VineBigBoss
GGXRD <3
Characters that focuses on command grabs/throws in fighting games are often refered as "grapplers". I think it could go both ways.
Although you are entitled to your opinion, I have a few problems with your argument.The basis of DMC is all there, basically. But in order to make the gameplay more accessible, they had to make some sacrifices; i don't have much time, so i'll try to explain as better as i can with this time.
I'll compare mainly DmC and DMC4, but i'll do some commentary about DMC3 too:
First thing i would like to approach is how making aerial comboing easier (the way they've done it) reduces the latent potential in the aerial combo system in general, think about it: how they've made it easier for someone to JC constantly in DmC? Essentialy by reducing the possible outcomes and turning it in something with a more predictable line if it were to be graphed, and the main mechanics used or changed to accomplish this were the large hitboxes of juggled monsters, and the hitstun and juggle properties in enemy-step. This makes the system more "lenient", lets put this way: you have an X ammount of possible inputs that gives you an Y ammount of outcomes (like a function), if you make this function takes more of a constant form in a graphic, you're reducing the possible outcomes and making it easier to deal with and to understand it. Now, in DMC4, the system pushs this to the other way, and the main mechanic behind this that distances DMC4 from DmC and DMC3 is how inertia works in that game: aside from the standard properties of each attack, other variables appears when we talk about inertia and aerial combat, with the inertia system of DMC4, comes the unique values of some monsters as well as the different outcomes depending on what you input or even to the same input: Leg Scarecrows takes on different effects from inertia than Frosts or Mega Scarecrows, even if you use the same movements, creating a lot of different outcomes in the system. On DMC3, there's little to no use of inertia too (even if it's there, to some extent), but you can manage the position of the monster with JC because it will not juggle the monster as enemy-step do not causes large ammount of hitstun or juggle.
Resuming some of my personal opinion on this matter:
DmC
Strong points
- Acessible aerial combat, holds more appeal (talking purely about the systems) to newcomers and from people who never bothered to master the gameplay from the other games but wanted to make some stylish action.
- The system makes you confortable quicker with the outcomes of your inputs in aerial combat; it makes it more intuitive to think about your possibilities after juggling some monster.
Weak points
- Acessibility that comes by killing some possibilities, which helps to make the game shallow in this aspect
- Makes the game in general easier, as you low the barrier to land a full combo on most enemies
About ground combat in general, mainly lock-on, command moves and that dodge buttons that caused a lot of discussions around the community:
Pros
- Dedicated dodge buttons makes it easier to react to some incoming attack
- One button instead of command moves to launch is good to make a more "universal" and more intuitive control scheme
- Auto-lock simplifies the controls too, another good thing for newcomers.
Cons
- Dedicated dodge buttons waste buttons on the control scheme to add just a move to the game, even more if you have two of them.
- The gradual substitution of command moves for more simple inputs directly reduces the potential variety in your moveset
- Auto-lock in DmC is very flawed yet, and i don't think it fits too well a Devil May Cry game . A game with a good auto-lock system is Ninja Gaiden Sigma (i don't know if Black is identical); it's very responsive, it almost never fails in any way and it always respect the direction you moved your analog stick, but the whole game is designed to work with this system since the very first game; so it's kinda hard to compare because you have to take on count the design.
All in all, DmC looks foward to simplify the gameplay of DMC series; the tweaks in the mechanics is what makes it different from its predecessors, obviously following some design choices of his own. Fundamentally, you have a more intuitive and simple DMC game to dive in, but this tweaks ends by reducing your possibilities.
I'll try to address some other points later.
You know I put a lot work and research into this thread so that people like VineBigBoss and Sam D could talk about the more indepth parts of DmC's combat. But now it has almost entirely de-evolved into constant posts about the meaning of the word grapple.I think 'grapple', in games, has always referred to holding enemies and/or countering them, not throwing them per se. I've never heard it defined as a throw. On merriam-webster, the word even links to this: grapnel - ''a small anchor with usually four or five flukes used especially to recover a sunken object or to anchor a small boat''. The fact that a combatant that tries to throw people is called a grappler is sort of logical, since throwing comes after grappling.
Seems to me like the meaning is pretty clear: to struggle, hook, or hold fast.
And that should end that discussion.
You know I put a lot work and research into this thread so that people like VineBigBoss and Sam D could talk about the more indepth parts of DmC's combat. But now it has almost entirely de-evolved into constant posts about the meaning of the word grapple.
The basis of DMC is all there, basically. But in order to make the gameplay more accessible, they had to make some sacrifices; i don't have much time, so i'll try to explain as better as i can with this time.
Man, you always bring up the same points and its so damn condecending. The thing is DmC is very much designed like a rhythm action game similar to the arkham city games. It's more about high scores and empowering the player to get creative, and not about annoying one frame counters and what not.
Watch this and tell me you can do these things with ease and that theres no creativity, you see that Dreamrunner combo, remember our discussion long time ago about how you there wasn't anyway to fight them in the air? Watch.
Also, tell me that tank drone and butcher combo aren't creative and show off the potential of DmC's combat.
Now to the rest of your arguments.
- About the overall ease of which you can jump cancel, again this is wrong, you can jump cancel two ways in DmC, with style and without style. The only way that is easier is the the one without style, because it looks sloppy as hell with Dante either jumping over the enemy or cancelling the attack before it even hits them
= See, here's the thing the focus of DmC is about expressive combat, each level is like a canvass for Dante to paint with his powerful moveset. So, the penalty for sloppy cancelling is that your gameplay looks like ****, where as if you cancel with style and do it with proper timing, it actually looks good and not a sloppy mess. There is definitely a timing requirement that is similar to the older games if you want to jump cancel and not look like a noob while doing it.
- About the command inputs, I'm tired of this bs argument, no moves have been lost that couldn't be brought back with the same control scheme. It's not about making noob friendly, it's about making the game have intuitive and modern controls, which DmC does brilliantly.
(Twoacross has some great ideas about the vast potential of extra moves that can easily be placed on the forward forward commands, one for gun + special ones with the angel and devil triggers.)
-The one button dodge is just better, again this is not a 2d plane, the biggest issue with fast paced action games is that the clunky dodge mechanics are nearly impossible to use. Even the beloved old DMC's everyone just spams trickster because the evading is so clunky for both Nero and Dante otherwise. Hell, Nero's Tablehopper is damn near useless except for a few boss fights where it looks cool.
- The Autolock works fine when you realize dante has has a move for every situation he encounters, and that you can easily lock onto a target by centering the camera, something you couldn't do the vast majority of the time in the older games. Also, as long as you hold the stick in the general direction the auto aim works nearly 95% of the time.
- Speaking of buttons, what buttons were exactly wasted. As far I can tell every button is used on the DmC Controller, just because hey mapped two dodges doesn't mean you can't go in the input screen and map gunspecial or shoot to one of the shoulders, or maybe try this put the damn center camera on the right shoulder, and then you won't have to worry about not having a lock on. Simply center the camera as if it were lock on.
What's so simple and easier for newcomers? (again with the condescension)
Dpaddown - Deviltrigger.
X - Light Attack
Y - Gunspecial
B - Heavy Attack
A - Jump
LB - Dodge
RB - Shoot
LT - Angel Mode
RT - Demon Mode
Left Stick - Toggle ranged target
Right Stick - Center Camera
Feel free to respond, and please watch the video and tell me you can tell me with a straight face that somehow the depth or flexiblity of Dante's combat options have been minimized.
- About the overall ease of which you can jump cancel, again this is wrong, you can jump cancel two ways in DmC, with style and without style. The only way that is easier is the the one without style, because it looks sloppy as hell with Dante either jumping over the enemy or cancelling the attack before it even hits them
- About the command inputs, I'm tired of this bs argument, no moves have been lost that couldn't be brought back with the same control scheme. It's not about making noob friendly, it's about making the game have intuitive and modern controls, which DmC does brilliantly.
-The one button dodge is just better, again this is not a 2d plane, the biggest issue with fast paced action games is that the clunky dodge mechanics are nearly impossible to use. Even the beloved old DMC's everyone just spams trickster because the evading is so clunky for both Nero and Dante otherwise. Hell, Nero's Tablehopper is damn near useless except for a few boss fights where it looks cool.
- The Autolock works fine when you realize dante has has a move for every situation he encounters, and that you can easily lock onto a target by centering the camera, something you couldn't do the vast majority of the time in the older games. Also, as long as you hold the stick in the general direction the auto aim works nearly 95% of the time.
- Speaking of buttons, what buttons were exactly wasted. As far I can tell every button is used on the DmC Controller, just because hey mapped two dodges doesn't mean you can't go in the input screen and map gunspecial or shoot to one of the shoulders, or maybe try this put the damn center camera on the right shoulder, and then you won't have to worry about not having a lock on. Simply center the camera as if it were lock on.
I think you two might argue each other into corner since this seems to be more a matter of opinion than facts.I barely have any contact with Batman games, so i dont know what this means.
I was talking about the game system, the ease to JC is just an example of this system. The whole point was to show HOW they've done it and what it brings to the game in general. "With style" or "without style" is irrelevant to this specific discussion.
Making "noob friendly" is quite the same thing than making "more intuitive", it's not like the old series commands are something cryptic and only some geniuses in the world can understand and use it. The devs themselves said that they wanted to make this game acessible to new players. And i agree that the commands are indeed intuitive for the most part (with the exception of foward - foward movements in a game without a proper lock-on), more intuitive than the older series. Well, the numbers of the movesets dont sum up in favor of your argument: NT Dante's moveset, even with 8 weapons at his disposal (including firearms) has 54 moves, while DMC4 Dante has 72 moves with 7 weapons at his disposal (counting Darkslayer as a weapon, even if it only has 4 moves).
I disagree, i can use my rolls without much frustration; although i agree a one-button dodge is more reliable, i prefer that they leave buttons free to implement other mechanics instead of wasting buttons with basic maneuvers like dodging. That's the whole point why you have i-frames in all your movements with the jump button (jumps, backflips, rolls, tablehopper and even air hike)
I've heard a lot of different feedback on this matter. I had problems with helm breakers going the wrong direction (mainly when i had enemies below me), drives and stingers frequently.
The two dodges are self-explanatory, it's just a waste of buttons that you could use to implement another things into your game, one button for the dodge is more than sufficient. Now this is my opinion: in relation to a Devil May Cry game: it's unnecessary to have an exclusive dodge button, still, it's a design choice and will waste a button. There's nothing to do with customizing your inputs, you've got it all wrong. It's about killing the potential in your control scheme.
Man, you always bring up the same points and its so damn condecending. The thing is DmC is very much designed like a rhythm action game similar to the arkham city games. It's more about high scores and empowering the player to get creative, and not about annoying one frame counters and what not.
Watch this and tell me you can do these things with ease and that theres no creativity, you see that Dreamrunner combo, remember our discussion long time ago about how you there wasn't anyway to fight them in the air? Watch.
Also, tell me that tank drone and butcher combo aren't creative and show off the potential of DmC's combat.
Now to the rest of your arguments.
- About the overall ease of which you can jump cancel, again this is wrong, you can jump cancel two ways in DmC, with style and without style. The only way that is easier is the the one without style, because it looks sloppy as hell with Dante either jumping over the enemy or cancelling the attack before it even hits them. There is definitely a timing requirement that is similar to the older games if you want to jump cancel with style and not look like a noob while doing it.
- See, here's the thing the focus of DmC is about expressive combat, each level is like a canvass for Dante to paint with his powerful moveset. So, the penalty for sloppy cancelling is that your gameplay looks like ****, where as if you cancel with style and do it with proper timing, it actually looks good and stylish.
- About the command inputs, I'm tired of this bs argument, no moves have been lost that couldn't be brought back with the same control scheme. It's not about making noob friendly, it's about making the game have intuitive and modern controls, which DmC does brilliantly.
(Twoacross has some great ideas about the vast potential of extra moves that can easily be placed on the forward forward commands, one for gun + special ones with the angel and devil triggers.)
-The one button dodge is just better, again this is not a 2d plane, the biggest issue with fast paced action games is that the clunky dodge mechanics are nearly impossible to use seamlessly during combat. Even the beloved old DMC's everyone just spams Trickster(which lets be HONEST is a one button DODGE as well) because the evading is so clunky for both Nero and Dante otherwise. Hell, Nero's Tablehopper is damn near useless except for a few boss fights where it looks cool.
- The Autolock works fine when you realize dante has has a move for every situation he encounters, and that you can easily lock onto a target by centering the camera, something you couldn't do the vast majority of the time in the older games. Also, as long as you hold the stick in the general direction the auto aim works nearly 95% of the time.
- Speaking of buttons, what buttons were exactly wasted? As far I can tell every button is both necessary and useful on the controller. I mean just because they mapped two dodges doesn't mean you can't go in the input screen and map gunspecial to one of the shoulders, or maybe, in your case, you can try this putting center camera on the right shoulder, and then you won't have to worry about not having a lock on. Simply center the camera, all the time and voila, you'll have a lock on that is better than its ever been in the DMC series, it will always center on the enemy dante is both facing and targeting.
Again, what's so simple about the following scheme, its both intuitive and complex?
Dpaddown - Deviltrigger.
X - Light Attack
Y - Gunspecial
B - Heavy Attack
A - Jump
LB - Dodge
RB - Shoot
LT - Angel Mode
RT - Demon Mode
Left Stick - Toggle ranged target
Right Stick - Center Camera
Feel free to respond, and please watch the video and tell me you can tell me with a straight face that somehow the depth or flexiblity of Dante's combat options have been minimized.
NT Dante's moveset, even with 8 weapons at his disposal (including firearms) has 54 moves, while DMC4 Dante has 72 moves with 7 weapons at his disposal (counting Darkslayer as a weapon, even if it only has 4 moves).
Yeah, but why bring up something that the fanbase would rather forget?I think we often forget that for all the pros have done, a large portion of the DMC fanbase isn't near that level.
Sorry, but I think the lock-on in DmC sucks, it gets me hit so often because Dante pulls/overdrives etc the wrong opponent. It also means I cannot see the health of standard enemies.
Aerial combos are too damn easy, he has a billion options to keep his opponents in the air and most require almost no execution at all.
Whenever I fight that Succubus, I almost always mute my tv, it's too annoying otherwise with it's consistent swearing and stupid insults.
I would like to point out that this is a very narrative-oriented design, and one I think they pulled off flawlessly. Disregarding the battle (which I think is still pretty cool itself), making people think of Poison as some vile, atrocious character was exactly what they were going for. It's a demon bereft of manners, and it shows. I think people get a bit too hung up on remembering how "All the DMC bosses are so cooooool" and then they get to Poison and think "Ninja Theory thinks this is cool?" No, they don't obviously. When you craft characters, you oftentimes work on aspects that you yourself find uninteresting or even revolting.
Poison the succubus perfectly encompasses making a character so vile that it's impossible to like them