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DmC: GamesRadar's Best Action Game of 2013

What's was your favorite (not best, but favorite) action-adventure game last year?


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Really, on revengeace you think its a hard fight... lol. YOu just mega parry and you do 90% damage to enemies. It's not hard at all. It's just you either win or you lose, its a cheap gimmick. If you want a challenging fight, fight my tougher vergil mod on 20% turbo on hell and hell mode. Also get SSS rank my with modified score values, the thing in DmC is that the challenge is being stylish and getting higher scores. It's just not so simple as no damage get S rank on boss.

monsoon is extremely hard to parry

and yes DmC is overall less challenging then DMC 3/4 MGS Rising,, Bayonetta etc.
 
You think this combo is simple and not indicative of DmC's combo system, it uses nearly every single attack in one combo.

Human

Trickster
Royal Guard
Gunslinger

Rebellion 3 strikes
Stinger Trillion Stabs Cancel into
Osiris Prop Shredder cancel into Invert Rainstorm evade cancel into Arbiter Drop.
Angel Boost (Sky Star Glide) inertia into Eryx Showdown.
Angel Dodge (Trick down)
Rebellion 2 strikes into Rebellion High Time
Ebony Ivory
Osiris Prop
Eryx Snake Eyes
Ebony Ivory
Angel Pull into angel lift cancel into reverse helmbreaker
Start charging ricoshot, Stinger into trillion stabs to finish:synced with level 3 just charge release Ricoshot.
Arbitrer Flush into Kabloeey Detonation.
X, X, X
Forward, Forward X
, mash x, Left Trigger + B, Y, L1, Right Trigger + B.
press right on dpad to switch from axe to eryx.
Left Trigger + A, A,
Right Trigger + X (keep holding x, will keep charging without trigger)
Left Trigger + L1, L1
X, X, B, R1, Left Trigger + B, Forward, Forward + right trigger X (keep charging time to hit enemy before fall)
press right on dpad to switch from eryx to axe.
R1 into LT + R1, A(on contact to do do angel lift) reverse stick direction + X.
Start holding R1, forward, forward + X, mash x to finish right as level 3 charge is ready let go of R1,
Forward, Forward + Right Trigger + X
Neutral Press Y to detonate.

As for bosses, you keep saying its harder, but its harder only because it can only be beat one way, the styling part of DmC is itself an added challenge, because DmC is about expressive combat. You can't discount that doing the fight with style and more points is not a legimate challenge.
 
Human
Trickster
Royal Guard
Gunslinger

Rebellion 3 strikes
Stinger Trillion Stabs Cancel into
Osiris Prop Shredder cancel into Invert Rainstorm evade cancel into Arbiter Drop.
Angel Boost (Sky Star Glide) inertia into Eryx Showdown.
Angel Dodge (Trick down)
Rebellion 2 strikes into Rebellion High Time
Ebony Ivory
Osiris Prop
Eryx Snake Eyes
Ebony Ivory
Angel Pull into angel lift cancel into reverse helmbreaker
Start charging ricoshot, Stinger into trillion stabs to finish:synced with level 3 just charge release Ricoshot.
Arbitrer Flush into Kabloeey Detonation.
X, X, X
Forward, Forward X
, mash x, Left Trigger + B, Y, L1, Right Trigger + B.
press right on dpad to switch from axe to eryx.
Left Trigger + A, A,
Right Trigger + X (keep holding x, will keep charging without trigger)
Left Trigger + L1, L1
X, X, B, R1, Left Trigger + B, Forward, Forward + right trigger X (keep charging time to hit enemy before fall)
press right on dpad to switch from eryx to axe.
R1 into LT + R1, A(on contact to do do angel lift) reverse stick direction + X.
Start holding R1, forward, forward + X, mash x to finish right as level 3 charge is ready let go of R1,
Forward, Forward + Right Trigger + X
Neutral Press Y to detonate.

Bayonetta has everything DmC pretty much has plus tenfold
 
all im saying is, their was no reason for a reboot....DmC was the least selling game in the series for crying out loud...thats the reason its coming to PSN for free

NT fu*ked up...which is why they needed Capcom help on combat
 
all im saying is, their was no reason for a reboot....DmC was the least selling game in the series for crying out loud...thats the reason its coming to PSN for free

NT fu*ked up...which is why they needed Capcom help on combat
No NT did not **** up, why do yuo keep arguing this nonsense man. HOnestly. its getting old. Fine, you don't like it, great, but you have not backed up anything with facts. You're comparing two completely different games like MGR and DmC to make points. Even Bayonetta doesn't have tenfold ****, its a bunch of repetitive dial a combo moves, DmC has way more free flow combo potential. Difficulty has different meanings for different games, DmC is not just about figuring out the bosses patterns, its about getting the most points and putting on a show.

Bayonetta, all those games had difficulty come from bullshit situations, illogical inputs, bad camera angels, mindless enemies that just attack, what is MGR if you put parry on a separate button. IT's only harder cuz raiden annoyingly runs towards the enemy if you input parry to early, so he eithr blocks, or runs like a moron, its frustrating and ass backwards. B is totally wasted on nothing besides opening ****in' loading screen doors and QTE prompts.

I'm fine with challenge but it has to be fair and legitmate, and I don't think most people even get all the stuff in MGR without using wigs and ****, cuz the game on very hard is utter bullshit, its so unfair that they don't penalize you for using the SUPER WIG and Super BLADE to get S ranks.
 
ok...."dial a combo" vs. "free form" its not like one is objectivelly better then the other...

i dont necessary agree with these terms, by the way
 
one of the biggest complaints about DmC among other things, was the lack of challenge compared to DMC 3/4

And yet that has little to do with Devil May Cry's appeal as a spectacle action game. In the end, a combo vid from any one of the games could be a player pummeling a training dummy or a DMD enemy and it'd still have the same effect. Even vids of people making no damage runs on bosses is just a whole lot of pattern recognition, which isn't a feat of dexterity, but of basic memory. But, it's all great for the spectacle.

people put the videos up for DMC 3/4 because the fun is the challenge, which is why you don't see alot of the DmC pro scene, because why its stylish, its easy

People put them up because of the spectacle, because Devil May Cry is a spectacle action game. People make combo vids because they show off their skills, creativity, and for others to enjoy watching them (spectacle~).
 
No NT did not **** up, why do yuo keep arguing this nonsense man. HOnestly. its getting old. Fine, you don't like it, great, but you have not backed up anything with facts. You're comparing two completely different games like MGR and DmC to make points. Even Bayonetta doesn't have tenfold ****, its a bunch of repetitive dial a combo moves, DmC has way more free flow combo potential. Difficulty has different meanings for different games, DmC is not just about figuring out the bosses patterns, its about getting the most points and putting on a show.

Bayonetta, all those games had difficulty come from bullshit situations, illogical inputs, bad camera angels, mindless enemies that just attack, what is MGR if you put parry on a separate button. IT's only harder cuz raiden annoyingly runs towards the enemy if you input parry to early, so he eithr blocks, or runs like a moron, its frustrating and ass backwards. B is totally wasted on nothing besides opening ****in' loading screen doors and QTE prompts.

I'm fine with challenge but it has to be fair and legitmate, and I don't think most people even get all the stuff in MGR without using wigs and ****, cuz the game on very hard is utter bullshit, its so unfair that they don't penalize you for using the SUPER WIG and Super BLADE to get S ranks.

Well in terms of sales (Which seems to be the only thing that matters to the industry anymore) DmC didn't really do so hot. You can blame any number of things. Poor decisions from Capcom and NT's bad PR seem to be the biggest offenders. Also the parry system works fine for what it is. It is made that way intentionally so that the game isn't a breeze.

This is my problem with DmC. It is a game made mostly to carry you. Sure there is a lot of combo potential but you really don't need to explore it in order to succeed at the game. I was playing earlier today and got an SS with only using Rebellion. A lot of games that people call difficult really aren't at all. They just require a lot more player input than others. Dark Souls is not a difficult game. It is just a game that requires you to think more about your next step and what might happen after that. MGR's parry might be frustrating sometimes but it is made that way to keep you attention on the fight. If it was mapped to an easier button than you could just sit there and mash that button while holding a direction. The game would become so mindless at that point.

Also you can just flick the trigger for a parry which will prevent Raiden from running to far forward if a mistake is made. You can recover from a missed parry if your quick.
 
Well in terms of sales (Which seems to be the only thing that matters to the industry anymore) DmC didn't really do so hot.

Buh...can we not talk about sales? It's been done to death with no substantial value to it. There are plenty of games that sold abysmally but are still touted as great by critics and fans (Okami sold like half a million), just as there are games that sell really well that probably don't deserve it. Plus, by regular commerce standards, anything that goes platinum (sells a million or more) is a success. Even hitting gold is.

In the end though, sales don't matter in the slightest, especially in this day and age, with a used game market responsible for however much in unaccountable sales, and a sh!t world economy that makes people far more niggardly.

Sales are just a number, just as PR (good or bad) are just words; they don't account for the actual quality for a product. The greatest game on earth could have a guy attached to it who kicked puppies and consistently told people to suck a bag of d!cks and it wouldn't actually detract from the game's quality.

I was playing earlier today and got an SS with only using Rebellion.

What's so different about this than in the classics...? Especially in a game like DMC3 with Adjudicator Statues that require you do get that with a single weapon :x

Also you can just flick the trigger for a parry which will prevent Raiden from running to far forward if a mistake is made. You can recover from a missed parry if your quick.

I would imagine the intent in changing it would also have its own risks. Dissidia's guard system will stagger the enemy when successful, and it only works for a second, with a Just Guard system being able to reflect attacks directly back to the target. After the blocking frames, there is a cooldown phase that leaves you open if you block too early (or for no reason), and the game even gives the opponent an automatic Critical Hit window for hitting you when you're coming out of your block.

I could see that working out just fine, in a lot of games, really.
 
Buh...can we not talk about sales? It's been done to death with no substantial value to it. There are plenty of games that sold abysmally but are still touted as great by critics and fans (Okami sold like half a million), just as there are games that sell really well that probably don't deserve it. Plus, by regular commerce standards, anything that goes platinum (sells a million or more) is a success. Even hitting gold is.

In the end though, sales don't matter in the slightest, especially in this day and age, with a used game market responsible for however much in unaccountable sales, and a sh!t world economy that makes people far more niggardly.

Sales are just a number, just as PR (good or bad) are just words; they don't account for the actual quality for a product. The greatest game on earth could have a guy attached to it who kicked puppies and consistently told people to suck a bag of d!cks and it wouldn't actually detract from the game's quality.





What's so different about this than in the classics...? Especially in a game like DMC3 with Adjudicator Statues that require you do get that with a single weapon :x



I would imagine the intent in changing it would also have its own risks. Dissidia's guard system will stagger the enemy when successful, and it only works for a second, with a Just Guard system being able to reflect attacks directly back to the target. After the blocking frames, there is a cooldown phase that leaves you open if you block too early (or for no reason), and the game even gives the opponent an automatic Critical Hit window for hitting you when you're coming out of your block.

I could see that working out just fine, in a lot of games, really.


Capcom is a business and in a business sales are EVERYTHING. If you don't sell well than your business starts to go down. Capcom has been making many AAA games lately that haven't been turning a good profit so they need games that bring in sales. Also a few years ago Activision shut down Radical Entertainment cause the sale were not meeting expectations. Sales are becoming very relevant in the industry.

Edit: Radical is actually still around but they had a bunch of staff cuts cause of Activision.

In terms of DMC3 and 4 styles is what makes it different. When I say just Rebellion I mean that I didn't use ANYTHING but Rebellion besides the standard dodge. No guns, no angel or demon dodges, just rebellion. And I didn't even mean to get a high style ranking. It just sort of happened.

Been a LONG time since I played Dissidia so I don't really remember how guard worked. Yes changing the system would still have it's own risks but we already have a risky system. Also it's not just about risk. It's about the player put more input to the game than just hitting a single button constantly. Mapping it to one button would call for a type of cooldown. A cool down for something basic like a parry would go against the idea of Lighting Bolt Action.
 
Okay, I can swear Final Offer, Chancey, and I JUST ended this MGR vs DmC debate by realizing everyone is entitled to their opinion.

I'm not gonna backseat moderate by TELLING you to stop, but I will please ASK you stay more civilized than I did. I had lost my cool so much over Final Offer's OPINION.That I used a homophobic slur, despite the fact that I'm pro-gay rights.


Before I leave this thread, I would like to apologize on my behalf to homosexual members of this site, and any homosexual who read my post
 
Also you can just flick the trigger for a parry which will prevent Raiden from running to far forward if a mistake is made. You can recover from a missed parry if your quick.

I know you can use various tactics, but MGR is essentially super parry zandatsu over and over on the hardest difficulties when it comes to enemy encounters with multiple enemies and it starts to get tedious fast. Group combat could have been handled much more elegantly and smoothly than it is now. Essentially everything between the boss battles is pretty mediocre in the game.

Also, I don't understand this fixation with oh, I got SS by just using rebellion, well, DmC has a score counter that keeps going and leaderboards, so you can always maximize your score and time for level higher and higher. The SS SSS ranks are just general guidelines for people while playing they don't really mean anything else. And to be honest, I don't see how MGR is any harder to get S rank, going to back to my point, its just parry own enemy, or use infinte ripper + Fox blade and ninja run through game without penalty and get all your achievements. And if you say, but you don't have to use that stuff, I say same thing with DmC, you can set up your own challenges.

And as for the parry system, no I rather it be a separate button + direction, I just hate that its the same button as attack, its pointlessly frustrating especially with that atrocious camera, it works fine in boss fights like Sam and first metal gear, but its frustrating as hell and stupid during group encounters, same thing with the dodge, it doesn't help combat flow or speed. This is my problem and obviously a problem people at platinum knew as well, since you can use wigs and super blades and still get S ranks without much effort.
 
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Super parry zandatsu? Yay know there are heavily armored enemies that take more than just parry to beat right? And Zandatsu is the highlight of the game. Why would you not want to cut your enemies to bits?

Also I don't really care about leaderboards. I care more about working my way up to an SSS rank and trying my best to keep it. In DmC it's a lot easier to work my way up there and keep it there. It's just not as exciting.

MGR has missions that restrict you from using any of your wigs or special blades and trust me they are hard. I also wouldn't use the word mediocre. The game was built around the concept of actually cutting things and it does a damn good job of it. Zandatsu is very well integrated and gives the player what it set out to give. If you don't like it than thats fine but don't go calling it names because of your opinion.
 
MGR has missions that restrict you from using any of your wigs or special blades and trust me they are hard. I also wouldn't use the word mediocre. The game was built around the concept of actually cutting things and it does a damn good job of it. Zandatsu is very well integrated and gives the player what it set out to give. If you don't like it than thats fine but don't go calling it names because of your opinion.

If I may butt in on your conversation for a bit, as a man who put in about 100+ hours to MGR, and still replaying it on PC with 20+ hours and counting, I want to express something.

Caiden, sorry to quote you, this is more of a general post that uses yours as a starting point.

Zandatsu ( and by Zandatsu I mean the " Cut AND Take" mechanic, not free cutting ) is the biggest problem in MGR's combat. It constantly clashes against the difficulty, by giving you a free full health regen for every enemy you can down, and doesn't blend in at all with Raiden's combat flow. Zandatsu is basically a 5 second cutscene that restores both your health and Ripper meter fully. It is actively encouraged with score incentives, and has next to no disadvantages aside from forcing you to watch the same two animations over and over again. I expected Zandatsu to be a buffering action, taking cores from multiple enemies and storing them to either use as HP regen, or boosting your attacks somehow. But nope, it's a %100 HP medkit that every enemy in the game carries. Don't know why this is groundbreaking for so many people.

Now, if by Zandatsu you mean free cutting mechanic, it is purely a spectacle device that's forced by the narration, and was extremely under designed in MGR. Let's take the first, most obvious use of such an attack:

-Cutting enemy limbs to either disable them, or take away their offensive options: Now, Ninja Gaiden 2 and onwards meddled with this by giving incapacitated enemies kamikaze attacks that forced you to prioritize them. MGR has no such thing. Aside from GRAD's and Mastiffs, every enemy is rendered useless by cutting a single limb, which is very easy to trigger no matter your upgrades or choice of weapon. It also gives them a last, pathetic attack, that at worst stuns you for 2 secs and does comical damage, which afterwards causes them to despawn. Narration wise, pretty wacky and almost funny. Gameplay wise, irrelevant. And certainly not something unique to MGR.

-Cutting the environment to your advantage: Because they wanted to reach 60 FPS on aging consoles. environmental destruction is severely undercooked. You can play the game 300 hours and never once use the environment to displace your foes. And that's its only application. You can only DISPLACE them, not damage them with pillars or falls. Physics are non existent, environments are as drab and barren as they can possibly be, and objects that are cut lose all their weight and shape, rendering them pretty useless for combat tactics.

Cutting up foes and bosses to 20918398 pieces is fun, for the first 10 times or so, but after that it loses its novelty, and adds no practical advantage to Raiden's combat arsenal. Cutting someone to 2 pieces is equal to cutting someone to 2000 pieces.

If you enjoy it, awesome, I do too. But don't go making up Zandatsu to something it really isn't. It's a novelty mechanic imposed by the original dev team on KojiPro, and clashes CONSTANTLY with the base combat approach Platinum took ( which by the way, is one of their weakest efforts ).

I really like the game, and I still replay it with joy and will continue to do so long after people praising MGR forget it ever existed. But it's been painful to see people trying to elevate this to something it wasn't, just for an imaginary rivalry with the DMC reboot.
 
I vote Metal Gear Rising. The action in that game is freakin sweet, and the boss battles are fun, my favorite game of 2013. *Goes down rest of the list* Well I've made it no secret I'm one of the many DMC fans who disliked DmC, I don't think it's a terrible game, it's just my least favorite DMC (cept possibly DMC2, I'm undecided). The Last of Us was amazing, I don't play too many survival horror games, but cause of the buzz I thought I'd give it a shot, wasn't disappointed. LoS Mirror of Fate I've never had the pleasure of playing, but I beat the first LoS and loved it, and I think LoS2 is gonna be even better.
W101? I don't even know what that is. Batman Arkham Origins, I still haven't beaten it yet. Been meaning to but I've been too busy. So far though (I believe I said this in another post) I don't like it as much as Arkham City, but it's still pretty enjoyable
 
If I may butt in on your conversation for a bit, as a man who put in about 100+ hours to MGR, and still replaying it on PC with 20+ hours and counting, I want to express something.

Caiden, sorry to quote you, this is more of a general post that uses yours as a starting point.

Zandatsu ( and by Zandatsu I mean the " Cut AND Take" mechanic, not free cutting ) is the biggest problem in MGR's combat. It constantly clashes against the difficulty, by giving you a free full health regen for every enemy you can down, and doesn't blend in at all with Raiden's combat flow. Zandatsu is basically a 5 second cutscene that restores both your health and Ripper meter fully. It is actively encouraged with score incentives, and has next to no disadvantages aside from forcing you to watch the same two animations over and over again. I expected Zandatsu to be a buffering action, taking cores from multiple enemies and storing them to either use as HP regen, or boosting your attacks somehow. But nope, it's a %100 HP medkit that every enemy in the game carries. Don't know why this is groundbreaking for so many people.

Now, if by Zandatsu you mean free cutting mechanic, it is purely a spectacle device that's forced by the narration, and was extremely under designed in MGR. Let's take the first, most obvious use of such an attack:

-Cutting enemy limbs to either disable them, or take away their offensive options: Now, Ninja Gaiden 2 and onwards meddled with this by giving incapacitated enemies kamikaze attacks that forced you to prioritize them. MGR has no such thing. Aside from GRAD's and Mastiffs, every enemy is rendered useless by cutting a single limb, which is very easy to trigger no matter your upgrades or choice of weapon. It also gives them a last, pathetic attack, that at worst stuns you for 2 secs and does comical damage, which afterwards causes them to despawn. Narration wise, pretty wacky and almost funny. Gameplay wise, irrelevant. And certainly not something unique to MGR.

-Cutting the environment to your advantage: Because they wanted to reach 60 FPS on aging consoles. environmental destruction is severely undercooked. You can play the game 300 hours and never once use the environment to displace your foes. And that's its only application. You can only DISPLACE them, not damage them with pillars or falls. Physics are non existent, environments are as drab and barren as they can possibly be, and objects that are cut lose all their weight and shape, rendering them pretty useless for combat tactics.

Cutting up foes and bosses to 20918398 pieces is fun, for the first 10 times or so, but after that it loses its novelty, and adds no practical advantage to Raiden's combat arsenal. Cutting someone to 2 pieces is equal to cutting someone to 2000 pieces.

If you enjoy it, awesome, I do too. But don't go making up Zandatsu to something it really isn't. It's a novelty mechanic imposed by the original dev team on KojiPro, and clashes CONSTANTLY with the base combat approach Platinum took ( which by the way, is one of their weakest efforts ).

I really like the game, and I still replay it with joy and will continue to do so long after people praising MGR forget it ever existed. But it's been painful to see people trying to elevate this to something it wasn't, just for an imaginary rivalry with the DMC reboot.


first of all, the game was rushed by platinum

second of all its alot more challenging then DmC

third of all its more tightly designed

fourth of all the boss fights are much better
 
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