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DmC Devil May Cry Hands-On: Similar, But Different by kris siliconera.com

Nelo_Vergil

Well-known Member
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DmC Devil May Cry feels like a rather different affair from the Devil May Cry you’re used to, when you first start playing it. There’s no lock on, no Taunt button (at least in the demo), and (like Marvel vs. Capcom 3) there’s a designated button for launchers. Not that this is a bad thing.

Combat in the original Devil May Cry games has always revolved around the R1 button as a lock-on button or modifier. Using lock-on allowed you to use Stinger and High Time, the series’ lunging stab and go-to launcher moves, respectively. To me, that modifier (although, not technically a lock-on in the very first game) has always defined the series.

DmC Devil May Cry does away with this. The R1 and L1 buttons are now both an evade technique, which, like their spiritual predecessor, the dodge roll, provide Dante with some precious invincibility frames. Dante can evade in any direction, cancelling whatever move he’s in the middle of to do so. He can also evade in the air, which, while not providing as much movement as the surprisingly generous ground evasion, still provides a decent amount of invincibility.

Because of this change, getting a handle on DmC’s combat took a little getting used to. While aiming Dante in the right direction works much better than I initially expected, not having the lock-on feels odd. Just by instinct, my fingers kept reaching up to hold R1, which just made me evade towards whatever I was trying to lock onto. To be honest, by the end of the demo, I still didn’t know how to use Stinger. That said, I was impressed by the fact that, in the middle of an air combo on one enemy, I could turn towards another, and shoot him out of his attack animation.

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Once I got used to the new controls, I found I wasn’t inadvertently dodging into enemies I wanted to attack, and I was having a good time. Dante seems to have taken a few tricks out of Nero’s book. Some of the additions are simple, like the fact that Dante’s new standard sword combo is four hits instead of the traditional three, or that Dante now has Nero’s "Roulette" technique to knock enemies further into the air. Quite simply, once I got used to it, outside of the lack of lock-on, basic combat felt like classic Devil May Cry. Some of the commands, like the projectile-launching sword technique Drive (Hold Triangle and release) are taken straight out of the older games.


More complex, however, is the fact that Nero’s Devil Bringer from Devil May Cry 4—basically a grappling hook which Nero could use to grab smaller enemies or pull himself to larger ones—has been divided into two types of claws for Dante. Let me explain this in a bit more detail.

Holding L2 (activating Angel mode) and pressing Square, will make Dante pull himself towards the enemy you’ve targeted. In contrast, holding R2 (Devil mode) and pressing Square will grab the enemy and pull him towards Dante. If you press X again after either of these, Dante will either punch the enemy skyward (in Angel mode), or kick them away (Devil mode). <pro tip right there folks

Naturally, the first thing I tried with the claws do was one of my favorite things fromDevil May Cry 4. I focused on one enemy, constantly grabbing him with the devil claw and enemy stepping (think using the enemy as a platform to jump off of) to get as high into the sky as I could. Eventually, I got to a height at which the game simply wouldn’t let me use the devil claw anymore, so I returned to the world below by using smashing the enemy to the ground with the Demonic axe Arbiter.

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Air-combos are a major part of DmC Devil May Cry’s combat in general. Between the designated launch button (Circle), the two claws, and the fact that Dante’s new Devil Trigger (activated with L3+R3) launches all surrounding enemies into the air and keeps them floating in slow motion, it seems as though DmC wants to keep the player air-comboing as much as possible.


Again, DmC Devil May Cry is similar, but different from the previous games. Because I kept trying to grapple to enemies using the DMC4’s Devil Bringer command (R1+Circle, which just led to another damn evade), I wasn’t particularly good at staying airborne and moving from enemy-to-enemy mid-combo during my hands-on time. That said, I like some of the things the game is trying to do—such as the fact that the more effectively you fight in Devil Trigger, the longer it lasts.
 
It is going to be tough, guys. Manual lock-on using R1 has been drilled so deeply into My mind that it's going to be a challenge worthy of DMD status getting rid of when I finally get My claws on this game!
 
im still wondering though, how did they do the stinger moves? holding a button then releasing like the drive for a move like stinger isn't the best control for me, cos i usually spam the stinger in DMC4 in order to reach the enemy faster.
 
without the lockon i may get better combos because in the others its just lockon and shooting as fast as you can and if you play devil may cry 2 thats all you need to beat the bosses which is sad and boring
 
To me the lock on button wasn;t very important until I played with Nero, because he required you to use it more than Dante.
The only time i used R1 with Dante was for Hightime and Stinger and other weapons that used the same format.
Generally when i play, i like to swing at different enemies all around me in the same combo and you cannot do that while holding R1.
I'm sure i'll get the hang of this game pretty easy since R1 was never that important to me anyways.
And now you can do Hightime with one button instead of pressing 3 buttons consecutively, Makes things a lot easier, but not easier because its just one button, but for the fact that my hands can be at different styles now, and moments like that don't come so easy in DMC4.
Locking on to a person while switching weapons or changing styles felt very awkward when i first played dmc4, and i still have awkward moments while playing it now.

And to do the stinger its forward forward triangle.
same for Osiris and Arbiter
 
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