• 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

DmC Devil May Cry - DMD No Damage Playthrough

MKH Spartan

Well-known Member
Hey guys (and girls if any),

I bought DmC a couple of months ago and decided to start work on a no damage run though of the normal game and also the Vergil's Downfall DLC at some point.

I have done a fair few of them so far, but not in any particular order. My gameplay could use improvement in some areas (specifically versus Dreamrunners), but I haven't been bothered to take the time to learn all the ins and outs of the combat system, as I have been busy playing other games with friends a fair bit.

Hope you enjoy them:

Dante Mission 1

Dante Mission 2

Dante Mission 3

Dante Mission 4

Dante Mission 5

Dante Mission 6

Dante Mission 9

Dante Mission 10

Dante Mission 11

Dante Mission 12

Dante Mission 13

Dante Mission 14

Dante Mission 15

Dante Mission 19

Dante Mission 20

Here are also Missions 1 and 2 from Vergil's Downfall, I recorded these about 2 days after buying the DLC so I was still practicing his JF launcher stuff:

Vergil Mission 1

Vergil Mission 2

I have also recorded no damage runs with Dante on Missions 2 and 13, but I haven't got around to uploading them yet. These were all recorded on the Xbox 360 by the way, so no mods/turbo obviously.

I also have recorded SS runs for 9 out of 20 Missions on DMC3 as Vergil, if anyone is interested in them (can find them either in the DMC3 forum or on Youtube).

Night, feel free to leave any comments/questions in here if you want.
 
Last edited:
dreamrunners are pretty easy once you know how to deal with them. would you like some pointers or would you rather figure it out yourself?
 
dreamrunners are pretty easy once you know how to deal with them. would you like some pointers or would you rather figure it out yourself?
I already know the theory, just haven't put the practice in to get it down, as I find them boring opponents lol. I just need to practice getting my mid-air Demon Evade reactions to their mid-air parry, I have a decent hang of how to juggle them well.

I only have problems when it's two Dreamrunners at once really, it's the reason I haven't bothered trying Mission 16 yet (two Dreamrunners and a Witch at once early in the level lol). However, you can often just DT and kill one in most battles, cause DT in this game is pretty ridiculous lolz.

Oh, and I never get hit 1v1 with a Dreamrunner, just I don't battle them as efficiently as I would like too lol.
 
This is definitely a tricky mission to no damage, its pretty long, 2nd longest next to mission 16, which seems like the size of two levels.

Anyway, I mentioned it on your video, but you should try to play more creatively. DmC is much easier to just beat a level, doing it with style though is what makes it both fun to play and watch. You seem to play very safe and don't utilize Dante's full moveset to keep up the heat. The more aggressively you play the more aggressive you'll find the ai, standing there not looking at them with the camera turned isn't you breaking the game, its just you not playing. Think of it this way, the enemies are telling you, "hey, dante, if you're not into this. We're not either." Get in there, keep pushing, and chaining together combos as fast as you can, doing last minute dodges, etc.
 
Yea, I usually play safer on a no damage run, as if I play over aggressive I tend to get hit near the end, and as Mission 13 is so long once I pass the halfway stage I prefer to keep on the safe side. If it's a short Mission eg Mission 20, Mission 3 etc I play more aggressively as if I get hit it isn't so much of a set-back.

The AI needs to be more aggressive in general in this game I think, I usually play DMC3, and they are a lot more aggressive on DMD in that game. If I just turn my back in this game, all the enemies seem to think "Oh, he's got his back turned, I should be nice and not hit him" which is a bit odd really and takes some of the challenge out of it.
 
Yea, I usually play safer on a no damage run, as if I play over aggressive I tend to get hit near the end, and as Mission 13 is so long once I pass the halfway stage I prefer to keep on the safe side. If it's a short Mission eg Mission 20, Mission 3 etc I play more aggressively as if I get hit it isn't so much of a set-back.

The AI needs to be more aggressive in general in this game I think, I usually play DMC3, and they are a lot more aggressive on DMD in that game. If I just turn my back in this game, all the enemies seem to think "Oh, he's got his back turned, I should be nice and not hit him" which is a bit odd really and takes some of the challenge out of it.
Yeah, I mean, I can't disagree with you completely, the enemies should have better sensors, so that they at least try to find you even if they're off camera. But like I said, try rotating the camera while doing certain attacks, play it more like you don't want to let them have a second to breath, and the game's combat will become more fun and more challenging. The way I think it works is the enemies first try to find you and put you in range of an attack, then second they analyze your potential combat options at that moment, so lets say you do a double jump and an air dodge, now you can't evade a potential aerial attack, so the dreamrunner will now try to attack you. Or lets just say you evaded but still have a double jump, the dreamrunner will also try to attack, but now you only have one option to evade, which is a timed double jump. So, you can see, the more enemies you're attacking with mix ups and what not, the more enemies try to find weakpoints in your current combo, and you have to react to those on the fly. It becomes a really fun rhythm of dodges, parries, and what not.
 
There might be a flaw sometimes that because the levels are so big, the enemies lose you, when I think they're supposed to be actively strafing you if you're not looking at them. This isn't an issue in bloody palace, and the enemies are much more challenging and aggressive on DMD, because they don't get lost looking for the player.

The reason I'm hypothesizing that its a level size issue is because I swear the most aggressive AI is in mission 16: compare the two dreamrunners on DMD in that encounter with the dreamrunners on DMD in other encounters, they're just way more aggressive and are able to find you much quicker. I'm looking at modding the game so that enemies deviltrigger much quicker, or maybe make dante do 50% damage. That alone with turbo mode, which works absolutely fine on the PC version, makes the game way more challenging and satisfying to play.


I did this a while back on normal speed, but see how aggressive the enemies are on DMD when they can always find you.

 
Last edited:
Back
Top Bottom