DarkSlayer54
Well-known Member
Can enemies attack you off screen?
Can enemies attack you off screen?
Like allowing you to switch freely, specially considering Nero has the D-pad totally empty. And it's not a early in the game thing. By now there's been plenty of confirmation that the mechanic stays as is.Yeah, there's a lot of little elements of the Devil Breakers that just aren't really conducive to the player's benefit.
They don't, actually. Went into a corner when the vanguards appeared, pulled the camera up on my butt, and even though they were close, they never attacked me from offscreen. I let it sit while I typed this up, didn't get attacked.
Right. The way Itsuno describes it as the "Nero's arm breaks and he goes 'Aw crap!' and then shoves his arm down into the holster to pull out a new one" is totally well and good. That's like, the most interesting thing about the entire concept, that it's a special ability with a finite element to it, which not only creates a better balance between how and when you use it, but also those clutch moments. Yet, the idea that we can't decide which arm we'd like to use, either whenever or when one breaks, seems to be an aside from the excitement of them breaking.
However, we'll really have to wait and see how it all plays out in the end, because for now, in the demo people seemed to get by just fine, and we still don't have a greater understanding of what Itsuno means about creating loadouts for Breakers, so it might be entirely possible to (as I mentioned in another thread) create an arsenal of a single Breaker, if you don't mind the lack of variety and really like a specific one.
The guy calls it a glitch but it looks to me to be more of an oversight.
So I finally played the demo now that it's out on PS4. My hype had somewhat deflated when I realised it's virtually the same demo that was released on Xbox way back when, but I was still interested in knowing how it actually felt to play it myself.
For the most part, the game feels good. The only real gripes I had were that Nero doesn't feel that much evolved from 4 (I was literally playing DMC4:SE earlier funnily enough) and the Devil Breaker mechanic is bizarre and obtuse to use.
EDIT: Going through again with an arsenal of nothing but Gerbera, and I did come across a Punchline, so it seems like the arsenal doesn't determine what arm drops you can find.
Also, my experience was way better once I jacked up the Camera Speed and the Camera Distance to their max.
The thing that bothers me about the DBs is that the one you pick up last is the one you have quipped first. Sometimes the one I have equipped is the one I want so the fact that you can't send the new one to the back bothers me a bit.
Yeah, there's a lot of little elements of the Devil Breakers that just aren't really conducive to the player's benefit.
Small pro tip. If you want to hold your 3 charged bullets without having to hold on to the shoot button the only animation I've found that will not shoot after it's done is the dropkick. So charge, hold, run and release mid dropkick and you'll keep the 3 charge rounds.
I hate it when some buttons remain unused, especially in an action game where you need as many buttons as you can for fluid, on the spot action.
The D-Pad could have been used to cycle through the Devil Breakers.
R2 could have been use as an instant Break Age command, instead of needing to hold Circle to charge and finger-yoga for when you wanna jump and perform a Break Age.
Could be a demo thing who knows. There could be an argument made that certain DB's are placed in certain spots for specific reasons (like the game is trying to nudge you into using a specific DB for certain situations. I'm sure that is why a Gerbera can always be found in the lobby of the hotel so you can use it in the room. Did you still run into Overtures?
That is true. I even made a an entire thread about it but after thinking it over for the months and finally being able to use the system I've grown to fully accept it and see its appeal (the journalists seem to enjoy it now) despite its design. Although it seems to be fine and its quite easy to get around its issues (was probably the intent of the system and not any oversights on the designers).
Instant Hold?I mean Nero is going to get a DT or something pertaining to the Devil Bringer/Yamato where will that button go if the one spare button is being used for an Instantaneous Charge Shot?
Instant Hold?
I mean, both Break Age and Hold requires you to hold the Devil Breaker/Bringer button.
R2 was also unused back in DMC4.
Yeah, I still ran into Overtures, too. There's a small glimmer of hope I'll retain that the pick-ups are just set for the demo build, and it isn't indicative of the supply we'll receive determined by our "magazine" (was using the wrong word~) in the final game. I could have sworn I heard Matt mention that it would be dependent on the magazine, but now I fear I might just be going crazy.
It can seem somewhat innocuous when you're in the thick of it, that's for sure, just like how awful or outdated I feel certain other things are in DMC, this is just something to adapt to. However, I already ran into the problem that, because I'm not necessarily the one who decides what arm I'll use when, my Gerbera-only run made me try to do an Air Jockey with an Overture I had picked up during the Goliath fight. Because I can't just have the one I want, and am also forced to use the new one I just collected, it feels a lot like being a skilled enough player trying to make my own combos with Automatic on - I'm fighting the demons on the screen and the demons in the system that think they know what's best for me.
It's just a little bit frustrating because it's one of the easiest fixes in the entire world, and, as you quoted above me saying before, the problems presented are wholly apart from the experience Itsuno wants us to have. I'm fine with the arms breaking from overuse or misuse, but that "top of the deck" element is just like...not fun. To put it bluntly. At least PC players will get their own fix for it...
I hate to seem disrespectful or anything, but in a series that I love specifically because of how free-form and in control I am of how I am able to fight and tackle problems, the loss of options, or the ability to choose the order of those options, makes the game lose a bit of the flair I love, and I just imagine how much more engaging it would be for me to be able to decide which of the four arms I want to use at once.
Italian, mate. Or Portuguese, but not Spanish.Spot TV Spannish SPOILS
So like as for the Gerbera-only run situation. How did that? Did you just happen to accidentally land on Overture while Jockey around.
Also, while D-pad switching would be nice I guess but the final game will allow us to hold up to 8 Breakers at once allowing for more space and options.
Not only that but the DB would have to be rebalanced
So, this is a thing, now.
Oh no, I don't mean to alter anything else about it. Let them break, obviously, just let me choose which one I actually want at any given time.
There's a little more to it than that. It make the cannon feel so trivial. The chronology has been a long standing fact of the series, and this is from Capcom themselves, it's the title of the only artbook ever translated. Even the new, updated, publishing is called that. I'd be more ok with it if they disposed of the anime while they were in a changing cannon mood.Well...that's just dumb.
I'm pretty sure they specifically said the order was 31425 so this isn't a sly trick where they didn't say it outloud to keep people in the dark. This is a new alteration, not something they were thinking about from the start, otherwise why release the new artbook, at the end of January, as 3142.I guess when Capcom initially said this was a sequel to 4 they actually meant it but claimed it take place after 2 as well. Clever play Capcom clever. Trying to have their cake and eat it too. How naughty.
I know that but remapping buttons does not fill in the empty blanks, just move them around.You do know you can just remap the buttons in more comfortable spaces?