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GT Invisible Walls (With more new Footage)

"My main concern with the auto lock (and i'm a gunslinger fan) is well, using E&I. Without a hard lock i don;t think you'll be able to do Two Some Time at all."

I would think spinning the left analog stick around and press Square/X like in Bayonetta, or back, forward then Square/X to do that. But that's just me.
Only ten levels have been fully played and it seems like they've only scratched the surface. I really hope the upgrades to E&I includes those moves later in the game.
 
"My main concern with the auto lock (and i'm a gunslinger fan) is well, using E&I. Without a hard lock i don;t think you'll be able to do Two Some Time at all."

I would think spinning the left analog stick around and press Square/X like in Bayonetta, or back, forward then Square/X to do that. But that's just me.
BOOOO! Not at you, but at that silly attack. Dante literally could shoot in two places at once, not everyone in front of my pistols.
I'd say I'm concerned about comb-ability in the game without a hard-lock on. They could have done like what MGR did where you can hard-soft lock onto enemies so certain moves track only to them (like stinger) but yah... GOW3 had a similar Nero Grab mechanic like DmC has, so that move might work fine without lock...............
From what i've seen, most of the enemies crowd around you when your fighting, they almost are begging to become part of your combo. DmC seemed at first to focus on air combat, but the more i see, the more i think its about tagging as many enemies as possible, and hitting multiple enemies with single attacks. I mean moves like rake just don't seem possible in past DMC games
 
he was holding back his feelings on weither he liked it being so serious ive seen other previews voice this as well "maybe to serious" i guess people are just use to it with dmc he also didn't want to compare mgr with it that looked bad pr wise lol ouch
 
auto lock can leed to this hold square kill everything just think dmc 2 lets say u got a couple cherubs hold square for a couple a sec on to the next automaticly then again and again...some one once suggested a lock on like demon souls/dark souls click the left stick
 
auto lock can leed to this hold square kill everything just think dmc 2 lets say u got a couple cherubs hold square for a couple a sec on to the next automaticly then again and again...some one once suggested a lock on like demon souls/dark souls click the left stick
Holding square doesn't make you auto-fire. Press square once square for two shots, that's what Greg said.
 
I'm not sure about my feelings regarding the "lock-on or not lock-on".

First, DMC 1 had 2 kinds of such system. If you press R1, you'll focus on only 1 target. The other was the fact that every move would be directed to the enemy closer to Dante.

So, you have 2 enemies, one is closer and the other one is far away. Just press the attack button and it's automatic, you won't miss a shot, because it'll hit the target anyway. Same thing with melee attacks. Turn your back to any target. If you pressed any attack button, Dante would turn around to face such target wherever it was. You don't even need to move Dante witht the D-Pad.

DMC 2 had similar pattern, but it had a laughable giant target icon glowing on enemies. It wasn't needed, it wasn't necessary. I know Dante will try to hit the enemies closer to him, I know that I won't be able to miss a shot. So I don't need to see a target showing me which enemy is going to be hit, even before my first attack, lol. That's calling us dumb. Hell, you could even move Dante WITHOUT the D-Pad. Just keep attacking until he gets to the enemy.

DMC 3 and 4 tried to mix elements from DMC 1 and 2. The target icon was from DMC 2, the battle system was from DMC 1.

Not bad, but it was getting old. Most of action games don't use that target icon stuff because it isn't needed. Dante's Inferno didn't have that and the battle system was really good and fine. Onimusha was also another game that didn't have target icon, even though there was a lock-on feature.


Now it seems there are 3 kinds of battle in DmC. There is a little of lock-on featuring the Angel and Demon weapons. If there is any enemy close to you, just use either the demon pull or the angel stuff and it WILL bring the enemy or direct you to it. There is no way you'll miss a demon or angel move, because it's automatic.

The second system is using guns. It seems that if you press square, Dante will shoot anything close to him. I noticed that with the little spiders in the demo. They aren't even real enemies ( made probably to give you more orbs) but any attack will hit them.

The third is being free to hit a enemy and turn your back to the target, to hit another, without being "forced" to hit the previous target. The lock-on made me doing things like that. I was facing 2 enemies on DMC 2 and I was tired of that. The target icon was on the same enemy until it was dead; Or I had to press R1 to focus on another enemy. However, that was boring;

Sorry for the long explanation, but I think DmC will be fine without the forced lock-on feature.
 
Not bad, but it was getting old. Most of action games don't use that target icon stuff because it isn't needed. Dante's Inferno didn't have that and the battle system was really good and fine. Onimusha was also another game that didn't have target icon, even though there was a lock-on feature.


Now it seems there is 3 kinds of battle in DmC. There is a little of lock-on featuring the Angel and Demon weapons. If there is any enemy close to you, just use either the demon pull or the angel stuff and it WILL bring the enemy or direct you to it. There is no way you'll miss a demon or angel move, because it's automatic.

The second system is using guns. It seems that if you press square, Dante will shoot anything close to him. I noticed that with the little spiders in the demo. They aren't even real enemies ( made probably to give you more orbs) but any attack will hit them.

The third is being free to hit a enemy and turn your back to the target, to hit another, without being "forced" to hit the previous target. The lock-on made me doing things like that. I was facing 2 enemies on DMC 2 and I was tired of that. The target icon was on the same enemy until it was dead; Or I had to press R1 to focus on another enemy. However, that was boring;

Sorry for the long explanation, but I think DmC will be fine without the forced lock-on feature.
I agree and Onimusha is a great example, but it did have the option of lock on. I just didn't find any really good use for it (except maybe countering really strictly timed attacks) because the areas are always really small and you can do every move without having to lock into an enemy really.
 
I agree and Onimusha is a great example, but it did have the option of lock on. I just didn't find any really good use for it (except maybe countering really strictly timed attacks) because the areas are always really small and you can do every move without having to lock into an enemy really.


Onimusha 1 is the closest that I can remember in order to justify DmC's battle system.

Without pressing R1, Onimusha was very, very good regarding combat. I never had a problem with lots of enemies at the same time.

Onimusha 2 tried to copy DMC 1 lock-on features, though. I actually tested the game and wherever I was, if you see a target and press any attack button, the character will turn around to the target's direction. That didn't happen in Onimusha 1, though. If a enemy is far away, you just press the attack button and you'll attack nothing, because you'll keep to the original direction. Only if you start getting closer to a target, your attacks will start to be directed to that target.

It's like a bomb that you can activate by remote control, but you can't really stay way too far away, because then you won't be able to activate it.

So what does that mean? It means that you have to be close ( it doesn't mean you have to kiss the bomb, though, lol) and then it'll work.

The same applies to DmC. There is lock on, but only if you get close to the enemy and regarding distance, it should be a reasonable one, I guess.
 
I'd say I'm concerned about comb-ability in the game without a hard-lock on. They could have done like what MGR did where you can hard-soft lock onto enemies so certain moves track only to them (like stinger) but yah... GOW3 had a similar Nero Grab mechanic like DmC has, so that move might work fine without lock...............


Here's the best example of combo-ing in an action game without lock-on. Ninja Gaiden has no lock-on whatsoever. It focuses directly on the enemy in what direction you intuitively direct the control stick. It works well without. Done well without, lock-on in this game isn't necessary.
Oh, and by the way... I prefer the unpredictable and varied combo's in these vid's over the often repetitive jump canceling, 'slash,slash' tedium of the xerox copycat of the same old aerial rave, helm breaker combos I see from DMC players any day.Here's hoping this new DmC game mixes it up a little more with the combo variation.

Warning: May cause feelings of awesome!


 
Oh, and by the way... I prefer the unpredictable and varied combo's in these vid's over the often repetitive jump canceling, 'slash,slash' tedium of the xerox copycat of the same old aerial rave, helm breaker combos I see from DMC players any day.Here's hoping this new DmC game mixes it up a little more with the combo variation.

I wanted to agree with you about how much i dislike JCing now. When i first saw Truestyle i was simply amazed. And then i was amazed at how my fingers will never be able to do something like that, and what a waste that would be. Also i really don't see anything different from any other players, they all seem the same to me. And it doesn't even raise your style meter any faster that playing, well i guess, regular. BUT i was impressed the first time i saw it.

I don't even like it being advertised in the DmC. It was never advertised in any of the other games, and for someone who is new to DMC/DmC that just seems to over complicate things and the focus should be on the story of the characters.
 
Sorry to just cut in here. I've been lurking for a little while, but I wanted to mention something.

Everyone talks about the auto-lock in DmC being camera-oriented, and that it's not good because it's based on where your camera is aiming. From everything that I've seen, it's not based on camera, but on Dante's facing. Every time I've seen someone mess up grappling attacks (sans bugs) it was always because they weren't facing Dante at their intended target. Shooting is a bit of a different story, because Dante will whip around to the nearest threat, but even attacking with melee weapons seems based on facing, and when you land a hit, it'll keep a subtle lock on them unless you want to turn and hit someone else.

But yeah...there's only a few games I've ever played that did a character-facing lock for things (Like Force Unleashed's), but it can work if you know exactly how it works. I think that's the problem people have been having, thinking it's all about camera angle. It's also really silly to say that the "hardcore players are going to have the most trouble with DmC's lack of a hard lock," because wouldn't a hardcore player be able to adapt...? I know I would.

Also - Metal Gear Rising does not have a Hard Lock feature like past DMCs. I'm playing the demo right now, and it only forces me to face my locked target when entering Blade Mode, or attack my locked target if I'm not tilting the left stick away from them. I can still attack freely in any direction, and to do a dashing attack (Left stick forward+Square) it will automatically send me towards the closest enemy I'm facing/tapping the left stick at (much like DmC's Stinger), though the locked target takes priority in that situation.

As a side note - I also am not much of a fan of Jump Canceling. I think it's cool, but seeing Dante twitch through animations isn't very stylish :p
 
Sorry to just cut in here. I've been lurking for a little while, but I wanted to mention something.

Everyone talks about the auto-lock in DmC being camera-oriented, and that it's not good because it's based on where your camera is aiming. From everything that I've seen, it's not based on camera, but on Dante's facing. Every time I've seen someone mess up grappling attacks (sans bugs) it was always because they weren't facing Dante at their intended target. Shooting is a bit of a different story, because Dante will whip around to the nearest threat, but even attacking with melee weapons seems based on facing, and when you land a hit, it'll keep a subtle lock on them unless you want to turn and hit someone else.

But yeah...there's only a few games I've ever played that did a character-facing lock for things (Like Force Unleashed's), but it can work if you know exactly how it works. I think that's the problem people have been having, thinking it's all about camera angle. It's also really silly to say that the "hardcore players are going to have the most trouble with DmC's lack of a hard lock," because wouldn't a hardcore player be able to adapt...? I know I would.

Also - Metal Gear Rising does not have a Hard Lock feature like past DMCs. I'm playing the demo right now, and it only forces me to face my locked target when entering Blade Mode, or attack my locked target if I'm not tilting the left stick away from them. I can still attack freely in any direction, and to do a dashing attack (Left stick forward+Square) it will automatically send me towards the closest enemy I'm facing/tapping the left stick at (much like DmC's Stinger), though the locked target takes priority in that situation.

As a side note - I also am not much of a fan of Jump Canceling. I think it's cool, but seeing Dante twitch through animations isn't very stylish :P
HO HO HO ur sig is cool :)
 
Shooting is a bit of a different story, because Dante will whip around to the nearest threat, but even attacking with melee weapons seems based on facing, and when you land a hit, it'll keep a subtle lock on them unless you want to turn and hit someone else.
I don't think that's true. I don't remember but I think that if the enemy wasn't on camera or unless he was the last one then the guns shoot only at those on screen. Again, it was months ago so I don't remember but I'm pretty sure that's how it worked.
 
I don't think that's true. I don't remember but I think that if the enemy wasn't on camera or unless he was the last one then the guns shoot only at those on screen. Again, it was months ago so I don't remember but I'm pretty sure that's how it worked.

All the footage I've seen where people are spamming E&I Dante instantly whips around to a new target after he's killed the one he was shooting. I also think there's a subtle system in the camera to realign it, too...because the camera orients itself in certain ways to show Dante and who he's "targeting," especially noticeable when he uses Hightime.
 
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