No Lock-On Is Actually Better Than Outdated Lock-On

  • Welcome to the Devil May Cry Community Forum!

    We're a group of fans who are passionate about the Devil May Cry series and video gaming.

    Register Log in

It's completely relevant to the topic at hand and works as a way to exclude certain points you may have made.
I never specified strafing at running speed.
That's strawman right there.

It's not more functional than DMC,
It's far more functional.
You don't need to keep a button held down to maintain the lock-on, plus your movement speed is not reduced for no reason.

And yet your bashing the fact he holds his guns out? Nice contradiction :/
No bashing nor contradictions here.
I already pointed out that the lock-on mechanic of past DMC were just remnants of the game's origin as a Resident Evil 4 beta.
Lock-on does not necessarily have to be a 'draw weapon' button.

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.
This sounds more like your personal interpretation which does not apply to the general consensus.
You won't go into "super detail" due to the risk of self-contradiction if the topic drags on.

Your thinking far to much about it's origin. Do you really think Capcom just left it in there for no reason?
Capcom has a bad habit of preserving old, outdated design.
Like not allowing Mega Man to shoot upwards or maintaining tank controls and prerendered backgrounds for the RE series for too long.
Not allowing characters to walk and shoot in RE5 was one of their last straws.

Maybe it's a blessing that a lot of seniors like Shinji Mikami, Hideki Kamiya and Keiji Inafune have f***ed off.
Capcom can properly modernize their games without all this pandering to nostalgia.
 
  • Like
Reactions: Downfall
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?
We went from DmC's lock-on and the DMC series' lock-on to different lock-on systems from other games to air/ground combos to genres within genres to balance. Thread derailed. Mission Accomplished. :cool:

Anyway, balance is easy with singleplayer games. But tell that to multiplayer games. Look at forums from whatever game has multiplayer: fighters, shooters, MMOs, etc. you'll being on the bottom level of hell just by entering.
 
Thread derailed. Mission Accomplished. :cool:

Can't argue with that. Continuing Derail.

Anyway, balance is easy with singleplayer games. But tell that to multiplayer games. Look at forums from whatever game has multiplayer: fighters, shooters, MMOs, etc. you'll being on bottom level of hell just by entering.

Multiplayer? Yuck, yuck, never touch the stuff (unless it is four or less). Often times, if you don't know the secrets of the game, you're pretty much screwed over. I can't tell you how many times I've got my butt beaten in Fighting games playing with a person who has played it for years and it was my first time playing. Screw them, I say.
 
  • Like
Reactions: Shin Muramasa
Can't argue with that. Continuing Derail.
Multiplayer? Yuck, yuck, never touch the stuff (unless it is four or less). Often times, if you don't know the secrets of the game, you're pretty much screwed over. I can't tell you how many times I've got my butt beaten in Fighting games playing with a person who has played it for years and it was my first time playing. Screw them, I say.
Considering that Metal Gear is being strewn about in this thread. I present to thee, the deRailgun.
railgun.jpg

Multiplayer for me is fun with friends, competent players, or besides living-breathing friends. That's what made Super Smash Bros. (Melee, Brawl) fun. Battlefield Bad Company 2 and BF3 were fun with competent online friends as well. But alone and match making not so much. I've stopped since BF3 wasn't that fun compared to BFBC2 for me and I couldn't keep up with DLC and some other annoying gameplay things stopped me from playing multiplayer games. One thing would be my growing backlog made larger by playing the same game for its multiplayer.
 
Eh... I don't know.

I don't really hate Platinum Games....

Still, great call on having those guys leave as being an improvement to the overall status of Capcom (as opposed to their detriment, according to all the Kamiya worshipers out there).
 
Maybe it's a blessing that a lot of seniors like Shinji Mikami, Hideki Kamiya and Keiji Inafune have f***ed off.
Capcom can properly modernize their games without all this pandering to nostalgia.

Actually, that's not a true statement at all. Kamiya and Minaji were the pioneers for Capcom. Most of the company's best works and cashcows were made from them. Keiji Inafune's design for Megaman while being repetitive was still challenging and fresh with each game.

In fact, you can say that because of the fact that they left, Capcom hasn't been the same. DMC ain't looking so good, who knows if Megaman will get back on its feet, and it's hard to tell if RE will ever get back to its horror roots.

You say it's a blessing, it's looking more like a curse.

besides living-breathing friends.

Ummm....
 
I'
Still, great call on having those guys leave as being an improvement to the overall status of Capcom (as opposed to their detriment, according to all the Kamiya worshipers out there).
I'm still disappointed that no one has mentioned Vanquish. Everyone likes to mention/bash Bayonetta, but no one mentions Vanquish, a TPS that Platinum Games tried to make fast paced. Pretty good attempt with experimentation there in my opinion. Bayonetta is basically Kamiya's DMC without the DMC name or copyright in front of him. I can't say much about Metal Gear Rising: Revengeance or the Wii U game they're developing.
 
  • Like
Reactions: Downfall
Maybe it's a blessing that a lot of seniors like Shinji Mikami, Hideki Kamiya and Keiji Inafune have f***ed off.
Capcom can properly modernize their games without all this pandering to nostalgia.

Actually, that's not a true statement at all. Kamiya and Minaji were the pioneers for Capcom. Most of the company's best works and cashcows were made from them. Keiji Inafune's design for Megaman while being repetitive was still challenging and fresh with each game.

In fact, you can say that because of the fact that they left, Capcom hasn't been the same. DMC ain't looking so good, who knows if Megaman will get back on its feet, and it's hard to tell if RE will ever get back to its horror roots.

You say it's a blessing, it's looking more like a curse.

besides living-breathing friends.

Ummm....
 
  • Like
Reactions: Shin Muramasa