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DmC originally was going to have lock on right?

"Waaaah~ I can't make this system work! It sucks!" Seriously...that's what I'm getting out of this right now. You don't like it, can't make it work, so therefore it's inferior?
I'm sorry I can't help but think the same thing about you with all the "two dodge buttons is so easier" talk
 
I played and beaten the game, and Like I said I've had moments where a lock on, would have come in handy
Concrete examples, a specific enemy encounter would be nice, not hypotheticals, since DmC unlike most other hack and slash games put real thought into every single enemy encounter on the various difficulties.
I'm sorry I can't help but think the same thing about you with all the "two dodge buttons is so easier" talk
What are you talking about with two dodge buttons, we already told you that all the devoted DmC players use one of the dodge buttons for gunspecial, so its not a two button input, its also what allows fancier tech like double gun charge stocking, and charging guns while doing rainstorm or fireworks.
 
Quick Question: Is there a way that I can "lock-on" with Vergil like I can with Dante's Caliber? Or is it just "center camera"?

Not being sarcastic, I really would like to know.
 
And then we're right back to restrictive controls, which was the whole point of Itsuno and his team wanting to get rid of lock-on...

You know what bothers me about this fixation people have with cheap difficulty and frustratingly difficult counter intuitive inputs is that they don't ever lead to either more moves or any useful moves. For example, in MGR their is this move where you rotate the stick 360 degrees to make Raiden Spin on his lance, but I have no idea what use it has and how to seamlessly integrate it into combat since group encounters break down into Parry Zandatsu game over, good luck trying to have an exciting skilled battle with multiple targets, its like the game was so focused on being about FAST, kill everything, that it ruins the pacing in every encounter besides the boss fights. Personally, the two best designed fights in MGR are the first Metal Gear Fight, and the Sam duel (kudos to platinum for this one).

I think the only time people should resort to inputs is when they literally run out of buttons because they have too many unique moves that are actually useful and interesting in combat. Just adding moves for the sake of adding them is kinda moronic and dilutes the quality of every other move.

Quick Question: Is there a way that I can "lock-on" with Vergil like I can with Dante's Caliber? Or is it just "center camera"?

Not being sarcastic, I really would like to know.
It's the same way, but whoever vergil has embed with a sword is the person Vergil will teleport or pull when you input that command. So you can use that to isolate and go after a target, I guess his equivalent move would be the aerial flush, because it embs the target and launchs them far away, and then you can teleport to them and keep the hurt going. And funny thing the input is the is the same its Angel Yamato + B in the air just like calibur :D.
 
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Concrete examples, a specific enemy encounter would be nice, not hypotheticals, since DmC unlike most other hack and slash games put real thought into every single enemy encounter on the various difficulties
There's my review of it, how's that (Sorry about the crappy camera)
What are you talking about with two dodge buttons, we already told you that all the devoted DmC players use one of the dodge buttons for gunspecial, so its not a two button input, its also what allows fancier tech like double gun charge stocking, and charging guns while doing rainstorm or fireworks.
Lotta good that does, since DmC's guns are so under powered
 
There's my review of it, how's that (Sorry about the crappy camera) Lotta good that does, since DmC's guns are so under powered

You think DmC's guns are underpowered, seriously. You're joking right. DmC's charged shots are ultra powerful, insanely powerful, ricoshot interrupts and breaks deviltrigger on all enemies, it's how you can handle multiple targets without having your combo interrupted. You obviously played DmC very casually and ddin't actually experiment with the effect of guns and how they help in managing large groups of enemies.

Fireworks spreads out enemies in nice 45 degree cones for easy targeting, ricoshot interrupts enemies so you don't get hit by pesky harpies and sky rats, kabloeey causes splash damage that also sends enemies flying in different directions, same thing for skilled release shotgun bombs. Rainstorm gives you plenty of height and style points, which is kinda the main thing DmC is about: doing battles with as much style and creativity as possible.
Watch the power of ricoshots.

Also, in that video, you never show a dmc box or really talk about the gameplay in any way that makes me think you played it...
 
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I'm telling you guys, I can improve this system and still keep the "freeflow" mechanics in there... somehow.

There's probably a way, but it may sacrifice too much of one specific mechanic, I think, which would end up making it somewhat worse off.

I, personally, like DmC because all the systems in place work so well together in tandem. I don't think it's possible to change one aspect without changing most everything else.

The only thing overall that DmC could have used for a Lock-On was essentially Dark Souls' targeting system. Click R3 to engage and disengage the lock, and simply tap the Right stick in the direction of another enemy to switch the lock to them. Then, you just make it slightly less restrictive by still allowing the player to modify the desired target with a simple tilt of the left stick (like DmC already does).

Then for everyone who wants to spam Stingers all day, as long as the double-tap on the left stick is still in the general direction as the current lock-on target, Dante will move towards them. Otherwise, double-tapping in a wholly different direction will still have Dante take off towards that direction.

And honestly, I have no qualms with the double-tap Stinger, since you can buffer it so easily.

I'm sorry I can't help but think the same thing about you with all the "two dodge buttons is so easier" talk

On the contrary. I understand the system your calling for, but it's unnecessary and makes the controls needlessly complicated, and there's no reason to make a game's controls more complicated than they need to be.
 
You think DmC's guns are underpowered, seriously. You're joking right. DmC's charged shots are ultra powerful, insanely powerful, ricoshot interrupts and breaks deviltrigger on all enemies, it's how you can handle multiple targets without having your combo interrupted. You obviously played DmC very casually and ddin't actually experiment with the effect of guns and how they help in managing large groups of enemies.

Fireworks spreads out enemies in nice 45 degree cones for easy targeting, ricoshot interrupts enemies so you don't get hit by pesky harpies and sky rats, kabloeey causes splash damage that also sends enemies flying in different directions, same thing for skilled release shotgun bombs. Rainstorm gives you plenty of height and style points, which is kinda the main thing DmC is about: doing battles with as much style and creativity as possible.
Watch the power of ricoshots.
Well I will admit I kinda gave up on the guns still. What I've said is my own opinion and I'm sorry, but I stand by what I've said
 
DMC4 is plenty creative...
Above: Creativity

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

I don't think it's possible to change one aspect without changing most everything else.

The only thing overall that DmC could have used for a Lock-On was essentially Dark Souls' targeting system. Click R3 to engage and disengage the lock, and simply tap the Right stick in the direction of another enemy to switch the lock to them. Then, you just make it slightly less restrictive by still allowing the player to modify the desired target with a simple tilt of the left stick (like DmC already does).
Well, that's what I'm going for. My idea involves changing everything while still managing to keep the most important parts (if that makes sense) of DmC's mechanics.

The Dark Souls idea is probably one of the best I've heard in this thread -- nay, this forum.

I can practically hear OW smacking you and saying "Don't encourage him!"
 
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Well I will admit I kinda gave up on the guns still. What I've said is my own opinion and I'm sorry, but I stand by what I've said
So, even though you can see that the guns are very powerful you won't change your opinion, honestly if the guns were any more powerful I wouldn't be able to combo at all using them, I actually had to mod the damage values lower so that enemies didn't die so fast. A charged Ricoshot does like 640-700 damage to a single enemy, and most enemies have 700 - 1200 health.
 
you can tell twoxacross never played DMC 4 if he actually thinks DmC has a deeper combat system

EEEEEEEEEEEEEEELLLLLLLOOOOOOOOOOOOWWWWWWWWWEEEEEEEEEEEEEEEEEELLLLL~

I have very much played DMC4, as much as I played all the others when they released. Go take your bullsh!t accusations someplace else.
 
EEEEEEEEEEEEEEELLLLLLLOOOOOOOOOOOOWWWWWWWWWEEEEEEEEEEEEEEEEEELLLLL~

I have very much played DMC4, as much as I played all the others when they released. Go take your bullsh!t accusations someplace else.
DMC 4 has deeper combat then DmC.... DMC 4 has 72 moves compared to 54 moves of DmC

Bayonetta even has much more moves then both of those....
 
DMC 4 has deeper combat then DmC.... DMC 4 has 72 moves compared to 54 moves of DmC

Bayonetta even has much more moves then both of those....
Are you for real man? Please just stop posting stuff. All you do is post nonsense ad nauseam over and over, just because it has "72" moves doesn't mean those moves are actually different from a bunch of other moves in the game. Platinum games and older Capcom games had tendency to pointlessly pad out their moves list by naming everything a combo. IF you combine all the ways you can mix up attacks in DmC between weapons seamlessly you'd have a bazillion combos as well.
 
Are you for real man? Please just stop posting stuff. All you do is post nonsense ad nauseam over and over, just because it has "72" moves doesn't mean those moves are actually different from a bunch of other moves in the game. Platinum games and older Capcom games had tendency to pointlessly pad out their moves list by naming everything a combo. IF you combine all the ways you can mix up attacks in DmC between weapons seamlessly you'd have a bazillion combos as well.


umm what.....bayonetta has incredible depth of combat.... which is why gamers consider it superior to DmC.
 
DMC 4 has deeper combat then DmC.... DMC 4 has 72 moves compared to 54 moves of DmC

Bayonetta even has much more moves then both of those....

I don't see what this has to do with me having played DMC4 or not.

I also don't remember ever saying that DmC had deeper combat than DMC4, so...
 
I don't see what this has to do with me having played DMC4 or not.

I also don't remember ever saying that DmC had deeper combat than DMC4, so...

ok then i apologize for assuming then.....however what is your opinion between DMC 4 and DmC combat depths, which one is deeper
 
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