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IP/Title Recognition

efff it, seems like the competition is for reviews of all products.

There goes my chance of winning yet again :/

I dont think a review of a game has more weight than a review of a big product like a TV.

Doubt the electrionic shop judges will go "OMG this person has written a great review for a VIDEO game!"


And not a single review of a video game has won the money. Most products like hair removers ,washing machine,. TV , routers , speakers

That kind of thing.

Oh well ima write a great review for Metal Gear Rising revengance.
If i dont win, ima beat someone up.
 

umm just a friendly reminder, but you guys are going a bit off topic ^^
I dont mind discussing the HD collection or reviews, but I am pretty sure there are other threads where you can do that.
If not, you still have the possibility of creating a thread to discuss what you would like.

And my humble self would prefer to not see you derailing the topic any further.
thank you very much ^^

now I gotta look and find the comments I need to reply to ...
 
  • gunplay and swordplay, both must be powerful enough where using one and excluding the other is a viable way to play (though they didn't get this part right until DMC3)
  • style, self explanitory
  • the trademark "devil may care" attitude. This is where DmC got it horrendously wrong and I'd love to see the sequel fix it. Dante is supposed to not care about important thing and just do what he wants (until it's later revealed he really did care, just didn't want to show it). The new dante goes to extreme lengths to try and convince people he doesn't care, but it's obvious from his constant angst and anger that he cares the whole time. New dante is a high schooler trying to act aloof and uncaring, but he doesn't know how to pull it off
  • challenging, free form combat. You should be allowed to play how you want, color coded red/blue enemies were an awful idea, get rid of them. For ****'s sake, even the bloodgoyles and bomb demons in DMC3 had alternative ways to deal with them if you didn't want to use guns to take them out.
  • style meter keeps you constantly attacking. The original concept of this meter was that if you stopped attacking and being stylish, your rank went away. Later it was toned down so that stale moves or not attacking simply drained the meter very rapidly instead of instantly resetting it, but DmC's version of the style meter is wrong on all accounts. If I get an SSS rank in combat, then stop attacking and run in circles for 5 minutes, I still have an SSS rank when I resume combat again. Wrong.
  • Fast paced combat oriented boss battles. Not cutscene oriented. Not platforming oriented. Combat. Interrupt my combat for a ****ing cutscene, and it had better be for a good goddamn reason.
  • Over the top as ****, bolded because it's arguably the most important. Ride a ****ing motorcycle up a tower and then use it as a giant nunchuck to fight demons midair? Check. Throw a sword so fast it breaks the sound barrier, shoot it to make it go faster, then run after it and catch it midair? Check. Pizza based kung-fu? Double check. Angsting about how you live alone in a trailer? Get out.
I realize what this sounds like, so I'm going to clarify my point here. I like DmC, it's a good game, on its own merits. But as a devil may cry game, it's atrocious.
 
  • gunplay and swordplay, both must be powerful enough where using one and excluding the other is a viable way to play (though they didn't get this part right until DMC3)
  • style, self explanitory
  • the trademark "devil may care" attitude. This is where DmC got it horrendously wrong and I'd love to see the sequel fix it. Dante is supposed to not care about important thing and just do what he wants (until it's later revealed he really did care, just didn't want to show it). The new dante goes to extreme lengths to try and convince people he doesn't care, but it's obvious from his constant angst and anger that he cares the whole time. New dante is a high schooler trying to act aloof and uncaring, but he doesn't know how to pull it off
  • challenging, free form combat. You should be allowed to play how you want, color coded red/blue enemies were an awful idea, get rid of them. For ****'s sake, even the bloodgoyles and bomb demons in DMC3 had alternative ways to deal with them if you didn't want to use guns to take them out.
  • style meter keeps you constantly attacking. The original concept of this meter was that if you stopped attacking and being stylish, your rank went away. Later it was toned down so that stale moves or not attacking simply drained the meter very rapidly instead of instantly resetting it, but DmC's version of the style meter is wrong on all accounts. If I get an SSS rank in combat, then stop attacking and run in circles for 5 minutes, I still have an SSS rank when I resume combat again. Wrong.
  • Fast paced combat oriented boss battles. Not cutscene oriented. Not platforming oriented. Combat. Interrupt my combat for a ******* cutscene, and it had better be for a good goddamn reason.
  • Over the top as ****, bolded because it's arguably the most important. Ride a ******* motorcycle up a tower and then use it as a giant nunchuck to fight demons midair? Check. Throw a sword so fast it breaks the sound barrier, shoot it to make it go faster, then run after it and catch it midair? Check. Pizza based kung-fu? Double check. Angsting about how you live alone in a trailer? Get out.
I realize what this sounds like, so I'm going to clarify my point here. I like DmC, it's a good game, on its own merits. But as a devil may cry game, it's atrocious.

Speak the truth brother!!!
 
I just gotta say a few things...

the trademark "devil may care" attitude. This is where DmC got it horrendously wrong and I'd love to see the sequel fix it. Dante is supposed to not care about important thing and just do what he wants (until it's later revealed he really did care, just didn't want to show it). The new dante goes to extreme lengths to try and convince people he doesn't care, but it's obvious from his constant angst and anger that he cares the whole time. New dante is a high schooler trying to act aloof and uncaring, but he doesn't know how to pull it off

I never really saw Dante trying to "act like he didn't care," there was a point when he didn't care, and then there was a point when he did care, and he just doesn't make a big deal out of it.

However, this brings up the question of "why does the main character need to be like that?" When it comes down to gameplay, his attitude has no bearing on the skills you use or how you fight. Not to mention that when story is involved, you can only take so much of the B-movie personality shlock before it gets old. It's also much less effective when like...every friggin' character has that same personality. No real depth from the characters, and it ends up being the events that move the story forward while it just drags the characters through it while they spout the same inane, barely-caring chatter.

challenging, free form combat. You should be allowed to play how you want, color coded red/blue enemies were an awful idea, get rid of them. For ****'s sake, even the bloodgoyles and bomb demons in DMC3 had alternative ways to deal with them if you didn't want to use guns to take them out.

I can't understand why people whinge about DmC not being challenging enough, and then don't recognize the challenge of trying to figure out how to stylishly take out a specific type of enemy with only a few weapons. Restriction doesn't automatically mean "artificial difficulty," it's using legitimate mechanics of the game that you already use to your advantage on normal enemies - now here's your challenge of taking out these enemies while still trying to make use of the mechanics. The tables turn when you can no longer take advantage of what you usually did.

How is that any different from any enemy that requires you to adjust your playstyle in order to deal with them? Tyrants take less damage from the front. Butchers aren't effected by most firearms. Dreamrunners block and parry most of your attacks if you don't hit them at the right time. The Knights and Rages have have shields, agility, and color-coding to help them, and while they may not give as many different opportunities to beat them as a Bloodgoyle or Dullahan would, they still challenge you.
"Artificial Difficulty" would be if they like...constantly exploited the lack of a lock-on

style meter keeps you constantly attacking. The original concept of this meter was that if you stopped attacking and being stylish, your rank went away. Later it was toned down so that stale moves or not attacking simply drained the meter very rapidly instead of instantly resetting it, but DmC's version of the style meter is wrong on all accounts. If I get an SSS rank in combat, then stop attacking and run in circles for 5 minutes, I still have an SSS rank when I resume combat again. Wrong.

It's still pretty much like the classic, but it's a little more forgiving because of it fits with all of the other mechanics in play. It still recedes to the base value of any given grade, and actually now with the patch the highest retention point is S, so no matter what you still have to dosomething to fill it back up to get a SSS. Plus, without Taunts, they had to put some other retention system in place.

DmC's system isn't really "wrong on all accounts," since it's still very much like the classics. I think in terms of "what a DMC needs to have to be a DMC" then "having a Style grading system" is about as in detail as it gets. Going deep into "It needs to work exactly like this, and have this," because the basic principal of giving bonus Orbs based on playing savvy is what counts, not how hard or easy it is.

Fast paced combat oriented boss battles. Not cutscene oriented. Not platforming oriented. Combat. Interrupt my combat for a ******* cutscene, and it had better be for a good goddamn reason.

Platforming just replaced some of the boring walking around that all DMCs had. It's not like it stifled or replaced the combat :P

Over the top as ****, bolded because it's arguably the most important. Ride a ******* motorcycle up a tower and then use it as a giant nunchuck to fight demons midair? Check. Throw a sword so fast it breaks the sound barrier, shoot it to make it go faster, then run after it and catch it midair? Check. Pizza based kung-fu? Double check. Angsting about how you live alone in a trailer? Get out.

When did Dante ever angst about living alone in a trailer...?

This also calls into question though, what if there were no cinematics? What if it was straight gameplay and nothing else, just all Bloody Palace? We would see none of that crazy stuff you mentioned, but wouldn't it still be a DMC game?

I realize what this sounds like, so I'm going to clarify my point here. I like DmC, it's a good game, on its own merits. But as a devil may cry game, it's atrocious.

As an introductory and more accessible DMC, I'd say it did quite well :/

A lot of what you said sounds like you want every DMC to be a carbon copy of what you believe to be the best one. In reality, making carbon copies is what made DMC stale for people to begin with, it's the same reason why people rag on Call of Duty. If every DMC game followed your exact list, we'd just be paying for and playing DMC3 over and over and over again.

Variety is the spice of life, after all.

Plus, it seems that even though you defend your words by saying "I still like the game, just not as a DMC game" still smells of a little bit of bias against it, because it's like you're flat-out denying what the game is, and you set up a stringent list that requires all DMC games have to be DMC3, with little-to-no deviation :x

And this is all on topic, bee-tee-dubs, because I think the more strict we get about it, the less it becomes about the concepts that make up a whole franchise, and more about the content that makes up one particular game.
 
A lot of what you said sounds like you want every DMC to be a carbon copy of what you believe to be the best one. In reality, making carbon copies is what made DMC stale for people to begin with, it's the same reason why people rag on Call of Duty. If every DMC game followed your exact list, we'd just be paying for and playing DMC3 over and over and over again.

Variety is the spice of life, after all.

Not to the fans of the old series, I'm afraid. You make it "too different" and not only will they not buy it, they'll discourage others to stop buying it as well, making sure that it tanks.

Just move on to another action series. That's what I did. :(

And this is all on topic, bee-tee-dubs, because I think the more strict we get about it, the less it becomes about the concepts that make up a whole franchise, and more about the content that makes up one particular game.

I agree with this. I don't think there should be limits to the changes Capcom makes to DMC.

But, like I said before, fans will throw a bitch-fit and make sure that it tanks in order to get their point across. Better to have a mediocre carbon copy like DMC4 was than to risk offending the fans' sensibilities for the sake of some actual innovation.
 
I've been thinking, and I decided that for me, the only things that are required for me to fully enjoy and accept a game as a Devil May Cry game, is that Dante is the main character (unless it's a spin-off), since the characters are probably the most important aspect why I play the games.
Either that, or the gameplay being recognizeable as DMC gameplay.
Oh, and that it has Devil May Cry in the name :P
And all three things combined make it perfect.
 
I've been thinking, and I decided that for me, the only things that are required for me to fully enjoy and accept a game as a Devil May Cry game, is that Dante is the main character (unless it's a spin-off), since the characters are probably the most important aspect why I play the games.
Either that, or the gameplay being recognizeable as DMC gameplay.
Oh, and that it has Devil May Cry in the name :P
And all three things combined make it perfect.
Very simply put. It's perfect.:D
 
I never really saw Dante trying to "act like he didn't care," there was a point when he didn't care, and then there was a point when he did care, and he just doesn't make a big deal out of it.

However, this brings up the question of "why does the main character need to be like that?" When it comes down to gameplay, his attitude has no bearing on the skills you use or how you fight. Not to mention that when story is involved, you can only take so much of the B-movie personality shlock before it gets old. It's also much less effective when like...every friggin' character has that same personality. No real depth from the characters, and it ends up being the events that move the story forward while it just drags the characters through it while they spout the same inane, barely-caring chatter.
the main character needs to be like that because his attitude is pretty iconic of classic DMC games, and that was the question being posed. Not "what is necessary for the game to function?" but "what makes this game recognizable as devil may cry?"

and new dante's "I don't care" act is just that; a transparent act. He makes a huge deal about how he doesn't care, but then spends the whole game screaming and getting angry or upset about things
I can't understand why people whinge about DmC not being challenging enough, and then don't recognize the challenge of trying to figure out how to stylishly take out a specific type of enemy with only a few weapons. Restriction doesn't automatically mean "artificial difficulty," it's using legitimate mechanics of the game that you already use to your advantage on normal enemies - now here's your challenge of taking out these enemies while still trying to make use of the mechanics. The tables turn when you can no longer take advantage of what you usually did.
color coded red enemies are killed in the same manner I normally kill bigger enemies, only substitute rebellion poking with dodging to avoid the attacks that I would normally interrupt. Blue enemies I just have to beat up for three times as long because my really damaging weapons are no longer available. It doesn't make the enemies more challenging to defeat, it makes them more tedious.

[style meter is] still pretty much like the classic, but it's a little more forgiving because of it fits with all of the other mechanics in play. It still recedes to the base value of any given grade, and actually now with the patch the highest retention point is S, so no matter what you still have to dosomething to fill it back up to get a SSS. Plus, without Taunts, they had to put some other retention system in place.
the intent of the original style meter was to encourage the player to be constantly attacking and mixing it up during combat. Retaining a grade even when you completely stop attacking (yes, even when "it only drops to an S") directly contradicts that original goal. Guns are what was used to keep your rank up while the enemy was at range; taunting is not necessary, but it does help.

Platforming just replaced some of the boring walking around that all DMCs had. It's not like it stifled or replaced the combat :P
I was talking about boss battles. A boss battle degrading into a platforming sequence where you grapple to the correct platform and wait for the boss to expose his "grapple me for a free stun" point is terrible. I loved the visual spectacle of the newer bosses, but in terms of combat they were the least exciting in the series (excluding DMC2). The climactic vergil fight was an improvement over other bosses, but compared to the already existing vergil fights, it was a disappointment. Vergil's so slow and easy to read now, and something about the way he swings his sword looks really awkward.



When did Dante ever angst about living alone in a trailer...?

This also calls into question though, what if there were no cinematics? What if it was straight gameplay and nothing else, just all Bloody Palace? We would see none of that crazy stuff you mentioned, but wouldn't it still be a DMC game?
if it was a nonstop bloody palace, there would still be color coded enemies and a borked style meter



As an introductory and more accessible DMC, I'd say it did quite well :/
it did! I actually recommend this game for people who've never played high action brawlers before but are too intimidated to dive into some of the more unforgiving ones.

A lot of what you said sounds like you want every DMC to be a carbon copy of what you believe to be the best one.
no, because the current "best one" is flawed as hell, and could benefit greatly if it swapped like half of its content and mechanics for ones found in DmC. There's actually another thread going on where I'm talking about that exact thing

In reality, making carbon copies is what made DMC stale for people to begin with, it's the same reason why people rag on Call of Duty. If every DMC game followed your exact list, we'd just be paying for and playing DMC3 over and over and over again.

Variety is the spice of life, after all.
every iteration of DMC has added something new and something huge to the franchise. Even DMC2 contributed things that are still used now. But that was kind of the problem. Every iteration, dante would have a completely new kit slapped on top of an already existing kit that was thought to be fully finished and functional, and DMC4 was kind of the breaking point. With all the moves and mechanics from previous games now combined with having access to every style and every weapon simultaneously (some weapons even having complex mechanics of their own to figure out) how could you possibly add something meaningful to the next game without dante players collapsing under the weight of all the **** they were expected to manage?

The answer was there was no way; Dante needed the reboot because his list of mechanics was rapidly turning into something out of an episode of hoarders. That was the reason people were getting alienated from DMC, not because it was too stale and repetitive.


Plus, it seems that even though you defend your words by saying "I still like the game, just not as a DMC game" still smells of a little bit of bias against it, because it's like you're flat-out denying what the game is, and you set up a stringent list that requires all DMC games have to be DMC3, with little-to-no deviation :x
because when someone asks me "what does a DMC game mean to you?" (like they did in this thread) this is the first thing that comes to mind. NT fixed where combat was becoming bloated and unmanageable, but then tossed out absolutely everything else that made the series unique. Granted some of that stuff needed to go; whoever designed levels in the classic DMC games needed to be shot, and dear god I was glad to most of those obnoxious puzzle elements removed.

If people only ever cloned DMC3 and 4, they would be cloning games with horrendously shoehorned puzzle platforming segments that have no place in an action game (at least DmC made grapple platforming fun and less rage inducing), some truly bullshit enemies (like those fallen angels. **** those guys so hard) and a sound engine that guarantees you will get absolutely sick of the first 15 seconds of their fight music.

TL;DR
when people ask me "what is DMC" I think of DMC3 and 4. But those games are flawed as hell, and if they were just copy/pasted into another release, I probably wouldn't play it.
 
No matter what yall say, it's still a Devil May Cry game. If it's called something else, you guys would be calling it a rip-off, WOUDN'T YALL! If it didn't have the DMC name, all of us here would be going "Oh Ninja Theory are copycats!" "They ripped off Prop and Shredder" or some sh*t like that.
 
No matter what yall say, it's still a Devil May Cry game. If it's called something else, you guys would be calling it a rip-off, WOUDN'T YALL! If it didn't have the DMC name, all of us here would be going "Oh Ninja Theory are copycats!" "They ripped off Prop and Shredder" or some sh*t like that.
people might have commented on the odd similarity between a handful of moves, but it's no coincidence that a lot of people have been referring to this game as the spiritual successor to heavenly sword, and not devil may cry.
 
people might have commented on the odd similarity between a handful of moves, but it's no coincidence that a lot of people have been referring to this game as the spiritual successor to heavenly sword, and not devil may cry.

DmC: Devil may Cry.

Great potential for a Heavenly Sword 2/sequel.

Mediocre Devil May Cry game.
 
No matter what yall say, it's still a Devil May Cry game. If it's called something else, you guys would be calling it a rip-off, WOUDN'T YALL! If it didn't have the DMC name, all of us here would be going "Oh Ninja Theory are copycats!" "They ripped off Prop and Shredder" or some sh*t like that.
This. It wouldn't matter if it were a new IP. They would still have an issue with it. You just can't win with these... unpleasant individuals.
 
people might have commented on the odd similarity between a handful of moves, but it's no coincidence that a lot of people have been referring to this game as the spiritual successor to heavenly sword, and not devil may cry.

I don't understand that at all. The only thing that DmC and Heavenly Sword have in common is a similar "stance mechanic." It's just that though: a mechanic, nothing else between the two has much of a correlation at all :/

It's like saying every game that uses a dial-a-combo system is a spiritual successor to whatever came before it, or that Call of Duty is a spiritual successor to Doom because they both use first-person shooting mechanics.
 


I never really saw Dante trying to "act like he didn't care," there was a point when he didn't care, and then there was a point when he did care, and he just doesn't make a big deal out of it.


Cerberus is kinda menacing, see how he talk with him? He really seems that he doesn't care about how much power Cerberus have, he even makes fun of him in kinda a "natural" way. The same thing can be seem with Echidna or Berial in DMC4


However, this brings up the question of "why does the main character need to be like that?" When it comes down to gameplay, his attitude has no bearing on the skills you use or how you fight. Not to mention that when story is involved, you can only take so much of the B-movie personality shlock before it gets old. It's also much less effective when like...every friggin' character has that same personality. No real depth from the characters, and it ends up being the events that move the story forward while it just drags the characters through it while they spout the same inane, barely-caring chatter.

It's not like he "needs" to be that way, but he ever was that way, and NT clearly tried to approach more the new Dante to the old one; but they tried it in a different fashion and it came out kinda sloppy. Every character has the same personality? You're saying that Vergil, Nero, Dante, Trish and Lady had the same personalities or that Dante's personality can be compared to other characters from "B-movies"? I don't get that. No real depth? Dante and his family have a background story that's like the main aspect of it's general story and DMC3 really diged into his emotions besides not explaining all his family's story in details, they've showed that Dante acts in this carefree fashion but takes things serious too (that's were all the character development in DMC3 is focused), they made it clear that Dante do not like to show his emotions (denying that he was crying to Lady), but they focus on showing that he's human and have his feelings even towards his "evil" brother.


I can't understand why people whinge about DmC not being challenging enough, and then don't recognize the challenge of trying to figure out how to stylishly take out a specific type of enemy with only a few weapons. Restriction doesn't automatically mean "artificial difficulty," it's using legitimate mechanics of the game that you already use to your advantage on normal enemies - now here's your challenge of taking out these enemies while still trying to make use of the mechanics. The tables turn when you can no longer take advantage of what you usually did.

As a whole game it's not that challenging, but DMC4 kinda already screwed up on this subject too. Figuring out how stylishly take out a specific enemy had more diversity on earlier entries, it's not like DmC gives not even a little room to some creativity, but it puts up some severe restrictions for not much reason (trying to increase the difficulty, i think), but it fails in this subject. I agree with you, earlier DMC games already had restrictions on some enemies (like the Wraths) but they worked out more fluid with the other enemies than the color-coded ones, you can't melee Wraths directly in DMC3 but you can do a lot of things (Gunslinger style being the most diverse one to deal with them, or just ignoring them and letting them kill themselves) to dispose of them quickly without having your overall combat limited by them


How is that any different from any enemy that requires you to adjust your playstyle in order to deal with them? Tyrants take less damage from the front. Butchers aren't effected by most firearms. Dreamrunners block and parry most of your attacks if you don't hit them at the right time. The Knights and Rages have have shields, agility, and color-coding to help them, and while they may not give as many different opportunities to beat them as a Bloodgoyle or Dullahan would, they still challenge you.
"Artificial Difficulty" would be if they like...constantly exploited the lack of a lock-on

The difference is that changing your playstyle doesn't means a direct restriction, but more of a approachable strategy to deal with specific enemies overall. And the variety in the moves itself (not only offensive moves, but things like the Royalguard style overall and Trickster too) make different strategies viable in the first place. It's not like these monster with their own restrictions don't pose a challenge at all, but the "advanced" strategies for nearly nulify them are pretty much acessible and too linear (parrying Butchers disks or stucking Rages on Aquila's attacks and parrying their "rolls" for free combos) and that's what kinda dumb the challenge a little. Exploit of mechanical failures makes a game be horrible, it's not even "artificial difficulty", it think. In my opinion it's the main reason why DMC2 screwed up so hard, the moves are so clunky and the lock-on system so retarded that all the "challenge" of the game comes from trying to manipulate the gameplay more than tackle the monsters design and things like this.


It's still pretty much like the classic, but it's a little more forgiving because of it fits with all of the other mechanics in play. It still recedes to the base value of any given grade, and actually now with the patch the highest retention point is S, so no matter what you still have to dosomething to fill it back up to get a SSS. Plus, without Taunts, they had to put some other retention system in place.

I agree with you, it resembles the classics and kinda pay some tribute to it if you like to see that way. It indeed take good things from the earlier entries and adapted to a new a game, with kinda a new focus, i think that there's no denial about it. And i don't find this combo ranking system too much of an issue, neither when it was really broken, i mean: the final scores are give with such strange criterias like completion being the most non-sense of them and playing a good part of your ranking in the end, items, deaths, time and stylish are OK to me, but the completion criteria really screws up any try to give an "accurate" ranking system in the end of a mission.

DmC's system isn't really "wrong on all accounts," since it's still very much like the classics. I think in terms of "what a DMC needs to have to be a DMC" then "having a Style grading system" is about as in detail as it gets. Going deep into "It needs to work exactly like this, and have this," because the basic principal of giving bonus Orbs based on playing savvy is what counts, not how hard or easy it is.

I agree here too. It have what some aspects of earlier DMC games, but i think they forget some parts of these "soul". I mean, the challenge itself (DMD! mode from DMC1 is recognized as one of the most difficult modes in the PS2, just like the DMD from DMC3) and some variety, but i can understand this changes as i can see NT's intentions behind it: they've made it clear to us that they wanted to give the casual player that feel of a "pro", they wanted to make things easier and more satisfying for those who don't like to really dive on mechanics and i don't think it's a bad idea at all, but it's like the oppose of what DMC was all about since DMC1.


Platforming just replaced some of the boring walking around that all DMCs had. It's not like it stifled or replaced the combat :P

Yeah, kinda, DMC1 and 4 have a lot of walking around until finding some monsters to beat. DMC3 was OK in that part, with the exception for the hell levels were you walk quite much for nothing. But the plataforming was excessive in DmC too, i don't think that a bad idea justifys another, but yet some people can like the plataforming even if i don't see much reason for this (mainly when the plataforming uses that grappling mechanic all the time).

When did Dante ever angst about living alone in a trailer...?

I think that he was refering to the so "dramatic" flashbacks happening all the time in the beginning, but he never really angst about living alone, at least i don't remember nothing like this too.

This also calls into question though, what if there were no cinematics? What if it was straight gameplay and nothing else, just all Bloody Palace? We would see none of that crazy stuff you mentioned, but wouldn't it still be a DMC game?

It would be somewhat lacking, to be honest. But the thing is that in this franchise gameplay was ever in the first place than cinematics or story itself. It would be cool to get a PSN or XBL game with only Bloody Palace and like all the characters, but obviously the main game cannot be like this and i agree with you that's the cinematics that make us know more and like the "CUHRAYZEENESS" of the game and Dante itself.


As an introductory and more accessible DMC, I'd say it did quite well :/

A lot of what you said sounds like you want every DMC to be a carbon copy of what you believe to be the best one. In reality, making carbon copies is what made DMC stale for people to begin with, it's the same reason why people rag on Call of Duty. If every DMC game followed your exact list, we'd just be paying for and playing DMC3 over and over and over again.

The only game that mostly is a copy of DMC3 is DMC4. There two more games in the franchise, one is a gigantic piece of **** that made the way and introduced concepts that worked much better in DMC3 and the other is the beginning of all, the game that was still gathering his own personality to start as a franchise. DMC3-4 mechanics are praised for a reason. And there's nothing wrong if people just want "carbon-copys", things doesn't need to change just because some people like change too, the same way things doesn't need to stay the same forever. I'll the same examples i've used before, great franchises that are nearly the same since they've been born: Street Fighter, Megaman, The King of Fighters, Mario and so on.


Variety is the spice of life, after all.

That's why i play different genres of videogames. I search for specific experiences in specific videogames, and that's why i don't want to lose the "real" (or old, if you prefer) DMC experience and want to at least see an ending to it's story too, as i like the characters and the world.

And this is all on topic, bee-tee-dubs, because I think the more strict we get about it, the less it becomes about the concepts that make up a whole franchise, and more about the content that makes up one particular game

I think that we have to analyse specific and major things to talk about that IP recgonition. These two "dimensional levels" is what makes one franchise and a game itself too; the games is what make the franchise, so it's important to analyse what they bring to us specificly too.
 
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I don't understand that at all. The only thing that DmC and Heavenly Sword have in common is a similar "stance mechanic." It's just that though: a mechanic, nothing else between the two has much of a correlation at all :/

It's like saying every game that uses a dial-a-combo system is a spiritual successor to whatever came before it, or that Call of Duty is a spiritual successor to Doom because they both use first-person shooting mechanics.
Mechanics, characters, boss fights.

Mechanically, heavenly sword's two-stance system was fairly distinct, and DmC is entirely built around that mechanic. The speed of the game is also closer to heavenly sword, as well as having certain moves that trigger a slow motion close-up of your character punting some minion away. Using an attack to parry an enemy's attack is another huge heavenly sword mechanic. If you wanted to defend an attack in DMC, it would be an intentional action; a dodge, a dash, or a royalguard parry, there was no chance that it would happen on accident while you were mashing the attack button. Having enemies that were color coded to certain stances is also a heavenly sword thing; in DMC you could clear the game without ever using a style, if you wanted. Styles were just that: stylish, fun, but not mandatory. Having an enemy with a glowing blue spot that can obviously only be hurt with one style is not something you'd ever seen in a DMC game. Granted in heavenly sword the enemies weren't always glowing their "vulnerable color" and you had to kind of figure it out, but it was there.

Characters is a big one, most evident in how they interact with bosses. In a DMC game, this is the worst kind of insult you'd hear out of dante pre-boss fight
Getting angry or malicious while insulting a boss is simply not part of dante's character in any DMC game, it would always be something mocking or implied ("you can hide that body, but that smell, whoo there's no covering that up!"), meanwhile in heavenly sword you've got nariko, with lines like "I'm going to gut you like a stinking fish you slit-faced psychopath!"

Boss fights in particular scream heavenly sword: bosses have color coded attacks and abilities specifically countered by one stance or another, and the action is frequently interrupted for a cutscene where you and the boss sling cheap insults at each other. In heavenly sword these cutscenes were only once or twice per boss fight, sometimes not at all, but they were usually unimportant scenes where the characters would insult each other and then resume the fight. In DMC, there's only ever been a boss fight interrupted with a cutscene like 4-5 times combined, and they were always for something important (vergil joins the scene, nero gets kidnapped, sanctus merges with the savior, etc).

The boss mechanics also share many similarities with heavenly sword; the most typical boss fight pattern being one where you just have to withstand the attacks until the boss stuns themselves or gets tired and reveals their weak spot, opening them up to a free combo. For example roach charging into a wall and becoming stunned, whiptail using all their attacks and then standing there out of breath for about 10 seconds (mundus leaning his face in really close and presenting his grapple eye...). This was extremely rare for a boss fight in DMC; the usual pattern there was that if you didn't attack a boss they wouldn't pause and give you an opening, their attacks would become more intense. Stop attacking agnus, he summons additional enemies at an even faster rate and starts using his unavoiable life stealing attack. Stay too far from beowulf and he starts spamming those annoying as **** homing feathers that do a ton of damage, etc

anyway, TL;DR
characters from heavenly sword, combat mechanics from heavenly sword, insults from heavenly sword, boss fight mechanics from heavenly sword, rebellion moveset and character names from devil may cry
 
characters from heavenly sword, combat mechanics from heavenly sword, insults from heavenly sword, boss fight mechanics from heavenly sword, rebellion moveset and character names from devil may cry
I honestly can't go deep into gameplay and mechanics, so I'll leave that matter to other more expert players.
I'll just say a thing about the characters: if the point of making the reboot was changing things, you cannot honestly expect a Dante that is identical to the original, you must expect something different. There are some aspects fo him, though, that remained unchanged, like his "moral standing" (the fact that he defends humanity gainst the demons); him being an half breed of some sorts; his hate for the demon race; him having a less collected attitude in comparison to his brother...
There are a lot of other aspects of the characters in general that remained the same, thus making not DmC a Devil May Cry game not only because the names remained the same: an evil Demon King betrayed by his lieutenant, who fell in love with a woman of another race, and thus generated twin sons, to whom he entrusted two powerful swords. One of the twins turns to evil, and the other one fights him in defense of humanity... If you find a game/story that has this sturcture, even with different character names, you would suspect that it at least takes inspiration from Devil May Cry...
So yes, DmC represents a change, and quite a great one, but it still keeps some elements of the original series. And since changing was exactly the point of making the reboot, I don't think you can accuse DmC for changing things.
 
I honestly can't go deep into gameplay and mechanics, so I'll leave that matter to other more expert players.
I'll just say a thing about the characters: if the point of making the reboot was changing things, you cannot honestly expect a Dante that is identical to the original, you must expect something different.
and the point most people have been making about the original games is that a reboot wasn't necessary, or wanted. Imagine if half-life was rebooted as a call of duty arena battle clone where gordon freeman talks nonstop? Sure some people like call of duty, and "the point of the reboot is to change the game" but why transform an already existing game into something it's not? Why not just make a new game? Or better yet, why not make this into the heavenly sword sequel it so obviously wanted to be?

There are some aspects fo him, though, that remained unchanged, like his "moral standing" (the fact that he defends humanity gainst the demons); him being an half breed of some sorts; his hate for the demon race; him having a less collected attitude in comparison to his brother...
I'm going to disagree about his character aspects (specifically with regard to his heritage), and I'm going to copy/paste a response I gave earlier on this exact subject:
dante's defining character trait (even more than his cheeseball attitude) is his humanity, and how he views being human. The classic DMC universe if full of humans ready to trade away their humanity for demonic power, and demons trying to become even more powerful. But dante is unique in that he embraces his humanity, believing it gives him strength. He treats other humans with respect (sometimes in a roundabout way, because he's dante) believing humans are inherently great, but a human that sells their soul for demonic power is treated no differently than a real demon.

Thanks to poor story telling, you wouldn't know this from playing the game unless you did serious digging, but here's a cutscene that does poorly hint at dante's views toward humanity.
(skip to 2:08)

By making dante half human and half demon, he's no longer a character that wrestles with a weakness and then overcomes through sheer faith in humanity; he's a super powerful hybrid that was destined to succeed thanks to the power of his genes, one with absolutely no ties to humanity. The respect for humanity is gone too; he'll just as soon punch out a human and write "**** YOU" on his body just because he works at a place owned by demons, and the first time he meets kat, he threatens to kill her for bothering him, hardly the same human-identifying protagonist he used to be.

There are a lot of other aspects of the characters in general that remained the same, thus making not DmC a Devil May Cry game not only because the names remained the same: an evil Demon King betrayed by his lieutenant, who fell in love with a woman of another race, and thus generated twin sons, to whom he entrusted two powerful swords. One of the twins turns to evil, and the other one fights him in defense of humanity... If you find a game/story that has this sturcture, even with different character names, you would suspect that it at least takes inspiration from Devil May Cry...
you're right, that is the very least they could have done to make this into a devil may cry game, and that's about how much they did. Names and a mangled backstory are all that really tie this game to its predecessors. Nothing else.

So yes, DmC represents a change, and quite a great one, but it still keeps some elements of the original series. And since changing was exactly the point of making the reboot, I don't think you can accuse DmC for changing things.
There are many parts of this game that I like, but I absolutely hate what they did to the story and the characters. It's a fanfiction level retelling of a juvenile interpretation of a different story, using the plot of "they live" to fill in the numerous gaps in writer creativity. It's shallow, plagiarized, and downright insulting. The earlier DMC games had a tongue-in-cheek attitude making fun of other action titles, and this game has become the thing DMC used to make fun of.

DMC3 was a successful reboot because they operated within the bounds of the dante told in DMC1 and 2 (for better and for worse), and featured a period in dante's life not previous described, so even though we were presented with a radically new and improved dante, he still respected the fans of the dantes that came before by leaving their images alone. This new one tramples all over iconic dante with some insultingly edgy teenage reinterpretation that shamelessly parades itself as an upgrade. If they wanted to reboot the series, why not have a younger sparda as the main character instead? His story and character are so loosely described in the originals, they could have written whatever story and character that they'd wanted without insulting the memories of anyone.

Oh, and one more thing before I forget. DMC is all about thrashing demons, and the games realize this. At the end of the game, you're treated to a good 10 minutes of emotional dialogue and plot, none of which has anything to do with killing demons. Realizing this, the very next thing that happens is they dump you in an endlessly spawning room full of enemies so you can rip and tear to your heart's content while the credits scroll. New DmC? Ninja theory really went out of their way to rub their ego all over this; they're proud of the story and they want you to know who wrote it. Tameem even makes a personal appearance in game (his line is just as edgy as dante's character, unsurprisingly) and instead of letting players fight enemies for the credits (because it's supposed to be an action game) we're taken on a tour of ninja theory's offices.

What
the
****.

TL;DR

As an action game: 8/10
as a DMC: 0/10
Absolutely no part of this game is recognizable as a devil may cry game. Not the characters, not the story, nothing. It's a good enough game in its own right, but as DMC, at best it's an alternate universe plot pulled off of a fanfiction website. It should have just been an original series, because now I can't just enjoy the combat when I'm playing this game without also getting offended at the bullshit
 
Apart from the fact that I would rather you didn't use such harsh words for describing a story that many people find interesting (me amongst them)...:/
I'll leave the discussion about DmC's plot and characters being interesting or not to each person's tastes.

I agree with you, though, that the original series' take on the reasons why Dante sides with humans are more compelling than DmC's, but the point is that still Dante is the one twin to fight for humanity. This is a similarity, even if it is not exactly identical.

The point of a reboot is: some elements remain (and I've named some), while others are changed; moreover, some elements are reinterpreted. That's what DmC did.
I can understand if someone says that the elements changed were those elements that he liked about DMC, and thus he doesn't like it as a Devil May Cry game. But this does not mean that it is not a Devil May Cry game, because it still retains some elements of the orignal series, and maybe those elements matter for another person.
 
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