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Metal Gear Rising VS DmC

Lol Im barely on here but I had to post a reply to this.
So with the combo you have a autolock system that works when it wants and makes you randomly attack nothing when you want to do the special moves(such as Forward Forward Y is a stinger type move ) when done it made me go flying to the wall and not the enemy I was directly facing.
There is also a lock on system, you press r2(PS3) and you lock onto an enemy and the direction moves (like stinger) will hit the enemy you are locked on too. When you do directional moves when you aren't locked on the game auto selects a target if you're close enough. But sometimes the autolock stinger does miss like you said which can be annoying.
So I found out that when you cut TOO much the games fps takes a **** on itself.
It should be expected that cutting things into a million pieces will slow the game down because of all the unique geometry you create from slicing tons of new pieces, let alone all the physics calculations for the falling pieces. I can see this being a complaint because its what is advertised so maybe they will limit it in the final game (to limit crashing)
secondary weapons are pointless...they really break away from the action and make you standstill when you want to aim and use them. They really serve no point for now and are just there for the stealth sections.
You can quick fire weapons by tapping the shoulder button fast, and sub weapon selection is similar to MGS games though I do agree I wish you could cycle through it faster.
 
There is also a lock on system, you press r2(PS3) and you lock onto an enemy and the direction moves (like stinger) will hit the enemy you are locked on too. When you do directional moves when you aren't locked on the game auto selects a target if you're close enough. But sometimes the autolock stinger does miss like you said which can be annoying.

It should be expected that cutting things into a million pieces will slow the game down because of all the unique geometry you create from slicing tons of new pieces, let alone all the physics calculations for the falling pieces. I can see this being a complaint because its what is advertised so maybe they will limit it in the final game (to limit crashing)

You can quick fire weapons by tapping the shoulder button fast, and sub weapon selection is similar to MGS games though I do agree I wish you could cycle through it faster.

Exactly my points here. I just went flying across the room because auto lock said hey you wanted to attack no one right? And my problem again with the whole 60fps deal that the japanese love to push is it takes so much from the game and games still wont maintain a smooth 60. Making the envis static and small makes for very bland linar maps. Then limiting the slicing is like you said something that should he;p the game but its the games selling point aside from the over the top nature. And my only problem with the secondaries is just that they take from the games flow I know theres the quick throw and quick shot -for rpg and nade- but its seems just pointless when the sword and just you alone do more continus damage.

But again Im waiting for the final product cause there will be more side arms and melee weapons but I do feel a movelist would be nice. Its kina the standard for hack n slashes so I do believe they will add one.
 
Wow, I completely disagree about the small and linear maps, I think the level design from de MGR demo is a lot better than anything we've seen of DmC so far, they're quite big and have enough branches to allow you to chose your way to go through it, you can sometimes even completely ignore enemies (and not by just running through them, I mean not even being spotted). And they're kinda static, but your interactions with them (being able to cut them sometimes even to use it in combat) are way better than DmC's moving environments that you only watch moving and sometimes grapple a scripted point.
 
Wow, I completely disagree about the small and linear maps, I think the level design from de MGR demo is a lot better than anything we've seen of DmC so far, they're quite big and have enough branches to allow you to chose your way to go through it, you can sometimes even completely ignore enemies (and not by just running through them, I mean not even being spotted). And they're kinda static, but your interactions with them (being able to cut them sometimes even to use it in combat) are way better than DmC's moving environments that you only watch moving and sometimes grapple a scripted point.

Again with the cutting mechanic it only applies soley to a small few things. Pillars being the only building based slicing and even then there is not tactical way of handling the way you fight enemies in this game. After you get caught either kill them all or kill some run away and stand somewhere. They all have scripted pathways same as metal gear the only different when you go into caution mode there search perimeters are way smaller and they do not have extra troops to help them. Im talking solely about this demo I haven't seen other gameplay showing off vast environments. So if you have that footage please show me so I can see the scope of those maps. Cause from what DmC has show yes they both are linear but DmC has things such as hidden items, puzzle/challenge rooms, and branching pathways as shown in the club level and train station level. To give you much more exploration in the environments.
 
Again with the cutting mechanic it only applies soley to a small few things. Pillars being the only building based slicing and even then there is not tactical way of handling the way you fight enemies in this game. After you get caught either kill them all or kill some run away and stand somewhere. They all have scripted pathways same as metal gear the only different when you go into caution mode there search perimeters are way smaller and they do not have extra troops to help them. Im talking solely about this demo I haven't seen other gameplay showing off vast environments. So if you have that footage please show me so I can see the scope of those maps. Cause from what DmC has show yes they both are linear but DmC has things such as hidden items, puzzle/challenge rooms, and branching pathways as shown in the club level and train station level. To give you much more exploration in the environments.
Oh, I see. I was thinking about level design in a combat oriented way, and for that I think Rising has many more options of abording your enemies than DmC, but overall - specially for platforming and general traversal - I can see DmC winning.
 
Oh, I see. I was thinking about level design in a combat oriented way, and for that I think Rising has many more options of abording your enemies than DmC, but overall - specially for platforming and general traversal - I can see DmC winning.
Yah but one of my problems with DmC, is like 1/3 of the game is platforming in a very linear fashion. That does not look fun at all. Just like in GOW series I did not enjoy one button platforming. I'd say at that the moment MGR has more variety in terms of approach, while DmC will have more enemy combo options especially for air combat. And there is a decent amount of things to cut in the demo as you can cut pillars for multiple platform areas in the main combat area. Also I recall in promo videos seeing lots of cuttable towers and such that fall down and damage enemies.
 
And my problem again with the whole 60fps deal that the japanese love to push is it takes so much from the game and games still wont maintain a smooth 60. Making the envis static and small makes for very bland linar maps.
This isn't necessarily a Japanese developer thing as games like COD run at 60 fps on consoles. PC gamers get to enjoy 60fps+ all the time, hence why they are the glorious master race (according to Yahtzee). Being both a pc gamer and a console gamer I've always wanted 60 fps on my consoles but the pressure to maintain comparable graphics to PC is a reason why developers keep console games at 30fps. It's disappointing but a reality I have accepted, and probably why I will buy DmC for PC. Hell DMC4 on PC was the superior version and had turbo mode.
 
This isn't necessarily a Japanese developer thing as games like COD run at 60 fps on consoles. PC gamers get to enjoy 60fps+ all the time, hence why they are the glorious master race (according to Yahtzee). Being both a pc gamer and a console gamer I've always wanted 60 fps on my consoles but the pressure to maintain comparable graphics to PC is a reason why developers keep console games at 30fps. It's disappointing but a reality I have accepted, and probably why I will buy DmC for PC. Hell DMC4 on PC was the superior version and had turbo mode.

Its mostly done by Japanese devs when it comes to hack n slashes not jsut in general. Bayonetta, DMC, Ninja Gaiden. Just to name a new. Of course pc games will get higher fps its just the optimization, im a pc/console gamer as well its just for consoles in general most hack n slash games run anywhere between 50-30 fps. With most going towards 45(gow)-30(lords of shadows)
 
Id have to say though what really bugs me is the spine ripping.It just after the first 30 times in the demo alone..I dont want to do it any more lol. For me it just takes away form the game so much. Its like the previous build for DmC at tgs 2011 where every other enemy kill was in slomo
 
Exactly my points here.. Making the envis static and small makes for very bland linar maps.
Yah but saying environments will be static and linear with 60 fps games is a huge sweeping generalization, especially when DmC looks just as linear as DMC3. Like every single area I've seen is one linear hallway that morphs into a combat area, which then you use linear platforming to reach another combat region. There is nothing wrong with this approach, but don't pretend that DmC isn't linear. I've even seen the secret areas shown so far and they are just a linear sections that you access via a rose (towards end of video). I'd say both MGR and DmC are very linear games, I just don't see as many secret areas(if any) in MGR.

Id have to say though what really bugs me is the spine ripping.It just after the first 30 times in the demo alone..I dont want to do it any more lol.
And you don't need to rip out the spines if you hit the square they fall out and you pick them up and gain health and meter.
 
Yah but saying environments will be static and linear with 60 fps games is a huge sweeping generalization, especially when DmC looks just as linear as DMC3. Like every single area I've seen is one linear hallway that morphs into a combat area, which then you use linear platforming to reach another combat region. There is nothing wrong with this approach, but don't pretend that DmC isn't linear. I've even seen the secret areas shown so far and they are ust a linear sections that you access via a rose (towards end of video). I'd say both MGR and DmC are very linear games, I just don't see as many secret areas(if any) in MGR.


And you don't need to rip out the spines if you hit the square they fall out and you pick them up and gain health and meter.

However you get full health/focus meter from ripping them out and of course you get the whole button prompt when slicing them. While you dont have to it gives you more if you do do it.
However in DmCs environments they actually look alive and morph and feel alive. I mean static for MGR because of how bland and basic the environments are. I know DmC is linear but you have other areas in the area to look into where as the demo for MGR its all straight foreward in one straight line and your previous path gets locked off each area you leave. Leaving no room for backtracking for now.
I know they are both static but I feel DmC gives you about 20% more to do in the areas
 
However you get full health/focus meter from ripping them out and of course you get the whole button prompt when slicing them. While you dont have to it gives you more if you do do it.
It gives the exact same, I just tested it. 2.6 percent health yellow bar, full health and bar when picked up off the ground. But I wouldn't deny there is a bunch of annoying slow mo after certain moves that breaks the combat flow.
MGR its all straight foreward in one straight line and your previous path gets locked off each area you leave. Leaving no room for backtracking for now.
I know they are both static but I feel DmC gives you about 20% more to do in the areas
I guess I can see this complaint but with both games linearity doesn't concern as much as good game play. If both end up having good combat systems I'll be fine.
 
It gives the exact same, I just tested it. 2.6 percent health yellow bar, full health and bar when picked up off the ground. But I wouldn't deny there is a bunch of annoying slow mo after certain moves that breaks the combat flow.

I guess I can see this complaint but with both games linearity doesn't concern as much as good game play. If both end up having good combat systems I'll be fine.
Oh I guess I didnt notice that thanks for noting that
Yes that we both can agree.
 
This is not true at all, you can mash the crap out of triangle all the time as well if you want in DmC, that doesn't mean the game doesn't offer you other options. MGR has a pretty varied moveset just from the demo with only one weapon.

You can even use a stinger-like move the same way you do stinger in DmC.

I suggest you watch this:

The difference is that DmC penalizes you for spamming the same move repeatedly, via your style meter, MGR does not
 
Depends on how you play the game. You can also do stealth in MGR which you can't in DmC. You can cut everything and everyone into a million pieces in every direction you want. DmC is combo attack-based gameplay and that is pretty much the only way to battle in this game. You get different weapons which you can mix-up into the combos, but none the less, it is slash or shoot. At least MGR has some new, innovative stuff in it where DmC don't add anything original into its gameplay.

None the less, they both look really cool and they are two different kind of games, so comparing the two with one another doesn't really make sense.
Listen, no matter what they say, you can't do stealth in a hack'n slash game, I think that it's just special segments in the game where you "act stealthy"
The combat system for DmC is very different from the previous games in the series with the angel and demon weapons
BTW it makes perfect sense to compare the two, they are both hack'n slash games that are coming out within two weeks of eachother
 
MGR is going by the hit count meter and mini number of how many parts you cut something into. That said yes you can spam and win in this game. I can literally slide my thumbs across square and triangle and do random moves so long as you parry you can win.
 
Listen, no matter what they say, you can't do stealth in a hack'n slash game, I think that it's just special segments in the game where you "act stealthy"
The combat system for DmC is very different from the previous games in the series with the angel and demon weapons
BTW it makes perfect sense to compare the two, they are both hack'n slash games that are coming out within two weeks of each other
The stealth mechanics work so much differently in this game than in any other Metal Gear. Since this game is more geared towards action and is listed as action and no espionage it is labeled as such. In MGS if you are caught the person who sees you will attack you or follow you to where you last alerted them.With others in the area moving towards the commotion. In MGR once on person sees you all enemies automatically know where you are at and go to your location. Even if you single them out the ai knows where you are. So leaving the stealth option out of the game. Its more of just how you want to tackle situations even though it will all end the same. Again because MGR is all about the action the stealth segments are so far tacked on for extra points. Such as sneaking around to save a civi. However you can ignore this by nading the guy going to shoot him and taking the others out. You cannot save him until all 4 guards are dead.

on a small side note the stealth mechanics still need some work since you aren't about stealth it just seems odd that raiden will just sit there and wait for something to happen when the alert and caution meters go down. The Ai tends to bug out when they are in caution mode, I got enemies stuck in walls numerous times cause they couldnt find me it was odd.
 
The difference is that DmC penalizes you for spamming the same move repeatedly, via your style meter, MGR does not
But how many previews have we already seen so far that says how "accessible" the style meter is now, some even saying that you can get up to SS without knowing what you're doing (they say it in a positive way btw, they're not even negative previews)
 
But how many previews have we already seen so far that says how "accessible" the style meter is now, some even saying that you can get up to SS without knowing what you're doing (they say it in a positive way btw, they're not even negative previews)
The thing is NT split the SSS ranking. In past DMC games, S,SS and SSS were basically three bars in one bar but now, each rank has its own separate bar. One can easily reach S rank by spamming Pandora lasers and that sword master lock on+forward+circle move but you'd have to diversify after that to reach SS or SSS. The ranking system in DmC is admittedly more lenient then past DMCs but maybe it'll be harder to get that S ranking on higher difficulties.
 
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