did with animation. These guys are cleary animation experts. I remember how they said that Dante's skills in this game were designed to be less proficent due to his youth. The animation reflects his inexperience and inelegance with combat.

You can see that with the way he looses balance with some of the moves. Thats why I really like the more creative stuff you can do with the moves, because the animation work really shines through.

Thats why I wanted more moves in the game. Alas, hopefully this game sells millions and scores 90+ reviews so Ninja Theory can improve everything they did with this game.

Oh yes, I definitively noticed that as well. I like how it's so apparent that he lacks grace due to his inexperience. I mean, look at the Vergil gif in my signature. Minus the Yamato he'd just look like a ballerina shooting off into the air.

And this gif illustrates how Dante usually fights in DmC:

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He kind of wobbles on his feet, lets the rebellion drag on the floor. This makes it so believable that he's so young. Not only that, but he often smiles or makes other faces while using his weapons:

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I just love watching the animations of him getting struck by something and then jumping back up. Not slowly getting back on his feet, nope, just a jump and back into the fight.

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Not to sound like I'm poo-pooing Jump Canceling or anything, because I'm not. Although I am with Chance on them, because I never really liked watching videos where all that's being done is cancels into the same move over and over again. The sad part is my first exposure to JCing was a whole damn lot of that stuff, and it really turned me off to it. I understood the application of it (I even used it for rapid firing shotgun shots), but seeing it done in a way that turned the combos into a twitchy-looking mess went against everything I loved about DMC - it didn't look cool at all! I think it might have been the way things go though, where the meta is changed by the discovery of this new ability, and so for a while all the stylish combo vids overused them. I really began to like Cedrus' combo vids because it was more about setup and such, and not just twitchin' out in the air :p

The best JC that I've seen (and like) were when they were strictly used to break momentum and keep the player and/or enemy in a specific space to continue with other attacks, eg watching all these new Definitive Edition videos where things like Drops and Helm Breakers are canceled to both add that attack to the combo but still keep the action in the air.

This kind of brings up a question I've always wondered (maybe you can gimme some insight @GregaMan), was the ability to use Enemy Step to Jump Cancel ever supposed to be a legitimate ability that was planned by the devs, or was it just a serendipitous glitch? I lean so heavily to the latter because it just doesn't seem like something that a lot of foresight was put into.
 
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