DmC Definitive Edition for PS4 & Xbox One

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It certainly did, after it was discovered TrueStyle tournaments had a vast amount of canceling. I'd like to think over time their use mellowed into a perfect blend that puts together form and function, rather than all dat twitch.

Speaking of, looking back at the DMC3 Crazy Gameplay Video, if at the time the dev's pinnacle of showing off "crazy gameplay" had zero Jump Canceling, I'm more inclined to believe that it was a serendipitous glitch...


...granted, there's still some Enemy Steps used for good measure, but not exactly for Jump Canceling as we know it today.

Either way, it's a pretty neat trick to learn and utilize. If only Dante's Bold Cancel in MvC3 was easy enough to figure out :p
 
A majority of the times playing DmC, I use jump cancelling primarily when I wanna do multiple slashes down with Rebellion, or quickly gather Kablooey shots.

It's also sometimes cool to use to rapidly switch between Angel and Demon stances during moves that wouldn't allow you to do so without.

Still, my play style is very similar to Aung Zin Oo, albeit sometimes a little more unorthodox. I struggle keeping my finishers in line.:tongue:

Something the DE will help me out with thanks to the life bar when you use hard lock! I actually really appreciate that feature.
 
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Jump canceling is a trend for alot of people and there being a cooperative feature in DMC/DmC would mean two different levels of skill are at hand and there would be a level of challenge.

You see, Jump Canceling can be used to further assist the game with it's level depth. Here's an example; There's a switch one of you has to press to let down a small bridge higher and out of your reach horizontally as well, the bridge stays up for a very tiny amount of time, you have to figure out what it is you need to do.

1. Find an enemy.
2. Lure enemy near cliffside.
3. Launch enemy into the air.
4. Jump Cancel to reach altitude
5. Have partner activate bridge.
6. Ditch enemy in pit.
7. Air Dash onto bridge.
8. Get Hidden Reward.

Of course, there's much more depth afterwords, like a new place to go or finding a way for your teammate to get over because said teammate isn't skilled at using Jump Canceling.

If they do make this happen and this type of depth is added. You all owe me a like. >.>
 
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.

You know I remember seeing an interview with Hideaki Itsuno a while ago when DmC was still in development. Enemy Step is actually what led to DmC's combat mechanics.

Capcom saw how players were using JC in previous games and they wanted to give DmC better aerial mehanics. They designed DmC to have greater aerial mobility and greater combat options in the air. Thats why DmC allows for greater mobility in the air, compared to previous games where air combat was limited from point to point movment from the air to the ground. DmC on the other hand allows so many different options in the air.

The thing is the players at the moment tend only to engage enemies one on one. So the thing I'm looking forward to is seeing players who engage multiple enemies at one time. The PS4/X1 should facilitate that.

With regards to Enemy Step. If you look at Bayonetta, you can have more fun with Bayonetta or Bayonetta 2 than any action game, maybe even DmC. All without using Enemy Step. Thats how creativity can completely superseed tehincal play. Then again how many Bayonetta videos do you see and how many DMC videos do you see?
 
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Like repetition in music, there's an art to it. These games really do remind me a lot of jazz improv. In which case, uhhh I guess Aung Zin Oo is the Count Basie of DmC?

Two Across, you raise a good question that I hope to find an answer to at some point. I certainly wouldn't be surprised if it was born as a happy accident. Allegedly the very notion of combos was born that way (in Street Fighter), as was the enemy juggling mechanic that gave birth to this whole series. Plus, the enemy step wasn't an ability explicitly "purchased" in DMC3, it was just a thing you could do. DMC4 not only added Enemy Step as a purchasable upgrade, the new Devil Bringer mechanic seemed designed specifically to serve an increased emphasis on aerial combat.
 
Also, do any of you still uncover little details in this game you might have missed?

I've gone through it multiple times and I am still finding small little things in there I missed. Now, some people might not think it's a big deal, but I actually appreciate the effort in stuff like that.

Like, I didn't know you could counter the Hunter's grappling hook.

Pictures of the art DmC used to make its own concept art, riddle the hallways of the marionette carnival spookhouse. Which seems like a nod to DMC 1 in general with its marionette enemies.

Also, when switching between angel and demon modes, Dante's eyes on his life bar with change accordingly.
 
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Yeah, there's TONS of little nods to the classic games that have gone largely ignored, overshadowed by that wig gag.

Check out this DMC1-era image that, as far as I know, only ever appeared in a Japan-only artbook. Look familiar?

B3zvShjCYAA4em6.jpg
 
Awesome. I really do dig that kind of stuff. Especially when DMC 1 is still my personal favorite Devil May Cry to this day. Mainly because of nostalgic heartstrings I admit, but I still play it a lot. :tongue:

I even still have the original demo disc that came with Code Veronica.

Now, if only they could have snuck in "Fill your dark soul with light!" somewhere in the dialogue. I will forever love that no matter the context.
 
Yeah, there's TONS of little nods to the classic games that have gone largely ignored, overshadowed by that wig gag.

Check out this DMC1-era image that, as far as I know, only ever appeared in a Japan-only artbook. Look familiar?

B3zvShjCYAA4em6.jpg

Yeah, I have that book. I noticed it the first time around, too.

The scene was also in the US comic that came out for the first game and it was a flashback that occurred every time Dante fought Vergil. It would mirror the fight in the present, Vergil won that round in a decisive move as he was teaching Dante to fight and in the same set up in the present Dante won with the same move.

I didn't like the comic but I remember liking that part.
 
Oh, yesterday I tried to watch the twich, but it was already over. That's why I asked if I missed anything...

Now that the twich is available, my previous post probably shouldn't exist anymore, lol. ;)

I meant that with twitch nothing's ever missed until it breaches that 2 to 3 month threshold.
 
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It certainly did, after it was discovered TrueStyle tournaments had a vast amount of canceling. I'd like to think over time their use mellowed into a perfect blend that puts together form and function, rather than all dat twitch.

Speaking of, looking back at the DMC3 Crazy Gameplay Video, if at the time the dev's pinnacle of showing off "crazy gameplay" had zero Jump Canceling, I'm more inclined to believe that it was a serendipitous glitch...


...granted, there's still some Enemy Steps used for good measure, but not exactly for Jump Canceling as we know it today.

Either way, it's a pretty neat trick to learn and utilize. If only Dante's Bold Cancel in MvC3 was easy enough to figure out :p
There's a jump cancel in the original DMC3 e3 trailer (after the air hike) at 2:42
So jump canceling was intended tool for combo extensions, just might not have imagined it getting as crazy as it did.
 
Right after the Air Hike? All he really did was an Enemy Step. Granted it does count as a Jump Cancel, technically, it's not quite into the insane realm of use that it's used for now. He used it to jump over to the back of the enemy.

----------------

On another note, I was thinking about this today with DmC: there's those tutorials around for turning enemies around so you can pop them back to you with kablooey and such, but is turning them around an integral part of doing such a thing? I feel like I may have done it without it, or I may have totally not noticed that I had turned the enemy around :p
 
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On another note, I was thinking about this today with DmC: there's those tutorials around for turning enemies around so you can pop them back to you with kablooey and such, but is turning them around an integral part of doing such a thing? I feel like I may have done it without it, or I may have totally not noticed that I had turned the enemy around :p
I think it does matter how they're turned. I think I did it once without turning them but that was probably from AI issues.
 
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I think it does matter how they're turned. I think I did it once without turning them but that was probably from AI issues.
All enemies have a different stagger with kablooy ive noticed. Some fall on their backs some stagger back a couple steps or so. Learning enemies ques are essential for set ups.

As for taunts, i dont see what the fuss is all about when its just another nice touch to the combat whether you like to use it or not. In Bayonetta 2, I would taunt every enemy just to **** them off and make the pace of the fight faster to my liking.
 
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