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IP/Title Recognition

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?
Because Capcom wanted to "westernize" it, as they thought that doing so would get them God of War sales. This isn't about the fans and what they actually want, it's about profit.
Why not make it a new game? Well, profit. New IPs tend to sell worse than a new addition to an already existing series.
Why not make it HS2? Because it was Capcom - who don't own the rights to HS, btw - that commissioned NT to make the game, not NT asking Capcom for a job.
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.
No, he wasn't the human identifying protagonist at the beginning - but why should he have been? It doesn't seem that any human being ever did anything good for him, and the ones he trusted turned out to be demons. Not exactly the best situation to build any trust or identification with humans. But during the course of the game, he learns to trust them, he starts to identify with them - and in the end he is the human-identifying protagonist.
Also, I just remembered something. In one episode of the anime, Dante kicks that one guy in a club that apperently fell victim to a demon's seduction. I'll just leave that here.
Absolutely no part of this game is recognizable as a devil may cry game. Not the characters, not the story, nothing.
There are elements that make it recognizable as a DMC game, at least for some of us. If you feel insulted by the chances it's gone through, and can't enjoy the gameplay because of that, well, that's fine, you don't have to play it.
I've got a pretty similar story with the Spyro franchise. The reboot games are, at least judging from the first one, good games on their own merits, but I just don't like what they did to the characters. So I just didn't buy any of the further installments, and moved on with my life.
I never complained. I never insulted the game. I just kept away from it.
 
Sunaka is right. In the anime ep. 5( if I remember well it's called " In private"), Dante kicks a human guy.In DMC novel 1 he says he laments to have to kill people , but he kills constantly humans( he only avoids to kill a guy called Denver just not to have troubles; in DMC2 novel he kills a group of people who happen to be possessed ( against their will) by demons that Chen apparently invoked; even Beryl was desgusted by what Dante haddone, asking to herself if that was really necessary.But Dante had shown more than once he was a kind of hypocrite, saying some things and doing the opposite of it.Again in anime , episode 9 I guess, he criticizes a guy for being addicted to gambling, calling him a " lost cause".( while Dante is always loosing everything to game, seemingly the main reason why he has so many debts, according to Lady in that same episode.
To me, Dante never seemed too keen of humanity as he liked to preach.I only saw him being constantly kind and polite to one person and happens that person was not even technically a human.For all the other people he is a jerk.
In that field DmC Dante was better: he begins to be an idiot to everybody, but his attitude changes in a constant manner , never being rude toward Kat or Vergil again.
 
hmm, I see, very interesting actually and I actually agree with some of your points such as killing demons and stylish ratings xD

so you don´t usually pay attention at to who develops or works on a game or rather you don´t mind this aspect. if I understood correctly?
And I would categorise almost all of your points in "Gameplay" seeing as they are all certain aspects of gameplay.
With the exception of your first point, which would be categorised in "Story" or "characterisation" I guess?
Do you recognise the game through the character of Dante or rather the plot around him?

And do you also play other games, and what are those games about in your opinion?
Just to have something to compare between.

I am sorry if I am bothering you too much with all my questions.
The plot around Dante and how it is an occurring theme/situation in the majority of the games, is what could be defined as "branding" for the series, as you have these characters which make up the games in a sense, and even though we went to the reboot, you still have a number of the characters returning.
But for me, it would be:
  • The plot, in which it revolves around a character, with a similar overarching sub-plot or background story e.g. the most times Dante, who has demonic powers due to his lineage. Although a number of games have this idea, it is the way the characters define the plot so to say, and how they evolve and grow, and how the define themselves also.
  • The characters. A huge part of any IP is having characters or "images" which are singular and belong to it as a primary device of sorts. Dante and Vergil being the two primary examples in this case, who even though have been re-imagined in the reboot, are still somewhat recognisable as their previous renditions.
  • Weapons. Now, a lot of hack and slash titles have weapons, that's a fact, but what sets them apart is how they play a part. E.g. God of War has the blades on chains (I can't remember the proper names for each version), and if you see those in some other form of media, you'll think of Kratos or God of War. In Devil May Cry's case you have; Rebellion, Ebony and Ivory, Yamato, Devil Bringer and many more which have a huge significance to the whole universe of Devil May Cry and could define it in other forms of media.
Even if you have new developers, or change the game drastically (or have a reboot :shifty:) those are some of the things which make it.
 
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.

the harsh words are there to emphasize exactly how distasteful I find DmC's story and reinterpreted characters. Mind you, I'm not going to say the entire game is bad just because of this one thing, though it does lower the overall score I gave it; I knocked one point off for the story/characters and gave it a personal score of 7/10
 
Mechanically, heavenly sword's two-stance system was fairly distinct, and DmC is entirely built around that mechanic.

Again, this one mechanic is really all they share. It's not enough to make it a spiritual successor just because it uses a similar stance system - especially when the regular combat flow of DmC is nothing like Heavenly Sword's. HS uses a dial-a-combo system a la God of War.

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.

Neither of these really mean a damn thing either. Speed gets rather negligible when most hack 'n' slashes have a faster pace. And Max Payne 3 gives me a slow-motion finale when I kill the last goon in a firefight.

Little nuances like slow-motion to denote precise timing on moves or as a congratulatory effect aren't indicative of anything more than penchants of a development team.

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.

Heavenly Sword's block/parry mechanic is really different than DmC's, and DmC's closely resembles several other action games that uses the "attack just as they do" mechanic, and I fail to see how DmC's parrying mechanic isn't an intentional action. Yes you can also activate it while thrashing a demon, but that's just good timing, the parry window isn't as wide as people like to claim it is :/

Even the classic DMCs made use of the same "attack as they do" parry mechanic that DmC uses, giving us defensive options without needing Royal Guard.

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.

And Heavenly Sword wasn't the first, nor last, game to have enemies that required specific weapons or stances. How is that at all something Heavenly Sword-like?

DmC isn't using features of Heavenly Sword, DmC and Heavenly Sword are using features that have been around gaming for a while now.

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!"

And Kratos used to swear up and down that he'd slaughter everything that ever set foot in front of him.

Dante's anger is born from his past dealings with demons, and his attitude is born from his inspiration from punk culture.

But I didn't know "getting angry" was something that represented successive spirituality. I always figured it was a contextual, narrative-driven emotion that any character has the capacity to feel.

On Dante's personality, I've gotta say that I think you're pretty much totally wrong about Dante's "faking it" thing. He literally didn't care in the beginning, because he had no reason to care. Why would he? He didn't know Kat or Vergil. Once he learned of who Vergil was, and what had happened to their family, he did start to care. He never feigned that he didn't, he just wasn't overtly expressive of it other than wanting revenge. Then as he got to know Kat more, he started to care about her as well, and the plight of all mankind, which shifted his views from more than just fighting for his family's vengeance, but also for mankind's freedom, which he empathized with.

There's a big difference between "trying to act cool by not caring when he does care" like you claim, and simply "not making a big deal out of it all the time" in the way the clearly Byronic Dante does.

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).

That tends to happen when you're making a cinematic game, which was one of DmC's aims. Heavenly Sword once again isn't the first or last game to ever pause the action in one way or another.

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

Rudimentary battle AI for accessible gameplay =/= intentional lifting from one game to another to deliver the same experience in spirit.

Seriously, a spiritual successor is a game that is meant to play and handle like something that came before it, carrying on the spirit of the older title, like King's Field to Demon's/Dark Souls, or Dungeons & Dragons 3.5 to Pathfinder. Despite some rudimentary programming to achieve the specific goal of a more accessible game to the less skilled, DmC plays and handles way too much like DMC game with all of its core mechanics and gameplay philosophies, save for a "stance mechanic" that is really just a different method for switching weapons on-the-fly...

Core mechanics and gameplay philosophies are probably the most important parts to what makes something a spiritual successor, and DmC clearly takes way more direction from DMC with its free-form combo system, complete with cancels and set-ups, the Style system, and reward Orbs and other collectibles. It certainly doesn't take much from Heavenly Sword other than a stance/weapon-switching mechanic, and a handful of minute developer tendencies like redheads and slo-mo.

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.t

This is utter bullshit to me, seemingly literally born from distaste and a negative view.

Two out of the four classic DMC games didn't have you doing anything during the credits other than setting the controller down and patting yourself on the back for having completed the game. So the two most recent give you one last hurrah. Who cares?

A staff roll is just to let you know who made the thing you've been playing, like any game does, and nowadays you can skip them and even watch them from an option on the main menu. DMC3/4 found something else to put into the background of the staff roll instead of a black screen, which is cool, but Ninja Theory simply figured "Hey, this whole segment is optional and really just shows credit of the development of the game, might as well show off some behind-the-scenes stuff to go along with it." There's literally nothing wrong with that. If you find something wrong with that, I have to ask how the bottom of the barrel looks to you.

To say DmC's staff roll is some sort of narcissistic ego-stroking is borderline imbecilic.
 
Again, this one mechanic is really all they share. It's not enough to make it a spiritual successor just because it uses a similar stance system - especially when the regular combat flow of DmC is nothing like Heavenly Sword's. HS uses a dial-a-combo system a la God of War.
if that were literally the only similarity, it probably wouldn't be enough to justify it being a spiritual successor (despite the fact that no other game uses the two-stance heavenly sword system) but it's not. However, we are discussing if DmC is more like heavenly sword, or DMC. "where it came from" or "how common it is elsewhere" or "I think it was a good idea" are, for the purposes of this discussion, non sequitur.

If it was more similar to one than it was to the other; that's all that matters, because that is the topic of this thread, and of my post. If you're arguing a different topic, just stop reading now because this is going to be a wall of text and it would have nothing to do with you.

Heavenly sword and DmC both use the two-stance system, right down to similar control scemes, similar attack styles (angel stance isn't called "ranged stance" but look at aquilla and tell me that isn't what the stance is), and they're even colored the same. DMC does not do any of these things. In this regard, DmC is more like heavenly sword than DMC.

Heavenly Sword's block/parry mechanic is really different than DmC's, and DmC's closely resembles several other action games that uses the "attack just as they do" mechanic, and I fail to see how DmC's parrying mechanic isn't an intentional action. Yes you can also activate it while thrashing a demon, but that's just good timing, the parry window isn't as wide as people like to claim it is :/

Even the classic DMCs made use of the same "attack as they do" parry mechanic that DmC uses, giving us defensive options without needing Royal Guard.
DmC and heavenly sword rolled their parry mechanic right into their attacks; a successful parry would allow you to continue your attack uninterrupted while staggering your enemy, and it worked on nearly all enemy types and attacks. In DMC, this system was not used, and in the very rare cases you could collide your attack with another attack (you could clash with about 3 enemies, normally bosses, in all 4 DMC games combined), it would stagger both of you, and your stagger animation would always last slightly longer giving your enemy the upper hand. Clashing in classic DMC wasn't a "viable alternative to royalguard" because not only was it almost always unavailable, but if it did happen it was a bad thing.

DmC and heavenly sword "clashes" were available for almost all fights, and always gave you the upper hand when they happened. DMC clashes are almost never available, and if they do happen, it's a bad thing because unless you know how to recover you're going to get locked into a combo. In this regard, DmC is more like heavenly sword than DMC.

And Heavenly Sword wasn't the first, nor last, game to have enemies that required specific weapons or stances. How is that at all something Heavenly Sword-like?

DmC isn't using features of Heavenly Sword, DmC and Heavenly Sword are using features that have been around gaming for a while now.
DMC specifically avoided this gimmick, despite it "being around gaming for a while now", while heavenly sword and DmC embraced it as a core mechanic, hence the DmC = HS comparison.

By making a core gameplay component out of a mechanic classic DMC refused to touch, DmC is again more like heavenly sword than DMC. Or more like some other game.

And Kratos used to swear up and down that he'd slaughter everything that ever set foot in front of him.

Dante's anger is born from his past dealings with demons, and his attitude is born from his inspiration from punk culture.

But I didn't know "getting angry" was something that represented successive spirituality. I always figured it was a contextual, narrative-driven emotion that any character has the capacity to feel.

On Dante's personality, I've gotta say that I think you're pretty much totally wrong about Dante's "faking it" thing. He literally didn't care in the beginning, because he had no reason to care. Why would he? He didn't know Kat or Vergil. Once he learned of who Vergil was, and what had happened to their family, he did start to care. He never feigned that he didn't, he just wasn't overtly expressive of it other than wanting revenge. Then as he got to know Kat more, he started to care about her as well, and the plight of all mankind, which shifted his views from more than just fighting for his family's vengeance, but also for mankind's freedom, which he empathized with.

There's a big difference between "trying to act cool by not caring when he does care" like you claim, and simply "not making a big deal out of it all the time" in the way the clearly Byronic Dante does.
I don't even need to contradict this, because you do it for me
There's a big difference between "trying to act cool by not caring when he does care" like you claim, and simply "not making a big deal out of it all the time" in the way the clearly Byronic Dante does.
DMC dante always cared, especially about strangers. At all times, even if he was furious or upset, he presented his trademark "devil may care" attitude. And considering the name of the game is a ****ing play on that exact phrase, I'd consider this personality to be pretty iconic of the series.

Nariko and DmC dante get very explicit in their threats and anger, and say some very malicious things. "I'll gut you like a fish", "watching your baby explode into wet chunks was priceless" etc. Classic DMC dante never says anything remotely close to these things. In this way, DmC is more like heavenly sword than DMC.

That tends to happen when you're making a cinematic game, which was one of DmC's aims. Heavenly Sword once again isn't the first or last game to ever pause the action in one way or another.
Heavenly sword was a cinematic game, and DmC was a cinematic game. DMC was not a cinematic game. Case closed.

Rudimentary battle AI for accessible gameplay =/= intentional lifting from one game to another to deliver the same experience in spirit.

Seriously, a spiritual successor is a game that is meant to play and handle like something that came before it, carrying on the spirit of the older title, like King's Field to Demon's/Dark Souls, or Dungeons & Dragons 3.5 to Pathfinder. Despite some rudimentary programming to achieve the specific goal of a more accessible game to the less skilled, DmC plays and handles way too much like DMC game with all of its core mechanics and gameplay philosophies, save for a "stance mechanic" that is really just a different method for switching weapons on-the-fly...

Core mechanics and gameplay philosophies are probably the most important parts to what makes something a spiritual successor, and DmC clearly takes way more direction from DMC with its free-form combo system, complete with cancels and set-ups, the Style system, and reward Orbs and other collectibles. It certainly doesn't take much from Heavenly Sword other than a stance/weapon-switching mechanic, and a handful of minute developer tendencies like redheads and slo-mo.
that "rudimentary battle AI for accessible gameplay" happens to be extremely similar to heavenly sword's version of "rudimentary battle AI for accessible gameplay". This style of boss fight was never used in DMC, but always used in heavenly sword and (almost always, because the last vergil fight didn't use it) DmC. In this way, DmC is more like heavenly sword than DMC.

To say DmC's staff roll is some sort of narcissistic ego-stroking is borderline imbecilic.
It's true, the first two DMC games gave us nothing to do during the credits. This was eventually replaced by a better idea, one where you get to rip up a bunch of demons (because that's what the entire series is all about: fighting demons) instead of doing nothing. Is a camera tour of a developer studio a better idea for an action game than action gameplay? I really don't think so.



You have a really odd idea of what a counterargument is supposed to be. The best case scenario, if your argument were to be true on all accounts, is that DmC is similar to some other game, but still not DMC.
 
It's true, the first two DMC games gave us nothing to do during the credits. This was eventually replaced by a better idea, one where you get to rip up a bunch of demons (because that's what the entire series is all about: fighting demons) instead of doing nothing. Is a camera tour of a developer studio a better idea for an action game than action gameplay? I really don't think so.

You're the one who started the whole "DmC's credits are egotistical" bullshit. I was addressing that, because it was a stupid thing to claim. Credits are credits. It's a f#cking moot point anyway because it's an optional and totally skippable thing that's not actually part of the game at all, it's just a random extra. Is it a better idea to fight than watch a tour? Of course it's a better idea, but I don't even think it friggin' matters.

DMC3 and 4 made the credits part of the game. DmC just didn't. Who the hell cares?

"Waaaaah waaaaah! DmC didn't let me fight a bunch of demons during the credits - even though I could replay any mission or go to the Bloody Palace to do the exact same thing! Waaaaah!" is what I'm getting from this.

You have a really odd idea of what a counterargument is supposed to be. The best case scenario, if your argument were to be true on all accounts, is that DmC is similar to some other game, but still not DMC.

That's the point...you said DmC was a "spiritual successor" to Heavenly Sword, when the only thing the two games exclusively share is a stance/weapon-switch mechanic occupying the triggers. That really just makes it a design mechanic that Ninja Theory previously used in another game. Like how DMC1 required you to hold R1 before it let you shoot E&I. That's just an old mechanic Capcom was familiar with because of Resident Evil - it didn't make DMC1 a spiritual successor to Resident Evil, though.

Everything else DmC and HS share are things they also share with a multitude of other games because they're basic game development ideas. You're the one that tried to wrap this sh!t up into a "is it more like HS or DMC?" thing, when the fact of whether it's more like a DMC game is completely beside the point I was making.
 
You're the one who started the whole "DmC's credits are egotistical" bullshit. I was addressing that, because it was a stupid thing to claim. Credits are credits. It's a f#cking moot point anyway because it's an optional and totally skippable thing that's not actually part of the game at all, it's just a random extra. Is it a better idea to fight than watch a tour? Of course it's a better idea, but I don't even think it friggin' matters.

DMC3 and 4 made the credits part of the game. DmC just didn't. Who the hell cares?

"Waaaaah waaaaah! DmC didn't let me fight a bunch of demons during the credits - even though I could replay any mission or go to the Bloody Palace to do the exact same thing! Waaaaah!" is what I'm getting from this.
This is the only attempt you make to even pretend to address a point I raised in that earlier post

That's the point...you said DmC was a "spiritual successor" to Heavenly Sword, when the only thing the two games exclusively share is a stance/weapon-switch mechanic occupying the triggers. That really just makes it a design mechanic that Ninja Theory previously used in another game. Like how DMC1 required you to hold R1 before it let you shoot E&I. That's just an old mechanic Capcom was familiar with because of Resident Evil - it didn't make DMC1 a spiritual successor to Resident Evil, though.
I went to great lengths to detail why I disagree with everything you just said here, in the post you are pretending to read and respond to. You can't just disregard a direct counter-statement because you don't agree with it, and continue talking on original statement as if it was never even challenged. That's not how a discussion works. If you disagree, address the point, and say why. Provide some evidence, examples are welcome too.

Everything else DmC and HS share are things they also share with a multitude of other games because they're basic game development ideas.
And what are the names of those games?
I'm willing to bet that out of all the games you name, none of them will have all the mechanics I listed presented in the same manner and combination as DmC and heavenly sword have. If you think a different game is more like one or the other, feel free to name it, and explain why you think so.

You're the one that tried to wrap this sh!t up into a "is it more like HS or DMC?" thing, when the fact of whether it's more like a DMC game is completely beside the point I was making.
You were not the one to begin this topic. If I follow the train of replies all the way up, here's the first post from either of us that talks about this issue:

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.
are you telling me you misinterpreted what I was talking about? If you made a mistake earlier and don't actually want to talk about this, feel free to stop. Accidents happen, I wouldn't hold it against you.
 
Wind it back people, no need to bring in name calling to a debate. People can disagree without the need to attack each other & get on their high horses about anything.
 
This is the only attempt you make to even pretend to address a point I raised in that earlier post

Because it's a trivial matter where ultimately it's very subjective. You wish there was fighting during the credits, I do too. There wasn't. It doesn't mean the game is anything less than what it is for not having that.

You kept saying that "DmC is a hack 'n' slash, so I should have been able to kill demons during the credits!" Sure, why not? But that's not what happened, and it's like you're ignoring every other portion of the game you just played where you did just that. A little extra random horde fighting would be fun, but it not being there didn't just reduce the value of the game.

It amounted to you just sounding like a little kid wanting more out of the game when the game's replayability through missions and the Bloody Palace give you exactly what you want, but no, you want to fight during the credits for some reason, as if it's inextricably important to the game's quality.

Then there's how you said that by taking a tour of the NT office and showing some development history for the game while the credits roll was some sort of egotistical and narcissistic trip on their part, which is just...so, so insultingly wrong.

How dare Ninja Theory use their completely optional staff roll that has no bearing on the gameplay the way staff rolls used to be done for generations while showing us some of the stuff they did to make the thing we just played! What a bunch of jerks!

I went to great lengths to detail why I disagree with everything you just said here, in the post you are pretending to read and respond to. You can't just disregard a direct counter-statement because you don't agree with it, and continue talking on original statement as if it was never even challenged. That's not how a discussion works. If you disagree, address the point, and say why. Provide some evidence, examples are welcome too.

The problem with that is you started a completely different topic, either intentional or not, by tossing around comparisons to be HS or DMC. That wasn't my point, so why would I waste my time diverging into it? It's like you accidentally started a strawman by getting me to talk about whether DmC has more in common with HS or DMC, instead of my actual topic of how DmC isn't some spiritual successor to HS because it only uses one mechanic while everything else about the actual combat is very much DMC, and any other similarities DmC shares with HS is something they do share with many other games.

It's like trying to say that Metroid is a spiritual successor to Mario because Nintendo gave both of them the same jumping and platforming mechanics.

And what are the names of those games?
I'm willing to bet that out of all the games you name, none of them will have all the mechanics I listed presented in the same manner and combination as DmC and heavenly sword have. If you think a different game is more like one or the other, feel free to name it, and explain why you think so.

Wait, so...because games can use any number of mechanics or game designs in any number of ways and combinations, you'll discount whatever I say because it has to adhere to your randomly strict regulation of DmC being more like some other game? When that still wasn't what I was talking about?

It's not that DmC is more like another game than it is HS, it's that most of the mechanics or certain design philosophies DmC and HS share are shared by them and other games, which denotes it's not something exclusive to HS that makes DmC supposedly a successor to it.

Kingdom Hearts games had two levels of parrying, one where you stagger the enemy and keep attacking, and one where you both stagger. Enemies that can only be freely attacked after becoming tired or by luring them to charge into walls are seen throughout Legend of Zelda, in Shadow of the Colossus, and again Kingdom Hearts, among others that I can't remember off the top of my head. Dragon's Dogma, inFAMOUS, and Kingdom Hearts all love to do slow-motion points in attacks. Enslaved, Max Payne 3, and Kingdom Hearts (for bosses) end their battles with slow-motion finales. Kingdom Hearts, Okami, Legend of Zelda and God of War have gigantic and/or stationary bosses. Even Devil May Cry 3 had the Leviathan Core. Friggin' Kirby had the giant tree.

This is all just stuff I can randomly remember off the top of my head, anyway :/ Take a peek around some place like TVTropes, and you'll come across pretty much all the games that share some of these designs because they're easy on the player, or they're just tried-and-true things.

And I do not understand how having a character with emotions like getting angry makes it a successor to another game that also had a character who had similar emotions.

This all comes back to you making the whole "DmC is more like HS than DMC," when that, again, isn't the point. Looking at a random mook fight, DmC still largely plays so much like a DMC game because of that exact gameplay focus the development had.

You were not the one to begin this topic. If I follow the train of replies all the way up, here's the first post from either of us that talks about this issue:


are you telling me you misinterpreted what I was talking about? If you made a mistake earlier and don't actually want to talk about this, feel free to stop. Accidents happen, I wouldn't hold it against you.

I was the first in this here thread to disagree with the idea that DmC is a spiritual successor to HS, based on your comment. Misinterpretation? I dunno, but you're the one who replied.back with all that stuff about it being closer to HS than DMC, even though in the end, a spiritual successor pretty much NEEDS to carry over many design philosophies and the feel of the predecessor in order to actually feel like one. To me, DmC feels a helluva lot like a DMC game because of how combat is handled and played out - probably because it was made to be a DMC game. The fact that it uses a key hold like Heavenly Sword instead of key tap like DMC to switch weapons means nothing more than Ninja Theory figured this would work rather well for the game's on-the-fly weapon swapping, and it did.

Overall, DmC shares way too many key similarities with DMC to be thought of as some spiritual successor to Heavenly Sword. Just because it uses a handful of minute penchants like Heavenly Sword does has not much impact when they are things that are used often all throughout the game industry for certain games in any number of combinations. All it shows is that Ninja Theory likes these little things, and wanted to add them to DmC to make a more enjoyable game.

Heavenly Sword is an action game where you use three different stances to attack enemies, using inputs formed in a dial-a-combo sense where different attacks are performed with alternating key inputs. If you remain stationary, you can block attacks based on yours and their stances, and counter right after blocking by pushing a button. A precision counter will instantly kill the enemy. By continuing to attack without being hit, you can gain access to an instant kill ability to use with Circle. You get rewards like new combos and behind-the-scenes stuff by maintaining a killstreak without being hit. It also has Quick Time Events.

And now that I think about it, I don't remember Heavenly Sword having an "attack as they do" parry system at all...the only thing I remember was attacking them with a stance different than the one they're blocking in, which is just the same blocking mechanic Nariko employs in the game. No actual "attack as just as they do" thing like in DmC though, just the Counter and Block Break moves.

At its core, DmC is an action game where you use ranged and melee weapons, switching back and forth between different ones to create free-form combos. Your attack patterns are based around inputs that can vary on pauses. You use launches, juggles, and rushes, and other unique attacks from different weapons on you to keep an enemy or enemies caught in combos. You can use cancels and set-ups for more advanced combo potential. Some enemies require you to use certain weapons, challenging you to do more with less. You can also attack enemies just as they attack to stagger them with a parry. You try to avoid damage and vary your attacks to increase a bonus meter which in turn increases the amount of currency (Orbs) you receive when enemies die. Then you use that currency to upgrade your character with new skills, making your combo potential even more varied. That sounds a helluva lot like a DMC-type game.

The key tenants of Heavenly Sword and DmC are really different. That both use a similar "stance mechanic" for some different attacks is all they have in common, along with the cinematic flare that's so prevalent in a lot of gaming these days. It's a flimsy argument to build that that one weapon-swap mechanic links them in any significant way other than it was used in two different games.

And on-topic to that, those "key tenants" are what are most important to what I recognize as a DMC game, and even though DmC isn't exactly like the classics, it's so close that if it didn't have the same name or elements from a DMC it would be a DMC rip-off the way Dante's Inferno rips-off God of War.

Also - don't compare me to Alchemist. Yes, I saw your message last night, but I was off to hang with friends. His passion gets the better of him more often than not, but he means well. Give the guy a f#cking break. I try to curb my own passion as much as possible, but sometimes it's impossible for me to ignore some just blatantly silly or even asinine comments. I've had to deal with sh!t like that for three years by just trying to find enjoyable discourse about a game I like, but I'm given nearly no quarter. Even on this very forum we have people who have nothing better to do than come here to this DmC side of things and just bring everyone down, bogging down discussions with undesired vitriol or thinly veiled negativity.

DmC fans here are gunshy, to say the least, and happy to find a place to chat about the game openly, but some people are content to try and turn it into another GameFAQs, which is ironically so full of the people who hate the game that I can't f#cking understand it. I'd rather have passionate people here to talk to than a bunch of dead fish who just flop around and take whatever bullshit someone tries to feed into discussions.

But hey, I'm just one guy, and I'm not a moderator. Although I can't believe I'm thought of as some stain on the DmC fan community just because I staunchly try to keep bullshit from spreading.

I'm done with this. I've said what I wanted to say and I'm tired of repeating myself.
 
That's a giant wall of text, and if we keep quoting block by block our posts will eventually be whole pages in length. I read your post, and I'm going to address what I think to be the core of what you were saying.

if a mechanic from heavenly sword is introduced into a game, and a DMC mechanic was removed to make room for it, that makes it more like heavenly sword, regardless of anything else. "Anything else" includes: I liked it, it worked well, they're the same studio so obviously they would reuse that mechanic, it's a really common mechanic in other games.

Here is a list of things DMC had an existing style/mechanic/system for, but the DMC version was removed so a version copy/pasted out of heavenly sword could take its place:
  • Script/dialogue (aesthetic)
  • 3 stance system, complete with colors and control scheme (mechanic)
  • evading a boss until it presented a weakness for you to exploit (mechanic)
  • having one or more cutscenes that interrupt a boss fight, just so characters can insult one another (aesthetic)
  • color coded enemies with a vulnerability to only one of your stances (mechanic)
It looks like a short list, until you realize that these changes effect all cutscenes, all standard creep fights, and all boss fights (in short, heavenly sword's mechanics have completely replaced nearly all significant DMC mechanics in every area of the game)
if you feel any other single game has contributed more to DmC than heavenly sword did, please tell me what that game is
 
  • Script/dialogue (aesthetic)
  • 3 stance system, complete with colors and control scheme (mechanic)
  • evading a boss until it presented a weakness for you to exploit (mechanic)
  • having one or more cutscenes that interrupt a boss fight, just so characters can insult one another (aesthetic)
  • color coded enemies with a vulnerability to only one of your stances (mechanic)
Let me try something here.

1. The script/dialogue thing is just NT's way of doing things. It's present in HS, Enslaved and also DmC.
2. Nothing to say here.
3. That can be said for almost every modern day video game boss.
4. Again, that is simply NT's way of doing things. Enslaved also had cut-scenes during boss fights. Hell, DMC4's savior fight has them.
5. An enemy being vulnerable to certain attacks is not something exclusive to only HS though.
 
Let me try something here.

1. The script/dialogue thing is just NT's way of doing things. It's present in HS, Enslaved and also DmC.
2. Nothing to say here.
3. That can be said for almost every modern day video game boss.
4. Again, that is simply NT's way of doing things. Enslaved also had cut-scenes during boss fights. Hell, DMC4's savior fight has them.
5. An enemy being vulnerable to certain attacks is not something exclusive to only HS though.
1. yes, hence the HS comparison
2. okay
3. every modern day video game boss, except devil may cry bosses. They specifically punished you if you just tried to run around waiting for them to get tired.
4. yes, I am well aware that is ninja theory's way of doing things. "their way of doing things" surfacing in so many aspects of this game is one of the reasons people say DmC is more like heavenly sword than DmC
5. fair enough, okay
6. there is no other game that exists that contains the previous 5 things all in one game
 
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