Alittleacorn
Smile it confuses people
4:24
Blue Rose?
Now where have I heard that before?
Seriously, I'm liking these references.
I hate to sound like a n00b, but, where does the Blue Rose reference come from? Something from Nero right?
4:24
Blue Rose?
Now where have I heard that before?
Seriously, I'm liking these references.
I hate to sound like a n00b, but, where does the Blue Rose reference come from? Something from Nero right?
It's the name of Nero's gun. And no worries mate, it's not like they ever say the name aloud so it's an easy name to miss.
I think during one demo where they played the game on hard, if you got hit by a foe your ranking down one rank or so. So it's more about avoiding getting struck to get a high ranking.I have to say the new footage is phenomenal! only gripes with this game are: style ranking being a little too nice and how it looks easy... but we have harder difficulties and also the demo could prove that it is difficult! I don't mind these probs tho as if the game is fun I don't care!
This is exactly what I was thinking but as I haven't played the demo I was unsure but I am sure this is the case!!It only looks easy because of the greater emphasis on swapping weapons for attack variation. Do the same thing in DMC3 and 4 and you'll have extremely similar results
From the footage ive seen ive watched someone span arbiter launcher move and get all teh way to double s with just using that one moveThe ranking system works extremely similar to the most recent iterations. It tells you how many points each attack is worth, and you can actually see how an attack's points degrade through continued use. When you reach a new Style grade, you get a multiplier to your score. If you get hit, the grade will drop down by two (like A to C), but you'll still retain your current score. Inactivity will drop a grade a given grade back to zero, but the grade won't disappear unless there is a distinct break in combat events.
The Style gauge still requires attack and weapon variation to keep the meter rising higher, and the more varied you are, the faster it'll build up. It's not really any easier, because spamming Hacker over and over isn't going to get you anywhere above that high C.
The only way it's any easier is that you'll retain your grade through inactivity, and your score no matter what. I'm perfectly fine with that, just because I worked for that score, it shouldn't be completely robbed from me like the grade itself is. It's also easier because the Style meter gives you actual feedback about moves and multipliers, which just makes it easier to really get into the deeper mechanics of it, much in the way of learning all the frame data and priorities in a fighter.
From the footage ive seen ive watched someone span arbiter launcher move and get all teh way to double s with just using that one move
Good to know they fixed that because I was worried they kept it and the style system was gonna be easily breakable.And how many builds ago was that? Did it happen to be this? Because that's been fixed. All the most recent footage shows nothing of the sort, and spamming one attack getting you nowhere fast.
Cool beans! I gotta say it seems that with every new gameplay it just gets better as cherubs also have grenades now and enemies seem to start an attack just before you land after an aerial combo! They seem to be quite clever... maybe too clever *shifty eyes* LOL!! Thanks for the info btw!I think during one demo where they played the game on hard, if you got hit by a foe your ranking down one rank or so. So it's more about avoiding getting struck to get a high ranking.