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How much of DMC's gameplay is in DmC?

Just to be clear, the lack of a lock-on was Itsuno's idea, not NT's. I'm pretty sure NT asked to keep it in, but Itsuno most likely flat-out refused.
Well, if that's the case I'm glad, because they developed a really good on the fly aiming system, so now if they bring lock on, it will be just a nice addition for those who want it, and probably not be required for any command inputs.
 

MKH Spartan

Well-known Member
They need to change the forward forward inputs in my opinion, they are very annoying to input fast in battle, R1 + forwards works a lot better for Stinger etc in my opinion.
 

TWOxACROSS

Hot-blooded God of Guns
Premium
I dunno, I think they work fine :/ They have a decent enough window for the input, so it doesn't need to be an incredibly fast double-tap. Plus with the buffering system you can input that double-tap without having to wait for the last animation to be completely done.
 

TWOxACROSS

Hot-blooded God of Guns
Premium
For those wondering...

Why did you decide to remove Target Lock-On in this game?
With regards to locking-on to targets (a feature that’s in all DMC games), actually the development team first thought about removing it while making Devil May Cry 3, but could not simply because at that point of time this would make controls even more comvoluted, and increase the number of hurdles players would look to jump over to play the game well.

This time around they’ve figured out a solution that allows them to remove lock-on without complicating things, so that’s what they’re trying this time.

http://sgcafe.com/2012/11/dmc-devil...-japan-producer-motohide-eshiro-event-report/
 
They need to change the forward forward inputs in my opinion, they are very annoying to input fast in battle, R1 + forwards works a lot better for Stinger etc in my opinion.

I rarely have issues using it, I guess its not as spam friendly as it used to be. Regardless, DmC does offer you an aerial equivalent, Calibur, a similarly effective move for isolating targets with an even easier command input.
 

MKH Spartan

Well-known Member
I rarely have issues using it, I guess its not as spam friendly as it used to be. Regardless, DmC does offer you an aerial equivalent, Calibur, a similarly effective move for isolating targets with an even easier command input.
Calibur is fine, but I hate the Stinger input, I drop it way too much because the game seems to register it incorrectly too often, so I try to avoid it, where as I abuse the **** out of stinger in every other DMC because there is zero way to fail that input, and it's really good too.
 
Calibur is fine, but I hate the Stinger input, I drop it way too much because the game seems to register it incorrectly too often, so I try to avoid it, where as I abuse the **** out of stinger in every other DMC because there is zero way to fail that input, and it's really good too.

Yeah, I guess I'd be lying if I said I didn't sometimes have issues during hectic ground battles. Still, they're very minor if use the ability to buffer it with any attack instead of simply spamming it. Next time, try using the angel dash and buffer the stinger input into it. This should help if you're having issues with it not buffering properly from other attacks.

Also, you should replace one of the dodges on the left or right shoulder with center camera, and try using that when you want to orient yourself onto an enemy and spam stinger, I'm telling it feels like you're using lock on, because whenever you center it, it centers not only in front of Dante, but to the specific target he is currently locked on to.

P.S. If you do the center camera thing on R1, it will always be up up to do stinger because it will center on the target, you should try it on a dreamrunner after you knock him down, you can spam stinger on his ko'ed body till he dies.
 
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VineBigBoss

GGXRD <3
I would point out that some of those moves come from very gimmicky weapons, with equally odd inputs. Pandora requires the use of stick rotations, which is unprecedented, and works off of its own meter. Lucifer has several different pause combos and works oddly as a melee weapon. Royal Guard's Release uses a meter generated from blocking, too. These things are often lost on a considerable portion of the players because they're somewhat unorthodox compared to the rest of the weapons and how they control, with a common theme in their inputs.

Just sorta wanna throw that out there, that while there are indeed many more moves, some of them fall by the wayside for anyone who isn't a "pro" player. I think we often forget that for all the pros have done, a large portion of the DMC fanbase isn't near that level.

I understand that, and i agree. Even i who had played all the other DMC games was kind confused about how to use Pandora at first sight, but more or less, it's nothing too cryptic; i mean, i find using Pandora easier than have consistency with shoryukens in games like SSF2T, as simple as it looks, DPing all the jumps in SF takes quite a time to master.

As for your another long reply, @OppressedWriter, i'll leave it for later as time goes against me right now; next week i'll attend to an exam to be able to attend to a public university, here in Brazil the competition for a vacancy in this kind of institution is very serious, i would say.

And about your "challenge", i'm okay as long as i don't pay any money for the game. Feel free to sent an used copy for me here in Brazil or wait until DmC gets free on PSN+. As soon as my exams end, i'll have some time in my hands to play some more games.
 

Tiran

The great pretender.
They need to change the forward forward inputs in my opinion, they are very annoying to input fast in battle, R1 + forwards works a lot better for Stinger etc in my opinion.
I agree. I've always thought that each weapon should have angel demon and human inputs with the triggers substituting for the traditional lock-on in commands. Hold r2+y+forward= Stinger (wt rebellion.) =Streak wt Osiris...

Each weapon could be neutral only possessing the powers and attributes channeled through them by the wielder. This would increase the potential move-set threefold. R3 should be hard lock, like in dark souls.
 

AcidX_Y

Well-known Member
I agree. I've always thought that each weapon should have angel demon and human inputs with the triggers substituting for the traditional lock-on in commands. Hold r2+y+forward= Stinger (wt rebellion.) =Streak wt Osiris...

Each weapon could be neutral only possessing the powers and attributes channeled through them by the wielder. This would increase the potential move-set threefold. R3 should be hard lock, like in dark souls.
From what I understand, that is basically what DMC4 was, it would mean that there's unnecessary weapon switching. They should just add more directional inputs like >>Gun, O and aerial moves. Adds a lot more without taking anything away. I've never personally had any problems with >> moves and the lack of a hard lock.
 
And about your "challenge", i'm okay as long as i don't pay any money for the game. Feel free to sent an used copy for me here in Brazil or wait until DmC gets free on PSN+. As soon as my exams end, i'll have some time in my hands to play some more games.

This only proves your bias, I'm glad you're willing to accept my challenge, but this comment is the reason I find it hard to take your opinion towards DmC seriously. The subtext here is NO WAY I"M PAYING FOR DmC, OR IF I DO I"M BUYING IT USED! Because I don't want this game to succeed. Going in with that bias how are you ever going to be subjective in your analysis of a game, and how can you post so much stuff like it is fact when you really haven't even played the game.
 
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I agree. I've always thought that each weapon should have angel demon and human inputs with the triggers substituting for the traditional lock-on in commands. Hold r2+y+forward= Stinger (wt rebellion.) =Streak wt Osiris...

Each weapon could be neutral only possessing the powers and attributes channeled through them by the wielder. This would increase the potential move-set threefold. R3 should be hard lock, like in dark souls.

I know this is one area in which we have disagreement, but I want to elaborate a little more about the lock on.

Hard lock like Dark Souls would be fine I suppose, but trust me it would just simply make the game harder, because it would override a lot of the natural rhythms in combat and target priotization, you'd see a bunch of complaints about how its so annoying switching targets while locked on and what not.

I honestly think they took it out because aside from the stinger input, there's more harm it will do to 95% of players, who will try to use it. For example, what do you think will happen when you fight dreamrunners and harpies, how exactly would the lock on work? How does it stay centered on enemies if they're flanking you or moving too fast without the issues of not being able to react fast enough against them. Right now, if you aim towards the right enemy right as they're about to attack DmC is very smart about picking the right target to interrupt.

Another thing is the brilliant one button dodge, I think that it auto orients Dante and that having Dante be on a fixed center camera would override that so you'd have to dodge manually, which would again do more harm than good.

Anyway, you should really try putting center camera on R1, and you'll see the lock on mechanic is there and pretty functional.
 
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I disagree, I would want hard lock myself, just like previous Devil May Crys.
Did you try placing center camera on R1 like I said? Also, mechanics, like I've said certain mechanics would have to be changed which would go against the way the whole moveset is designed for this particular version.

Also, you like playing practically so I'm telling you the techniques to isolate targets for you to dispatch one by one:

Use fireworks, it sends all the enemies around you in nice 45 degree cones so you can easily pick out the right target.

Launch the target and use calibur till you have them further away than the rest of the enemies.

Use a perfect charged ricoshot, this also spreads enemies around a great distance from each other, allowing you to easily keep the heat on a particular target.

If you use all the skills Dante has you'll see that DmC offers you actual tactics to deal with crowds instead of it being a manipulation of the camera to some degree.


Can you better explain what lock on would do in DmC? Do you want it so you can stinger an enemy into a corner, and isolate it from the pack. Or do you want to attack one target while surrounded by several others? And why exactly is that important?

Just keep in mind, DmC wants you to imagine its encounters as one long battle, and not something where you're picking off targets one by one. They want you to go with flow the adapt on the fly while fighting groups of enemies.

Still has DMC in the title, (Twice, for some stupid reason lol...).
DmC: Devil May Cry isn't that repetitive, the : makes it grammatically correct, as its saying DmC: is shorthand for Devil May Cry. The small m is just to tell fans that this a different take on the series. And for those who haven't played it or heard of it, DmC wouldn't mean much to them by itself.
 
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Dusk Stalker

" Everybody gets a bullet!" -Axton
Did you try placing center camera on R1 like I said? Also, mechanics, like I've said certain mechanics would have to be changed which would go against the way the whole moveset is designed for this particular version.

Also, you like playing practically so I'm telling you the techniques to isolate targets for you to dispatch one by one:

Use fireworks, it sends all the enemies around you in nice 45 degree cones so you can easily pick out the right target.
DMC 3 it can be an endless chain as a keepway or a stagger(they will breakthrough). Not paused like DMC 4 and DmC.


Launch the target and use calibur till you have them further away than the rest of the enemies.

So the Kick(Demon) and the Punch(Angel) are just there for nothing?

Use a perfect charged ricoshot, this also spreads enemies around a great distance from each other, allowing you to easily keep the heat on a particular target.

So you add that with Aquillas round trip as a way to prioritize enemies? That sorta kills the purpose of one weapon is contradicting the other as a way to prioritize.


If you use all the skills Dante has you'll see that DmC offers you actual tactics to deal with crowds instead of it being a manipulation of the camera to some degree.

Technically no, You only get use out of three weapons(Eryx and Aquilla) and the rest(Arbiter and Osiris mainly) are just thrown to the side except only to get to a specific place.

I want to be given a choice on what weapon to use to find my own combos and how much I can pump with just the weapons im given, DmC," Is meh use all weapons, no need to experiment to see how many combos you can pump out with a limited amount of weapons like DMC 3."

And the camera manipulation? Enemies won't attack if they aren't in the sight of the camera. How is that tactical when they WON'T ATTACK unless they are in the shot? DmC involves a portion of camera manipulation one way or the other.


Can you better explain what lock on would do in DmC? Do you want it so you can stinger an enemy into a corner, and isolate it from the pack. Or do you want to attack one target while surrounded by several others? And why exactly is that important?

Prioritizing. If you think that one enemey is a threat; your going to go after him. In DmC instead when a Rage is right in front of them and I aim the control stick at him to go get him, I somehow get the Elite Sytigan, an enemy I don't want to attack just yet.


Just keep in mind, DmC wants you to imagine its encounters as one long battle, and not something where you're picking off targets one by one. They want you to go with flow the adapt on the fly while fighting groups of enemies.

Except your hitting a glass ceiling when it comes to imagination(this statement is subjective). Your given everything on a silver platter with little to no effort to discover whats so ever, no thrill to see how much time and work you put into mastering that combo.(I see your combo videos, their meh, but you do put a lot of heart into the combos)


DmC: Devil May Cry isn't that repetitive, the : makes it grammatically correct, as its saying DmC: is shorthand for Devil May Cry. The small m is just to tell fans that this a different take on the series. And for those who haven't played it or heard of it, DmC wouldn't mean much to them by itself.
 
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TWOxACROSS

Hot-blooded God of Guns
Premium
I think there's a huge problem going on here where people who say certain aspects in DmC aren't as good as the classics because they compare those aspects specifically to how they don't work in the classics.

"This doesn't work as good as it does in the classics," is said a lot most likely because they are tackling the game as if it was one of the classics. You have to clear your mind of any preconceived notion of how the game might play, because expecting something to work like in the classics when DmC's entire mechanic system operates differently to varying degrees just means you're going to come back with a sour experience.
 

Dusk Stalker

" Everybody gets a bullet!" -Axton
I think there's a huge problem going on here where people who say certain aspects in DmC aren't as good as the classics because they compare those aspects specifically to how they don't work in the classics.

"This doesn't work as good as it does in the classics," is said a lot most likely because they are tackling the game as if it was one of the classics. You have to clear your mind of any preconceived notion of how the game might play, because expecting something to work like in the classics when DmC's entire mechanic system operates differently to varying degrees just means you're going to come back with a sour experience.

Because even though it is a reboot, it is named as such therefore for some it has to live up to the soul and path it set and for those few that expected it, it didn't. If it didn't bear the name, if it was its own spin off or new IP; it wouldn't get the judgements it gets, it would be getting more people and less complaining.
 
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