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New DmC Producer Interview

I never had those sort of problem in DMC4, ever! Did you had those sort of issues?



Didn't knew that! btw do you like CM Punk cuz he is my favourite WWE Superstar currently! Straight-edge punk

all i know is when i played there was noticeable slow downs with multiple enemies. this was the case especially in the forest level as dante when you had to fight x amount of champions. This was on the ps3 version
 
He said they want to finish the game first before they make or think of making a DLC.
Wouldn't that be funny, making a DLC for a game that's not finished.
 
well if you couldn't tell by my signature and avatar HELL FRIKIN YESS!!!!!!!!!!!!!!!! HIGH FIVE MAN!

YEAHHH HIGH FIVE MAN!! At last found somebody with straight edge attitude! :w00t: Changed my avatar also! :cool:

all i know is when i played there was noticeable slow downs with multiple enemies. this was the case especially in the forest level as dante when you had to fight x amount of champions. This was on the ps3 version


Is it? I need to play DMC4 again then!
 
YEAHHH HIGH FIVE MAN!! At last found somebody with straight edge attitude! :w00t: Changed my avatar also! :cool:




Is it? I need to play DMC4 again then!


for sure check out the forest level on DMD mode. Or go through bloody palace there are times where everything slows down for abit.
 
End of the year, huh?

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Wait a second...



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Trickster and Royalguard moves? Are you for real NT?

Oh my god. I was expecting A LOT from this game, but not this.

PLEASE LET STARRAVE BE POSSIBLE, PLEASEEEEE
 
I've noticed something that will ruin it for true style tournaments, if you look at the number under the ranking, even after he get's hit that never goes down.

also "this" is not the devil may cry game that ninja theory wanted to make, we know that for sure, since ninja theory said before about the character design. the character design makes all the difference, it would have changed the story dramatically.
 
In my own opinion at least - that will not kill TTS. At all. For the simple fact that in TTS they will not be looking at the numbers under the style ranking. They will be focusing on the actual gameplay and how it functions and making the best looking combo video possible. Not the best scored combo possible. Aside from that, it is a simple enough issue to fix, anyways. As for the character design? I highly doubt it made the biggest difference. It would require more money to redo entire art assets. Seeing as how NT are supposedly low on that, I highly doubt they'd take that kind of route. The original TGS trailer was simply something as they've said to set the tone and style of the game. It was not meant to be representative of the final product in any shape or form. From then on the design choices we've seen with Dante have been more so tweaks and refinements since the Gamescon '11 trailer. However, let us say that you are right. They had to redesign quite a bit of the game for whatever reason. I don't see how it would effect the entire game at all other then simple aesthetics. The gameplay is something that would not change because of a simple art change. Though if you feel that there is enough evidence to create a counter-argument, then by all means feel free. I am always up for a friendly debate.
 
Personally, I'm getting less excited the more I hear about the gameplay. I'm a quality-over-quantity type of guy, gameplay- wise, so hearing about the immense amount of combinations I'd be able pull off is a turn- off for me. It all just seems superficial, especially when most of those moves probably won't be necessary.
 
Personally, I'm getting less excited the more I hear about the gameplay. I'm a quality-over-quantity type of guy, gameplay- wise, so hearing about the immense amount of combinations I'd be able pull off is a turn- off for me. It all just seems superficial, especially when most of those moves probably won't be necessary.

Necessary for what? What's wrong with a deeper move set in this game?
 
Actually, it's Capcom that sets the release date.

DAMN YOU CAPCOM RELEASE IT ALREADY!!!! you STUPID ASS MOTHERFUCKERS...sorry but i know itl come out at like 31 of december knowing them
 
Necessary for what? What's wrong with a deeper move set in this game?

Necessary for fighting and keeping up the challenge presented in DMC 1. DMC 1 had survival horror- esque elements, having a limited moveset was a part of that and was meant to put up the challenge of having to be stylish while only having those moves to use while your enemies are able to adjust to repetitive attacks. Having a deeper moveset displaces the difficulty of that challenge towards how well you can combine a series of moves instead of how well you can utilize only the few moves given to you.

The idea of stylish combat comes from the challenges presented in survival horror games. In survival horror games, you have two challenges:
  1. To stay alive
  2. Utilize your resources effectively.
Stylish gameplay presents the same two challenges in a more difficult degree:
  1. Receive as little damage as possible.
  2. Combine your moves in a smooth series of actions and well- timed evasions.
So in order to maximize the challenge, the number of moves should remain as minimal as the game's difficulty should allow. From the POV of a developer, this can be done by thinking of DMC as a survival horror game and work from there. As a player, the best thing to do would be to limit the amount of moves you can use and play using those.
 
Necessary for fighting and keeping up the challenge presented in DMC 1. DMC 1 had survival horror- esque elements, having a limited moveset was a part of that and was meant to put up the challenge of having to be stylish while only having those moves to use while your enemies are able to adjust to repetitive attacks. Having a deeper moveset displaces the difficulty of that challenge towards how well you can combine a series of moves instead of how well you can utilize only the few moves given to you.

The idea of stylish combat comes from the challenges presented in survival horror games. In survival horror games, you have two challenges:
  1. To stay alive
  2. Utilize your resources effectively.
Stylish gameplay presents the same two challenges in a more difficult degree:

  1. Receive as little damage as possible.
  2. Combine your moves in a smooth series of actions and well- timed evasions.
So in order to maximize the challenge, the number of moves should remain as minimal as the game's difficulty should allow. From the POV of a developer, this can be done by thinking of DMC as a survival horror game and work from there. As a player, the best thing to do would be to limit the amount of moves you can use and play using those.


well im sorry but incase you dont know, DMC1 was originally going to be a resident evil game. hence why you had only so many moves and why the art was quite dark. DMC is NOT resident Evil, its DMC. its a hack and slash, make yourself feel like a god game. if its horror also then i havent picked up on it. the idea of a huge battle system is epic. it means everyone can be creative in their own fighting style and no one technique is superior. so theres no button mashing but actual planed combos instead. that (in my opinion) makes it a better game. but if you prefer horror up to you your opinion. your choice

. but bad news, from the looks of resident evil 6....quite a lot of gameplay is you just beating up zombies ( in the trailer you kung fu kick one)...and now just so i can troll all u resident evil fans out there
403837_10150617430942244_10711187243_10879496_2065627725_n.jpg


THE GAME IS NOW RUINED :troll:
 
^ I wasn't aware that at any point DMC was considered Survival Horror, especially considering every gun You have has infinite ammo. Plus, I wouldn't have thought the moveset limited either, there was plenty of moves for both Alastor and Ifrit and amazingly enough, each and every one of their moves had a supreme effectiveness against certain enemies that no other weapon/move could match.

I think what NT are pushing for here is giving the players so many different combos and abilities to choose from and mix match that nearly any run through You watch on the internet will be different in certain areas, as everyone will find what works for them and what they believe to be most effective in certain situations. Customization would likely be their goal here, and in this day in age, where Gamers want the feeling of more exclusivity than the next guy, it would work quite well.
 
wow thats gr8 news.....nice work bro:) and they can take all the time they need as along as they make an awesome dmc game:):)....but not too much cuz i can't wait any longer .....COME ON ALREADY!!!!!
 
well im sorry but incase you dont know, DMC1 was originally going to be a resident evil game. hence why you had only so many moves and why the art was quite dark. DMC is NOT resident Evil, its DMC. its a hack and slash, make yourself feel like a god game. if its horror also then i havent picked up on it. the idea of a huge battle system is epic. it means everyone can be creative in their own fighting style and no one technique is superior. so theres no button mashing but actual planed combos instead. that (in my opinion) makes it a better game. but if you prefer horror up to you your opinion. your choice

. but bad news, from the looks of resident evil 6....quite a lot of gameplay is you just beating up zombies ( in the trailer you kung fu kick one)...and now just so i can troll all u resident evil fans out there
403837_10150617430942244_10711187243_10879496_2065627725_n.jpg


THE GAME IS NOW RUINED :troll:
^ I wasn't aware that at any point DMC was considered Survival Horror, especially considering every gun You have has infinite ammo. Plus, I wouldn't have thought the moveset limited either, there was plenty of moves for both Alastor and Ifrit and amazingly enough, each and every one of their moves had a supreme effectiveness against certain enemies that no other weapon/move could match.

I think what NT are pushing for here is giving the players so many different combos and abilities to choose from and mix match that nearly any run through You watch on the internet will be different in certain areas, as everyone will find what works for them and what they believe to be most effective in certain situations. Customization would likely be their goal here, and in this day in age, where Gamers want the feeling of more exclusivity than the next guy, it would work quite well.


The back of DMC 1's case says that its an Action Thriller, meaning intense action combined with horror/suspense elements.

The horror elements in DMC were the fact that your moves and items had to be bought that that you only had a limited number of moves in each moveset. Alastor and Ifrit's moveset weren't all that large either. In fact, Alastor shared almost all of its moves with Sparda, and Ifrit had only five moves that were original to it with two of them also being shared with Sparda.

Combo A, Combo B, Stinger, Million Stab, Round Trip, Round Trip Combo, High Time, Meteor, Air Raid, and Vortex were all the moves that were shared between weapons in DMC 1. That's ten moves, and that's enough as it is. There's more than double the amount in DMC 3 and 4.

But really, its more a matter of opinion and perspective. I see DMC differently than most of its fanbase.
 
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