No Lock-On Is Actually Better Than Outdated Lock-On

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This looks like more DMC than the actual DmC we played
I would argure that it's a lot more over the top and closer to DMC4 but extremely close to Bayonetta, definitely has the Platinum Games stamp of absurdity on it which I love.

I think we all forget that DMC was never that balls to the walls insane until DMC4, 3 was a little but 2 and DMC1 not really much at all. In DMC4's case in my opinion, it's nuttiness fell flat and could not pull it off in it's own context like Bayonetta did
 
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This looks like more DMC than the actual DmC we played

laughing.gif
To be fair though, MGR plays out very differently from DMC and DmC. I'm just hoping people that buys MGR aren't expecting a DMC experience.
 
To be fair though, MGR plays out very differently from DMC and DmC. I'm just hoping people that buys MGR aren't expecting a DMC experience.
I hope it's nothing like DMC, if I want to play that then I will just play DMC lol. It looks fun though and that's all that really matters
 
I would argure that it's a lot more over the top and closer to DMC4 but extremely close to Bayonetta, definitely has the Platinum Games stamp of absurdity on it which I love.

I think we all forget that DMC was never that balls to the walls insane until DMC4, 3 was a little but 2 and DMC1 not really much at all. In DMC4's case in my opinion, it's nuttiness fell flat and could not pull it off in it's own context like Bayonetta did

To be fair though, MGR plays out very differently from DMC and DmC. I'm just hoping people that buys MGR aren't expecting a DMC experience.

This Raiden is a badass cyborg dude, he is like a cyborg Dante and the attacks and combos i saw in the videos are crazy and cool
 
Then that's just a random point tossed in with no relevance.

How exactly? It's completely relevant to the topic at hand and works as a way to exclude certain points you may have made.

The lack of a dodge function does not change the fact that lock-on in that game is more functional than the past DMC games.

It's not more functional than DMC, it's suited to the games style as already said. So rather than more functional to DMC, it's better to say it's more functional than games that better and more directly compete with it's style; or in other, more blunt words, stop comparing games with different styles.

In a fast-paced game where even a split second of lag could be fatal, looks does not override functionality.

And yet your bashing the fact he holds his guns out? Nice contradiction :/

Genre? Style?
Could you actually explain in detail without opening yourself to self-contradictions?

Yah, I can...
Genre - The overall elements such as gameplay, story and feel combined that make the game
Style - The way in which each element of the genre is executed
I won't go into super detail because that's just unnecessary. These definitions are enough.

As mentioned, the slowed down movement during lock-on only occurred due to DMC's origin as a Resident Evil 4 beta, when "lock on" = "draw weapon".
Now it's just "lock-on". There's no need for Dante to slow down to take aim whenever he's focused on an enemy.

Your thinking far to much about it's origin. Do you really think Capcom just left it in there for no reason? They are currently one of the masters of real in depth advanced combat. Do you REALLY think Capcom didn't look into other methods? They left it in for a reason and its a completely legitimate reason at that.

P.S. Those MGR vids are friggin awesome ^_^
 
Goldsickle, I could kiss you right now. I have been saying this since playing DMC3 all those years ago with my younger brothers. Why should you have to hold onto a button to know which enemy you are going to hit? It makes no sense at all to me why they would have lock on in the first place.
 
I don't mind Dante's movement slowing to a walk. I don't actually mind the lock on. The only thing I don't like is when people act like it's so hard to target enemies here when there was never any guarantee that you'd lock on to exactly who you had in mind in the past games. If you got the wrong one, you had to toggle, same here.

And yeah the lock on made way for more moves, but really it didn't open the way for THAT much. High time and B/O are all that were compromised in losing the lock on. They could have added a lot more moves here even without the lock on.

It really isn't a big deal.
 
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so hard to target enemies here when there was never any guarantee that you'd lock on to exactly who you had in mind in the past games. If you got the wrong one, you had to toggle, same here.
I always knew who I was going to attack though. And it normally toggled from right to left or left to right.
 
To be fair though, MGR plays out very differently from DMC and DmC. I'm just hoping people that buys MGR aren't expecting a DMC experience.

While I'm prolly gonna get it, I'm hoping there is more to it than the blade mode gimmick. But the gameplay looks like good ol' P* hack slasher goodness and the bosses look pretty intense.
 
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I understand, but the BDSM is really taking it far.

Anything that gets the point across.

On ground and during the air, maybe enemies could counter you if you repeat a move too many times.

Not a bad idea but it has its consequences. Doing so would be counterintuitive for what games like DMC 3- 4 and Bayonetta were intended for. DMC 1, on the other hand, did this very well but it was different from later HnS games. It's one of those cases where action and strategy go head-to-head against each other and a balance has to be met. If you add in "intelligent" enemies, you would have to place limitations on what the player can do. On the other hand, make the enemies as dumb as wooden dummies would give the player complete freedom to pummel them like a little baby girl and a Raggedy Ann doll. It's basically a "this or that" type deal that HnS developers have to struggle with. Thankfully, DMC 3 came around and showed that we like the latter option than the former. Hopefully, there would be a game that gives a higher focus on strategy than action.

To be more specific, I think future HnS games can learn a thing or two from the first DMC. First of all, enemies in DMC were rarely had specific weaknesses but there were some weapons/moves that were more effective on others. Basing strategy on the effectiveness of an attack whether than an enemy's weakness towards a specific aspect of a certain weapon or move. Another thing would be that the enemies learn from the defeat other enemies. There were times in DMC 1 where I would defeat an enemy without repeating moves but my first attack would be blocked by the next enemy I target. Doing so would be quite a surprise towards the player since that's something you wouldn't often expect and enforce an extra level of complexity on our part. Lastly, shortcuts. Shortcuts in a game are nice bonuses. What were the shortcuts in DMC 1? Grenades and Infernos. There hasn't been one pro- DMC 1 player that hasn't overused the Grenade Launcher and Ifrit's Inferno during playthrough (at least that I haven't seen).
 
Not a bad idea but it has its consequences. Doing so would be counterintuitive for what games like DMC 3- 4 and Bayonetta were intended for. DMC 1, on the other hand, did this very well but it was different from later HnS games. It's one of those cases where action and strategy go head-to-head against each other and a balance has to be met. If you add in "intelligent" enemies, you would have to place limitations on what the player can do. On the other hand, make the enemies as dumb as wooden dummies would give the player complete freedom to pummel them like a little baby girl and a Raggedy Ann doll. It's basically a "this or that" type deal that HnS developers have to struggle with. Thankfully, DMC 3 came around and showed that we like the latter option than the former. Hopefully, there would be a game that gives a higher focus on strategy than action.

To be more specific, I think future HnS games can learn a thing or two from the first DMC. First of all, enemies in DMC were rarely had specific weaknesses but there were some weapons/moves that were more effective on others. Basing strategy on the effectiveness of an attack whether than an enemy's weakness towards a specific aspect of a certain weapon or move. Another thing would be that the enemies learn from the defeat other enemies. There were times in DMC 1 where I would defeat an enemy without repeating moves but my first attack would be blocked by the next enemy I target. Doing so would be quite a surprise towards the player since that's something you wouldn't often expect and enforce an extra level of complexity on our part. Lastly, shortcuts. Shortcuts in a game are nice bonuses. What were the shortcuts in DMC 1? Grenades and Infernos. There hasn't been one pro- DMC 1 player that hasn't overused the Grenade Launcher and Ifrit's Inferno during playthrough (at least that I haven't seen).
If anything I feel hack n' slash games have come to a split and now has sub genres. Demon's Souls and Dark Souls are in a sense hack n' slash games, but are more strategy heavy and RPG-like. Ninja Gaiden could be close to this and the next genre. Games like God of War, Bayonetta, DmC, DMC, and maybe Metal Gear Rising? are less strategy heavy and more hack n' slash.

As for shortcuts, a lot of games have them. They might not even be called shortcuts. OP weapons, easy to use, cheap tactics, etc. Balance is a really difficult thing to do. How do we make something not too over powered or under powered? Think of all the hours the developers spent in agonizing pain trying to solve that.
 
To be fair though, MGR plays out very differently from DMC and DmC. I'm just hoping people that buys MGR aren't expecting a DMC experience.
I do agree with you, but ever since they showed enemy step my mind is going places bro, wonderful places.
 
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DmC's subtle lock is nice, and the Left Stick override works really well (for me, at least) too, but I still think making R3 a Target Lock would have been the best idea. It would need to be really, really well done, with tilting the right stick moving to a new target (based on the cursor's orientation), and still having that Left Stick override for extreme cases.
 
If anything I feel hack n' slash games have come to a split and now has sub genres.

True, true.

As for shortcuts, a lot of games have them. They might not even be called shortcuts. OP weapons, easy to use, cheap tactics, etc. Balance is a really difficult thing to do. How do we make something not too over powered or under powered? Think of all the hours the developers spent in agonizing pain trying to solve that.

It's actually pretty simple: the bigger the gun, the bigger the recoil. The reason why some developers have tough times trying to balance things out is because they don't want to make things too difficult on our part. Thankfully, there were some developers who don't give two ding dongs and a bell ring for us, so they just simply take the logical approach to balancing their weapons without being hesitant about the amount of trouble we'll have mastering the weapons (and we shall forever love them for it). For example, DMC 1's Inferno took a crap load off of your DT meter and items in DMC 1 got more expensive with each purchase (making them a highly- valued treasure in higher difficulties). There's an item in Bayonetta that allowed you to use WT whenever you want but that (as in most games) took a huge chunk off your magic meter.

As you can see, it is most common for developers to make the OPed weapons very costly. Other times, they would be just hard to use. For example, DMC has a history of having highly explosive weapons that were heavy and hard to use (Fun Fact: DMC 1 is the only DMC where you can cancel out of the weapon's recoil animation). In Resident Evil 4, the more powerful weapons had smaller ammo clips (or you would run out of ammo without noticing).

Wait, wait, wait, shouldn't we be talking about lock- ons?
 
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