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Predictions for DMC4 new content in the SE version

what would you want in DMC4 SE


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I played DMC 4 last night again because I made a big post about every thing I didn't like about it. Well, after playing it I do have some complains I want addressed.

While playing as Nero, which f#%+ing way is forward? Ya' Know? I think that's why they have a dedicated a button to the helm breaker, 'cause in 4 it was a pain in the ass to find which was forward. I was trying last night, on more than one occasion, to slam down on an enemy but he either move or I may just barely not been aiming forward. The forward was too strict, too inflexible. I hope that they widen the angle of what is considered forward and back because it's too narrow as it is. I don't know if it was just as narrow before but since it wasn't an issue I never noticed but I do know that it became extremely apparent after I played Bayonetta and she was more flexible(totally not an insinuation joke).

The other thing is that I am hoping they tweak is how Dante and Nero move in this game. It's like they are going against a current when they run. It's slow and kinda tries my patience. I want them to move faster and I and the dash to be a command, not an action you have to wait 5 seconds for.

Lets start with those for my hopes rather than predictions.
 
I played DMC 4 last night again because I made a big post about every thing I didn't like about it. Well, after playing it I do have some complains I want addressed.

While playing as Nero, which f#%+ing way is forward? Ya' Know? I think that's why they have a dedicated a button to the helm breaker, 'cause in 4 it was a pain in the ass to find which was forward. I was trying last night, on more than one occasion, to slam down on an enemy but he either move or I may just barely not been aiming forward. The forward was too strict, too inflexible. I hope that they widen the angle of what is considered forward and back because it's too narrow as it is. I don't know if it was just as narrow before but since it wasn't an issue I never noticed but I do know that it became extremely apparent after I played Bayonetta and she was more flexible(totally not an insinuation joke).

The other thing is that I am hoping they tweak is how Dante and Nero move in this game. It's like they are going against a current when they run. It's slow and kinda tries my patience. I want them to move faster and I and the dash to be a command, not an action you have to wait 5 seconds for.

Lets start with those for my hopes rather than predictions.
I've been playing DMC4 a lot too, but I disagree with finding forward with Nero, 99% of the time I can perform the directional inputs with Nero.. Problem I have is Nero's game play feels a lot more fluid than DMC4 Dante's, and I feel like I need a keyboard if I want to play Dante to his full potential (the weapon and style switching reminds me of playing old school fpses where you use the numbers on keyboard to switch to different guns and abilities). Too many buttons to press, while Nero is much easier on my hands, plus all enemies being designed primarily for Nero to fight and as a result are more fun to fight as Nero) I really hope with DMC4 Vergil they design his combat around the enemies in the game and make it more fluid..

I really miss Dante's DMC3 weapons...

Also I hope they incorporate a table hopper timing like move for Vergil's dodge as well because that move is swag as ****.
 
but I disagree with finding forward with Nero, 99% of the time I can perform the directional inputs with Nero
Disagree all you want, I'm sticking to my post. I found it, more often than desired, that the game would not helm break because the camera wouldn't let me see where the enemy was and I trying to find where the dude was via guess work, because the guy was right below me and what I thought was forward wasn't, or because I was a bit off from what forward was by the game's rigid definition. It happened, I didn't like it, and I would like a fix, now that there is the possibility of it.

While we are at it I'd like to not have to hold the lock-on to input back ← forward → commands.
 
DMC combat is built to work with lock-on, so it's very unlikely they're gonna change that. And thank God, cause personally, having to perform directional moves in DmC, which doesn't feature lock-on, was a pain in the ass for me. When in front of me there were multiple enemies, at least 40% of the times I wasn't hitting the one I wanted. It felt like the game decided what enemy I had to hit. Very uncomfortable feeling. I want to be the one to choose who to strike. That's why lock-on > free camera for me. We'll see how free camera+lock-on will work on DmC DE.

But I agree that Nero has pretty narrow forward/back zones, they need to improve that. Even though the level of annoyance depends from person to person. For example, not a big deal for me, I was able to perform directional moves 90% of the time.
 
DMC combat is built to work with lock-on, so it's very unlikely they're gonna change that. And thank God, cause personally, having to perform directional moves in DmC, which doesn't feature lock-on, was a pain in the ass for me. When in front of me there were multiple enemies, at least 40% of the times I wasn't hitting the one I wanted. It felt like the game decided what enemy I had to hit. Very uncomfortable feeling. I want to be the one to choose who to strike. That's why lock-on > free camera for me. We'll see how free camera+lock-on will work on DmC DE.

But I agree that Nero has pretty narrow forward/back zones, they need to improve that. Even though the level of annoyance depends from person to person. For example, not a big deal for me, I was able to perform directional moves 90% of the time.
With DmC, it wasn't hard dealing with the lock on because you simply have to learn to aim in the direction of the enemy you want to attack. It works fine. The biggest problem I had without a manual hard lock is sometimes when I tried to target an enemy above me for a quick shot at it, and if you're on the ground he may tend to attack what ever enemy is under the desired one above. Manual hard lock as an option is nice for that.

What is a mechanic that needs to now stay OUT of Devil May Cry is how the lock on was the only way to open more moves in combat. DmC got that right. It incorporated moves like stinger and trillion stabs without the use of lock on. It was available right then and there when you do it.
 
Meh I disagree on the fact that no lock-on works fine with directional inputs. As I said, I pretty much was missing the enemy I wanted to hit half of the time. For example, if I had 2 demons in front of me at a certain distance, I aim to the one on the right, but only god knows why, Dante stingers the one on the left. What the hell. Also, having to move the stick forward twice felt pretty awkward to me (I appreciated the dedicated button for Helm Breaker though). I prefer the lock-on+move stick mechanic.

The situation improved when I decided to try keyboard and mouse. The mice is more precise than the stick, so I could aim better, and for Stinger, pressing W twice felt a lot less uncomfortable than moving LS twice. Actually, the mouse and keyboard controls are great in DmC, I suggest to anyone to try them out. They improve the experience in combat, at least from what I can tell from my experience.
 
Why does everyone think there are only two options when it comes to this, with or without? Bayonetta did just fine and it gave you the options for both. You can pull the stinger either by Lck+→+Atck or →→+Atck and it doesn't get hung up on whether or not it's allowed to have it. Here everyone acts like it's forbidden to have both.

If it works in one game it can work in another.
 
I think there's more of a problem with double directional inputs, than single ones with lock-on. For me it's slower to press forward forward + attack, then to hold r1 and forward + attack and there's more room for error. I had that problem in Rising a lot when wanting to do stinger and it drove me nuts, but then again the camera was awful in that game so it could have been that as well (maybe just Bayonetta's camera and/or input buffering is better than Rising's in this case). For DMC4 the double directional inputs are regulated to less critical attacks, and are only back forward.

But I don't see there being a problem with regulating more moves to another button, in this case like DmC having helm breaker and launcher on a separate button. Hell they should probably follow DmC's devil trigger model (which is also in GoW), where devil trigger is L3 and R3 and free up another button for dodge or guard. I know this might mess up with cancelling moves into devil trigger easier, but I'd prefer we open up the control scheme more....
 
new levels and a lot of new cut scenes...seriously ive played this game like a 1000 times over and over and over and over and over and over again. the same thing happend when i played DMC3:SE i got bored because of the levels they were all the same, same bossses no new cut scenes just the prologue and the epilogue just vergil as a playable character wasnt enough. im just hoping for a **** load of content
 
Why does everyone think there are only two options when it comes to this, with or without? Bayonetta did just fine and it gave you the options for both. You can pull the stinger either by Lck+→+Atck or →→+Atck and it doesn't get hung up on whether or not it's allowed to have it. Here everyone acts like it's forbidden to have both.

If it works in one game it can work in another.
Yes, thank you. The manual hard lock was never a crucial missing piece. It's nice to have the option, but the game still functions perfectly fine with or without.

Meh I disagree on the fact that no lock-on works fine with directional inputs. As I said, I pretty much was missing the enemy I wanted to hit half of the time. For example, if I had 2 demons in front of me at a certain distance, I aim to the one on the right, but only god knows why, Dante stingers the one on the left. What the hell. Also, having to move the stick forward twice felt pretty awkward to me (I appreciated the dedicated button for Helm Breaker though). I prefer the lock-on+move stick mechanic.

The situation improved when I decided to try keyboard and mouse. The mice is more precise than the stick, so I could aim better, and for Stinger, pressing W twice felt a lot less uncomfortable than moving LS twice. Actually, the mouse and keyboard controls are great in DmC, I suggest to anyone to try them out. They improve the experience in combat, at least from what I can tell from my experience.
Well, that's just your personal skill at that game then. I can still stylishly kick demon a$$ just fine and not struggle with your issues as often as you say its one.

I just like the option, other than that, its worked fine. My biggest gripe with Devil May Cry's lock on mechanic was how it locked away certain moves unless you lock on. That's kinda dumb.
 
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No it's not a matter of skill, I got maximum style rank all the time on DmC. It's just that the aiming is kinda awkward sometimes. At least with the controller. The mouse fixed it a bit.
And then, there's that double forward stick move that felt uncomfortable too, making me prefer the lock on mechanic better. And again, dumping the controller kinda fixed that too, since double pressing a keyboard button feels way better than doing that with an analog stick. And it's kinda strange that an hack and slash game felt better to me without a controller...

A good balance between lock on and free camera is needed, indeed.
 
Like I said, I don't run in to that problem as often as you at all. Only really when I wanted to pop a shot off at enemies above me. So, that's just you.
 
Ah but it's not just me. After the game came out I watched some combo vids and there were people on the comments complaining about that. Also some people on Steam reported that. I guess those complaints made NT include a lock on option in the DE.

Aside from the aim though, I agree that more moves should be added without the need of locking, just don't bind them to the "forward forward" movement, it just feels awkward to pull off in combat.

Both systems have their pros and cons, that's why it's true that the ideal situation is to have the option to choose which one to use, or use them both at the same time. Looks like DmC DE is addressing that. So everyone is happy, right?
 
I want Vergil content that leads to DMC 5, that makes sense with no plot holes. And...possible hinting at Vergil being Nero's father (I know, not everyone likes that, but I do.)
 
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