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.
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.
View attachment 215
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.
View attachment 216
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.