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GameReactor Gameplay Copilation

Thanks, will do

EDIT: Holy **** at the hitboxes when he starts attacking the Death Knight, they're WAAAAY TOO BIG.

I hope we'll get a fanmade rebalance mod in the future for the PC Version, it looks like it could make it a little better.
 
I knew that graffiti-ed wall that closes in on you had to be an extra area. OH MAN. This is great.
 
Wow, it's awesome to see how much the graphics are changing. I'm sure by the time the game has been fully-developed by January it will look completely outstanding:) Nice to see also an extended scene of when Dante points his gun at Kat, if only it could be heard what they were saying..:/ & yeah, I am a new member, even though I've been watching all the previous threads for the past 3 months.
 
Wow!!!! I still have to watch the full video, but the first mission gameplay is really awesome.

The player could have smashed the little spiders, though. He kept ignoring them and I was basically saying "kill them, kill them!", haha.

The Divinity Statue is basically the same from earlier games. I can't wait to see the main theme played with it. Hopefully it's gonna be as epic as DMC 1 and 3. :)

Thanks for the news, buddy!
 
What is this about "hitboxes being too big?" I don't understand how it's so large, and how it's such a problem :blink:

On a side-note, I'm extremely happy that they changed the jump mechanic for this game. Having grown up with Mario and Mega Man's multi-stage jumping and impossible mid-air trajectory changing, you get really used to it after...what...how many games?

Speaking of Abilities, I sorted stuff into a list at the Wiki. It'll certainly grow once we know more.
 
What is this about "hitboxes being too big?" I don't understand how it's so large, and how it's such a problem :blink:

From personal experience with fighting games, huge hitboxes break the character (iow. it makes it too powerful). If Dante can hit enemies across the screen with any simple close-quarters attack, then the level of gameplay drops because it just makes the game too easy and it doesn't make the players think too much about which move to use at certain ranges because there is no point... you're going to hit the target anyway.

... that last part was an overstatement for DmC but you get the idea.
 
It isn't gameplay but I love how the guy just stopped in his tracks at 1:38 when he saw the bending machines go bending and wrenching. Like "WTF!?". I will like to just stare at the landscape after I once finish the game.
Hmm...looking at the upgrades it seems they showed most of the rebellion abilities. I was hoping for a attack that is only in this series. No dance macabre?
Besides that problem I think it is building great...while using drive, Dante's blade extends!
 
From personal experience with fighting games, huge hitboxes break the character (iow. it makes it too powerful). If Dante can hit enemies across the screen with any simple close-quarters attack, then the level of gameplay drops because it just makes the game too easy and it doesn't make the players think too much about which move to use at certain ranges because there is no point... you're going to hit the target anyway.

... that last part was an overstatement for DmC but you get the idea.

But where exactly is this seen though. That's my bigger question, I suppose. I didn't notice any gigantic hitbox or anything >.>
 
But where exactly is this seen though. That's my bigger question, I suppose. I didn't notice any gigantic hitbox or anything >.>
It's going to be more present in this game because of soft lock-on. I'd be frustrating to try and hit enemies with small weapon hit boxes when you can't control who you lock onto. It's basically like GOW's big hit boxes so you can control crowds better. I'd say for the way the game is It'd be for the better. Plus they can always tweak that before launch if they want given feedback from the demo.
 
What if the hitbox isn't on the enemy, but on the attack itself? I think that'd be more applicable to make the difference between a crowd control weapon and a single-target weapon more apparent.
 
What if the hitbox isn't on the enemy, but on the attack itself? I think that'd be more applicable to make the difference between a crowd control weapon and a single-target weapon more apparent.
I did mean the weapon hitboxes.. .i should probably rephrase that in my original post. But at this point they could tweak the weapon hitboxes, its not that hard to do later. But most weapons I've seen will probably demand big hitboxes.
 
In this footage with the hidden area in under watch (the one behind the skull thing) I wondered if the big red orb crystals will return - what do you guys think?
 
In this footage with the hidden area in under watch (the one behind the skull thing) I wondered if the big red orb crystals will return - what do you guys think?
Besides beating the lost soul trapped in the wall, Saw another guy trapped in the wall that just gave red orbs. But that's probably just like hitting environmental objects for red orbs. So orb crystals in game? We'll see.. I'd personally like to see the objects you had to get a certain style rank on to unlock blue orbs which were weapons specific as well..
 
Yeah, the Lost Souls may take the place of Crystals, and there are other things to smash up for more orbs.
 
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