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IP/Title Recognition

Very good discussion you're bringing here! It's good to try and reach and explanation to what gives the "personality" of a game or a franchise, great thoughts from you and your friends.

I think that to analyse this we have to take from what ideas Devil May Cry started off, and them, how the devs developed the game to be sucessfull and recognized as a great franchise from the PS2/XBOX/GC generation:

- Dante as a character is one of the recognizable things about Devil May Cry, i mean, when you see the red coated and white-haired demon hunter with a cocky attitude and his two signature guns you know what is this all about. This are things that changed with time, but when Capcom realized with DMC2 that they've interpreted Dante in a displeasent way, they've returned more to the thing setted in the very first DMC, but showing us a younger and irresponsible Dante developing a little more on what he became in the first title, DMC4 kinda messed this up by making Dante more like he was a young adult than in his DMC incarnation, but it's understandable too.

- DMC first started as more an action/adventure game than a hack'n'slash itself, just looking by the enemy design you can tell the difference between DMC and DMC3. DMC enemies were more about figuring out their weakness and critical hits than on relying strongly on your reaction and adapting the combat system itself to beat them, you would search straight in the enemies their weakness rather than on exploring the combat and combo system overall to develop good techniques to hit them (still, some enemies work this way, like Death Scissors DTed helm breaker technique or Frosts DT-canceled infernos). So, basically, DMC developed to a hack'n'slash franchise when they've introduced new concepts focusing more on combat itself than on understanding the design behind the enemies, i would say they balanced the well-designed enemies with more deep combat to make all that in a good mixture. But still, DMC3 sustained most of that concepts, just like enemies weakness to elemental weapons or by making their tools of combat useless like using Nevan against Enigmas or stoping the Arachne charged attacks with well-placed strong attacks with A&R (rather than hitting Scissors in the right timing and shooting them to a free kill, for example). So, basicaly: the well designed enemies, playable character and movements were a remarkable feature in most of the DMC games (excluding DMC2) and then it developed to a well designed combat and combo system too, this is where the "CUHRAYZEE" thing would be born.

- "Cheesy" and cliche story was ever a thing that distinguished DMC from another games from his time too, DMC started as an unpretentious game, just giving you a background to kill some demons but this was rethinked in DMC3 and they decided to focus more on the characters for a bit and make the story more enjoyable overall besides being just a background to demon-killing. As well as cool (but somewhat cliche too) characters and cool-looking weapons and designs overall.

- DMC become like a "father" to most modern hack'n'slash games, introducing concepts and well applied ideas in the franchise that became general gameplay features to most of the subsequent hack'n'slash games. Most games ripped off concepts presented on DMC3 and 4 to apply on their very own games. Games like God of War 3, Bayonetta, Darksiders and so on clearly took some of DMC ideas to implement in their franchises and make the combat more enjoyable. So, another thing that make us remember of DMC is just saying "hack'n'slash genre", is one of the most important franchises for the development of this genre itself. It's like Mario, Sonic or Megaman were to the plataformers and side-scrolling games. Most of this features are: - Combat foundations on inputing commands and pressing buttons to use different moves and giving them different properties to work with.
- Fluid and instant changing of weapons, styles and mechanics like exceed made the games more diverse, cool-loking and deep on the mechanics.
- Well designed bosses and enemies to work with all these features

I think that what makes DMC be DMC is all that things that were developed over time, but for someone who doesn't know too much about the franchise itself: Just seeing Dante, Vergil, big swords, guns, or some CUHRAYZEE action in DMC games were like the trademark of the series. The gameplay of DMC3 itself is a "mirror" of Dante's personality, the combat looks fun because the character is having fun beating up demons and that is what made the franchise have some fame on the general audience view.
 
thank you very much for respecting my wishes.
No problem
alright, then I will create a new one when I have structured and formulated my thoughts first. I dont want to rush it because I think it could become amazing. so I guess I will have more time to do so this weekend.
Ok, then I look forward to the new thread when you feel ready to do it.
I see, but the problem remains that in the end they were cut from the final release version.
Even if they might be helpful, only a selected few will have access to such information.
The average player will never get to see those.
True, that most people won't see it is a shame. And it;s a shame that this dialogue was cut. Time constraints I suppose....
Yeah, its always a balancing act. I am glad we can agree on this ^^

just a quick question:
have you read TWOxACROSS comment in this thread?
He introduced a cool idea to our topic from my point of view and I would like to discuss it a bit further.
Could you read his comment and my reply to it and add some of your own thoughts to it?
I am sure you can be helpful to grasping TxAs idea.
You mean this comment? I'll do my best to answer it.
I've always really figured a game to not be explicitly about the character you play as, so much as the elements that make of the gameplay itself. While Dante is an integral part of the game, he can easily be replaced with nearly any character, Nero and Vergil proved this.

For DMC, the main things that I think make up that franchise are the free-form combat system using both melee and ranged weapons, running around some hostile area looking for passage through, and earning orbs (or a similar currency) from defeating enemies with which to purchase skills and items. At its core, a Devil May Cry game needs those things, otherwise it won't be a DMC - maybe that's why I love DmC as well :P

However else they choose to expand upon this is something on a case-by-case basis, from new weapons, skills, the enemies, or even the characters you meet or play as. If they made a DMC game exclusively about Sparda, Vergil, Nero, or even a new character, it'd still be a DMC if it retained those "core concepts."

But, "what's in a name" after all? The core concepts could come from any IP and they'd still be incredibly fun for action gamers.
While agree that DMC is just as much about gameplay elements than characters...the sometimes negative reaction towards Nero does show that a game can also be defined by its characters- especially one like Dante. To some he is Devil May Cry.
Having said that, the inclusion of Vergil as playable was received so much more positively. So I guess it depends on the character that is chosen?

I agree that DMC needs to have those combat elements. For me as well, DMC is about using swords and guns stylishly to collect a ranking and orbs to make the character stronger with skill purchases. Any Devil May Cry game needs that or it does not feel like DMC to me.

This is where I differ. For me, Dante is DMC. If they made a game with Vergil as lead, I'd still love it, but I would think of it more as a spinoff game. Let it keep the DMC heading, but not let it be a numbered DMC game. Like the Assassin;s creed games. Keep the Assassin's creed title, but have a subheading like 'brotherhood or revelations'.

However, if they took away the core gameplay that I have come to expect from DMC games, I would not think of it as a DMC game.
 
I don't mind Nero. Infact i think his design is so awesome compared to Dante's in DMC 4.

Besides Dante is like your favourite fruit, if you see him constantly in all games, when he appears in another game you won't be hyped.

Example, imagine you dont see Dante in DMC 5, DMC 6.

Then DMC 7 comes out and you see Dante.
HYPED AS ****!

Point: All characters should step aside when their story's have ended.
The serie should end if no other character can take over the game.
 
You're right. Let's discuss this on another thread.

We can either reiterate our main points, or just copy and paste our original posts. Your choice. Just don't forget your "Starcraft-social-rank-up-hubs" and "different-colored-orbs" rpg ideas. Those will serve as the backbone of Diabolus X.

Point: All characters should step aside when their stories have ended.
Agree with this.

I like these ideas as well.

I especially like the comparison of the "Style Souls" (different colored orbs) to the "Proud Soul" system. I thought about mentioning it, but decided at the last minute not to for no particular reason. That being said, I'm still glad you brought it up.

Instead of having Proud Souls /"Style Souls" given at the end of each mission, they should be released from the monsters you defeat on the spot. I don't think it would be too much for the processor to handle a few more colors, to be honest.
 
As Loopy said, Dante is an "important" piece to DMC be what it is. I think that's the main reason why some people became so upset and raging at the reboot, its not a bad game at all despite all the flaws and wrong design choices (color-coded enemies, gigantic hitboxes, etc). But people reacted so negative to the new Dante because they've played the older entries mainly to see Dante (i'm considering here people who not play the game mainly for the gameplay and things like that), and became dissapointed with not seeing the old Dante and probably having this new Dante in his place. That sums up with what i've said before: DMC was more about cool-character than brilliant story and plot itself, i think that the characters coolness and that "happy-spirited" protagonist we see in DMC3 worked as fuel to the player to have fun with the game, that's why i think they've chosen to keep more a "DMC3 Dante" in DMC4.

If they wanted to retire Dante from business, they would need to "prepare" the player for this as well as develop a character to take his place in a different fashion, but still showing some of Dante's action because DMC is really a story about him and his family, mainly his father's acting in the past.
 
If they wanted to retire Dante from business, they would need to "prepare" the player for this as well as develop a character to take his place in a different fashion, but still showing some of Dante's action because DMC is really a story about him and his family, mainly his father's acting in the past.
Exactly. I think if Dante was going to be replaced, gamers need a warning. Maybe another game where it is hinted that he will be replaced so that gamers would not be shocked when a new character is in the next game.
This makes me wonder if Nero was going to replace Dante. The game had both Dante and Nero in, but Nero seemed to be the main focus in the story, with Dante only in a few levels.
 
OMG ... I am so happy right now, I think this thread is just starting to kick into high gears now.
Thank you BigBoss and IncDemon for deciding to participate in this.
I am really greatful for your posts.


Yeah, I will make sure not to forget them, I just need some time to restructure these ideas and implement yours too.
As I mentioned to Loopy before, I will probably do it this weekend when I have more time.

While agree that DMC is just as much about gameplay elements than characters...the sometimes negative reaction towards Nero does show that a game can also be defined by its characters- especially one like Dante. To some he is Devil May Cry.
Having said that, the inclusion of Vergil as playable was received so much more positively. So I guess it depends on the character that is chosen?

I agree that DMC needs to have those combat elements. For me as well, DMC is about using swords and guns stylishly to collect a ranking and orbs to make the character stronger with skill purchases. Any Devil May Cry game needs that or it does not feel like DMC to me.

This is where I differ. For me, Dante is DMC. If they made a game with Vergil as lead, I'd still love it, but I would think of it more as a spinoff game. Let it keep the DMC heading, but not let it be a numbered DMC game. Like the Assassin;s creed games. Keep the Assassin's creed title, but have a subheading like 'brotherhood or revelations'.

However, if they took away the core gameplay that I have come to expect from DMC games, I would not think of it as a DMC game.
A pity, I can agree with that.

Thank you for your insight, Loopy. Helpful as always. :)

I have just a few questions I would like you to answer if you have the time.

How do you define the core gameplay of DMC? Taking TxAs comment, I tried to differentiate gameplay into three sectors:
Visuals (The design and appearance of gameplay features)
Mechanics (self-explanatory, the skeleton of gameplay)
and concepts (the general idea and/or purpose behind gameplay)

What do you think?
I think if we can specify this, we would be able to more accurately point out what makes a certain game that specific game in terms of gameplay even outside of DMC or do you think I am going the wrong way with this?


fantastic reply!!!

you did such a great job structuring and adding substance to your opinion.
This makes it really helpful for our discussion.

But most notably you are the first one to go into detail with some gameplay mechanics as well as concepts.
If you it is not too much to ask you, could you please follow the conversation I held with Loopy back to TWOxACROSS?
I would like you to help in defining the gameplay of DMC with the idea I am currently following since you seem to have a great insight in this aspect.
In terms of Mechanics, what is the most important Mechanic in DMC for you?
Do you think we can actually differentiate gameplay like I mention in this post?

Another great point you mention is the cult. You refer to this series as something akin to the father of this genre.
Does this mean, in your eyes is the DMC series an iconic series? at least for the Hack´n´Slash genre?
I believe this question was raised before, but I would like to go into some more details in this thread too.

And the best part is actually that you take people outside the fanbase into account.
Till now we actually never considered how DMC is perceived by outsiders.
This could be helpful in thinking of methods to attract those people to the game without destroying for the fans.

Thank you very much, I really cant thank you enough for all the ideas you introduced for our discussion ^^

DMC to me:

Dante
Combos
Awesome abilities
Awesome attacks
Awesome looking demons

:)

you are the type to directly say what you think without beating around the bush, arent you?
as much as I like that, it would be even greater if you could take your time and try to describe what you mean in a less subjective manner ^^
For example, what does awesome mean to you? Mine and your awesome might be different, you know?

I would really appreciate it if you could go into some more details.

I don't mind Nero. Infact i think his design is so awesome compared to Dante's in DMC 4.

Besides Dante is like your favourite fruit, if you see him constantly in all games, when he appears in another game you won't be hyped.

Example, imagine you dont see Dante in DMC 5, DMC 6.

Then DMC 7 comes out and you see Dante.
HYPED AS ****!

Point: All characters should step aside when their story's have ended.
The serie should end if no other character can take over the game.

This is actually very interesting. How could that play out?
What I mean is how would you plan it out so that Dante does not appear for 2 games and then reappears again?


ohh, very nice I will be taking a look there now ^^
 
A pity, I can agree with that.

Thank you for your insight, Loopy. Helpful as always. :)

I have just a few questions I would like you to answer if you have the time.

How do you define the core gameplay of DMC? Taking TxAs comment, I tried to differentiate gameplay into three sectors:
Visuals (The design and appearance of gameplay features)
With DMC, I suppose it would be fast-paced visuals, crisp appearence, clean and a mixture of colourful and dark. Also, visually a dark and gothic architectural feel like past DMC games
Mechanics (self-explanatory, the skeleton of gameplay)
Progressing through levels with sword and guns, mixed in with other weapons aquired in the game to create stylish combos to earn orbs and style ranking. Also different styles or stances to add variety like DMC4 and 3 did.
and concepts (the general idea and/or purpose behind gameplay)
The purpose of the game is to kill demons while being stylish and perfecting combo technique, while also going for the most points and best style ranking possible and also progressing through the story until its conculsion. Also, collecting weapons and upgrading the character with new abilities and moves to improve combos.
What do you think?
I think if we can specify this, we would be able to more accurately point out what makes a certain game that specific game in terms of gameplay even outside of DMC or do you think I am going the wrong way with this?
 
With DMC, I suppose it would be fast-paced visuals, crisp appearence, clean and a mixture of colourful and dark. Also, visually a dark and gothic architectural feel like past DMC games

Progressing through levels with sword and guns, mixed in with other weapons aquired in the game to create stylish combos to earn orbs and style ranking. Also different styles or stances to add variety like DMC4 and 3 did.

The purpose of the game is to kill demons while being stylish and perfecting combo technique, while also going for the most points and best style ranking possible and also progressing through the story until its conculsion. Also, collecting weapons and upgrading the character with new abilities and moves to improve combos.

Alright. If anyone would like to add something, feel free to do so. I would really like to see what others think about this.
Thank you again, Loopy.
 

fantastic reply!!!

you did such a great job structuring and adding substance to your opinion.
This makes it really helpful for our discussion.

Thanks for that, man! I try to be as more specific as possible when replying to someone, it can get anoying to read my walls of text sometimes, but i only can explain my thoughts if i go into detail, haha. Some people in that forum even got offended by the way i explain things (they've thinked i was implying they not have the knowledge i was talking about at the time).

But most notably you are the first one to go into detail with some gameplay mechanics as well as concepts.
If you it is not too much to ask you, could you please follow the conversation I held with Loopy back to TWOxACROSS?

Why not?! Of course, man, i love to discuss this series, i've really fell in love with it since i played DMC3 back in 2006.

I would like you to help in defining the gameplay of DMC with the idea I am currently following since you seem to have a great insight in this aspect.
In terms of Mechanics, what is the most important Mechanic in DMC for you?
Do you think we can actually differentiate gameplay like I mention in this post?

Of course, i would appreciate to be helpful on that debate.

I think that mechanics have to sum up to be great... i mean, jump cancels are a basic and advanced mechanics/technique by itself introduced back in DMC3, it plays a major role on the stylishness of the gameplay and how long you can sustain a combo on specific enemies; the game would be kinda lacking if were not for jump-cancels, but: if mechanics like buffering, sword-hanging (Vergil only), inertia (more used in DMC4), taunts (yeah, taunts works like a very useful gameplay mechanic too!), styles or even the variety of moves, jump cancel alone would be nothing but a way to kill monsters fast.

Another great point you mention is the cult. You refer to this series as something akin to the father of this genre.
Does this mean, in your eyes is the DMC series an iconic series? at least for the Hack´n´Slash genre?
I believe this question was raised before, but I would like to go into some more details in this thread too.

Of course, without a shadow of doubt. DMC introduced mechanics that is used in most hack'n'slash games up to this day, it's a great franchise with an awesome development between the games. Obviously... i don't think that DMC would become an iconic series without characters like Dante, Nelo Angelo/Vergil or even Trish and Lady who plays minor roles in the beggining but becomes kinda deep related to the protagonist after the games of their first appearence (and both of them have cool personalities too, i mean, Lady is a VERY strong and decided woman while still being very feminine). Visuals are important too, and i think DMC did a great job on that, it does not have a cinematic and deep imersive experience, but players can even be touched at the end of DMC or DMC3 with the tragic events because they've somewhat became attached to Dante's coolness as a character, they care for him and don't like to see him sad, this creates a relationship between player and character that doesn't necessarily make you feel what he's feeling, but makes you sad because he's sad too.

And the best part is actually that you take people outside the fanbase into account.
Till now we actually never considered how DMC is perceived by outsiders.
This could be helpful in thinking of methods to attract those people to the game without destroying for the fans.

I think this is the main point to make a franchise grown bigger and healthier. Keep your fanbase pleased because they will still be loyal to your work and will still give you their money, and attract new people with considerable but calculated changes that can open one space to fit them (like Nero was in DMC4), without destroying or changing abruptly what peoples loves on that franchise. It's a matter of thinking a little about what people cares in that game/movie/book or whatever media it is.

Thank you very much, I really cant thank you enough for all the ideas you introduced for our discussion ^^

Thank you for your consideration and respect! I will sure will jump into the other discussion, but right now i'm studying and my posts can be somewhat delayed even if i'm right here at the PC. But i will try to answer as soon as i can, if don't have to focus too much on the studies here.
 
What makes a games gameplay for Devil May Cry?

Being able to chain up combos
Have a mechanic that helps you stay in the air - More spesific Jump cancelling
A melee weapon and a missile weapon - Rebellion and Ebony&Ivory. These can be switched with a club and a crossbow and it still would be Devil May Cry.
Aerial combat
Attacks looking awesome

Attacks that have a purpose: Helm breaker (lift off), Stinger (closing gaps).
For example you could make a lift off move that is totally different than Helm breaker, but it would still be Devil May Cry as long as it meets same function as Helm breaker (lift off).
 
Attacks that have a purpose: Helm breaker (lift off), Stinger (closing gaps).
For example you could make a lift off move that is totally different than Helm breaker, but it would still be Devil May Cry as long as it meets same function as Helm breaker (lift off).

I think you mean Hightime :p Helm Breaker was the downward smash from the air.

Either way, we even found a use for DmC's Helm Breaker besides the regular old "slam dunk" when we started using the 180 Helm Breaker. Great for set-ups :3
 
I think one thing that will always stick out for me as what a DMC truly is, will be what caused the awesome feelings all the way back in DMC1.

Launching a marionette into the air with Alastor, and then juggling them there with bullets from E&I was just the coolest thing a game had let me do up to that point, and it was a precursor to everything else that DMC would be; chaining different weapon attacks in ways that ruined your enemy's day and made you feel like a f#cking rockstar. And because you were so cool, you got extra Orbs.

You lose that, and what gives you that feeling, you lose the essence of what Devil May Cry is.
 
The HD version is the best, if only because it reworked the control scheme to be like the other three games. Jumping with triangle was just awful >_<
Made a review for DMC HD on a electrionic shop

I can win enuff money for a good Gaming PC build.

Saw noone had put in a review (0) for DMC HD. Soi thought "#OMG i can try!".


Then i saw later that this "Post review and compete for x money!" was on other game pages too.

And i thought "Crap -_- there goes my chance, since it seems like all reviews for all games will be in competition".
 
The HD version is the best, if only because it reworked the control scheme to be like the other three games. Jumping with triangle was just awful >_<
I know. I got back to playing DMC on the PS2 recently and while it was great to play it again, getting used to the old controls was a pain.
 
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