• 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

Final boss fight is confusing.

The real reason it feels anticlimactic, more than any weak characterization or poor acting, is the setting.

The characters reach this conclusion as they have with every major character and plot development throughout the game: By standing around and talking about it. Instead of Vergil dramatically seizing power for himself or Dante destroying the means of controlling the world, instead of actually demonstrating their intentions in a dramatic or exciting way, they're just...talking. It's flat, lazy and tedious story telling when it should be the game's defining moment, in a visual medium by a design group who are lauded as experts.

It rings so hollow you could drum a beat on it.
 
The real reason it feels anticlimactic, more than any weak characterization or poor acting, is the setting.

The characters reach this conclusion as they have with every major character and plot development throughout the game: By standing around and talking about it. Instead of Vergil dramatically seizing power for himself or Dante destroying the means of controlling the world, instead of actually demonstrating their intentions in a dramatic or exciting way, they're just...talking. It's flat, lazy and tedious story telling when it should be the game's defining moment, in a visual medium by a design group who are lauded as experts.

It rings so hollow you could drum a beat on it.
i agree. as i've said before the entirety of mission 21 feels tacked on. like ninja theory was planning on leaving any brotherly quarrels for later if at all, then decided to, at the last moment add something in.
personally i see many design choices in this game tacked on for the sake of fan service that i would have prefered not be in here, almost like ninja theory caving in so far to fan pressure (while it may have helped in some aspects) ultimatly damped the potential in the game
 
i agree. as i've said before the entirety of mission 21 feels tacked on. like ninja theory was planning on leaving any brotherly quarrels for later if at all, then decided to, at the last moment add something in.
personally i see many design choices in this game tacked on for the sake of fan service that i would have prefered not be in here, almost like ninja theory caving in so far to fan pressure (while it may have helped in some aspects) ultimatly damped the potential in the game

And yet there are so many changes for the sake of changes without understanding the reason those elements were there in the first place (Style System, Neglecting the D-Pad, Shift-Weapon Switching) that it just boggles the mind. They don't enrich or improve the experience in any way, they just replace good game design with bad, for no reason whatsoever. I wouldn't mind so much if the changes significantly improved or enriched the experience, but in the end we're just left with less of a game.
 
Perhaps, in this case, less is more.

It's much easier to learn to switch seamlessly between abilities and movesets in this game than, say, DMC 4. To memorize all of the possible combinations of style and weapons in DMC 4 and constantly switch your cognitive mindset was something it took far too long to learn, especially if you wanted to make good use of it compared to just getting crazy with one style and choice of weapons.

I found myself changing weapons far more often and more comfortably in DmC, and performing insane combos more easily. I'd say that enriches the experience, and lets me enjoy more of the combat than something I can hardly get used to.

Back on subject, it does seem that the production value of some of the previous missions are a bit higher than in the last two missions. The character design of Mundus seemed a bit uncreative after looking at the Hunter, Bob Barbas, and the Succubus. I mean, he basically was the ooze of Limbo, and he lacked definition to the point of looking almost boring. That's why the enemies have human-like shells, to evoke some sort of personality. Even the environments prefer shard-like definition to the endless goop of Limbo. So why not make Mundus a bit more crystalline like that?

I was pretty happy with the final mission, though. I just felt the darkness and lightning weren't really adding anything in the way they were crafted, either. I mean, take the mist of darkness from the Hunter battle- it felt more evocative to me. Of course, these are very small complaints in the end- this game has done wonders for a franchise I thought dead. I hope that, if there is another installment, they can amp it up just the tiniest bit more to get a true masterpiece.
 
I agree to some extent that Vergil sounded a little Mundus like, but it for all we know it could have been just some bad choice of words :/
I mean Dante could have given Vergil a little time to explain himself before getting all offensive and making up stuff about Vergil fighting for "his own freedom" and those kind of things.

I think the "fighting for his own freedom" might be more accurate than most think. I mean think about it, they just got revenge on the man that took everything away from them their parents(happened to Virgil twice), home, ect and Virgil already had the idea of ruling right after his death. Most people would focus on the revenge aspect and do what they could to get that done then plan what to do afterwards but Virgil got past the satisfying revenge part and was all set to rule. A lot of people focus on the fact that Dante stabs Virgil but during the fight Dante does say "its not too late" to try to have Virgil reconsider but he decided to go Wesker mode into a teleport punch/push.
 
I think the "fighting for his own freedom" might be more accurate than most think. I mean think about it, they just got revenge on the man that took everything away from them their parents(happened to Virgil twice), home, ect and Virgil already had the idea of ruling right after his death. Most people would focus on the revenge aspect and do what they could to get that done then plan what to do afterwards but Virgil got past the satisfying revenge part and was all set to rule. A lot of people focus on the fact that Dante stabs Virgil but during the fight Dante does say "its not too late" to try to have Virgil reconsider but he decided to go Wesker mode into a teleport punch/push.
Well you got a point.
But i still think that Vergil was right and humans need Nephilims to rule them, at least for now.
 
Well you got a point.
But i still think that Vergil was right and humans need Nephilims to rule them, at least for now.

Virgil does have the right general idea but went about it the wrong way. They just need a guide to send them in the right direction and it didnt need to just be the to nephilim he coulda had Kat join in to get a humans perspective on things. They wouldnt need to rule either just set down the foundation for humans to learn how to do stuff on their own while Dante and Virgil keep them safe. They still would've been treated like royalty anyway.

I forgot to mention the one thing i dont like about the ending and its the fact that we dont know what happens next. The humans are all freaking out and we dont know where they go from their. We get to see what Virgil does but i really dont give a f&@k since i wanna know what happens to the world. Virgils story does look cool but it seems a less important atm.
 
Back on subject, it does seem that the production value of some of the previous missions are a bit higher than in the last two missions. The character design of Mundus seemed a bit uncreative after looking at the Hunter, Bob Barbas, and the Succubus. I mean, he basically was the ooze of Limbo, and he lacked definition to the point of looking almost boring. That's why the enemies have human-like shells, to evoke some sort of personality. Even the environments prefer shard-like definition to the endless goop of Limbo. So why not make Mundus a bit more crystalline like that?

Do you remember when Mundas walked around wearing a guise that made him look like the Judeo Christian God, and beneath he was a whirling vortex of orange energy made of eyes and a million grasping hands?

Oh, but the massive tar monster was nice too. Sure.
 
It was poorly done because there was pretty much no tension or build up to Vergil's sudden betrayel.

Sure, Vergil is a dick through out the game but there's no real tension foreshadowing this fight. I feel like Ninja Theory just thought "What would be cool to happen here." and decides that sense DMC3 did it, they should do it too.
 
what i found strange about the boss fight is Dante stabs Vergil without mercy.

He's succumbing to his demonic instincts. I mean, has Dainty displayed a capacity for self control at all up to that point in the game? I was kind of shocked he didn't shoot Lillith himself because EDGY.

Dude please put spoilers in the title of this thread.

...because there is a final boss fight, or because it's confusing?

Another thing that gets me is that judging from the cutscenes Vergil is chomping at the bit to kill his brother and open his heart to eeeEEvil, and yet the gameplay demonstrates that he isn't willing to make the first strike at all.


Confusing.
 
Back
Top Bottom