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Hey, is it possible to install a Vergil skin on the Dante campaign? Just asking out of curiosity...
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Yeah, but only the super vergil costume, and some of the weapons get placed in weird sockets on the skeleton, like the eryx becomes a baton with fists on both ends.Off-topic:
Hey, is it possible to install a Vergil skin on the Dante campaign? Just asking out of curiosity...
Weird... you got any screenshots of that?Yeah, but only the super vergil costume, and some of the weapons get placed in weird sockets on the skeleton, like the eryx becomes a baton with fists on both ends.
Yes, what I"m saying is that it could be easily done, but Capcom did not plan or ask for it. It's quite simple, NT cannot publish anything for DmC without Capcom's approval or backing. Capcom paid them for their work and now its over, unless they come back and pay them to do a small patch to implement what you're asking for its not going to happen. It's not laziness, not coding ineptitude, its simply Capcom did not pay or ask for this therefore it was not developed or created.
The enemies are actually a non issue, I can play as Dante with his moveset in vergil's downfall and attack most enemies, that's really just about modifying the attack properties of the weapons in question. The issue is that the packaged game files for each character have certain pieces of code that move events forward during each players campaign, and when the level looks for them and it can't find them, the next sequence doesn't start.
As for bosses, You can actually fight vergil against vergil just fine, and Dante can fight Hollow Vergil without any issues as well. Vergil's pull is simply missing an attribute that lets the objects being pulled know that it is a valid pull.
Dark Souls and Skyrim allowed people to fix the game for them for free. Why do they get a free pass and DmC doesn't?
Its funny cause Hollow Vergil reuses assets of Vergil with some changes and alterations/additions. Its probably more reasons than that why those bosses can be fought with either of the 2.
Here I Just edited this Trickster Comparison for you.
No one got ****ed about Skyrim, part of playing on the PC is enjoying mods and what not. Skyrim didn't become so big because it was a pos, it was because it a great game that had unlimited potential through its history of mod support. Dark Souls also wasn't a big deal, either, granted they should have added a graphics options, but that was it. The mods didn't change anything else, but allow higher resolution graphics.Free pass? Do you not remember people getting thoroughly ****ed about the bugs of Skyrim and the bad PC port of Dark Souls. It defiantly happened. But Dark Souls already had a dedicated fan base specifically for that game so it didn't really matter that much. There was so much extra content in Skyrim that once the problems were fixed people just didn't care anymore.
Depth, what do you mean by depth, I don't think you are using that word properly. If you can do the same things with the combat system, then they both have equivalent combat depth. Convoluted controls that artifically increase difficulty do not make a game have more depth. It's like you equate frustration with depth, which makes zero sense.Didn't say that they were not similar but the original style system seems to have more depth in general.
Yeah, well... you know how it is. Fan logic.It's like you equate frustration with depth, which makes zero sense.
Depth, what do you mean by depth, I don't think you are using that word properly. If you can do the same things with the combat system, then they both have equivalent combat depth. Convoluted controls that artifically increase difficulty do not make a game have more depth. It's like you equate frustration with depth, which makes zero sense.
No one got ****ed about Skyrim, part of playing on the PC is enjoying mods and what not. Skyrim didn't become so big because it was a pos, it was because it a great game that had unlimited potential through its history of mod support. Dark Souls also wasn't a big deal, either, granted they should have added a graphics options, but that was it. The mods didn't change anything else, but allow higher resolution graphics.
Also, I made a video specifically for you, showing you trickster and swordmaster in DmC vs DMC4. You should look at it.
and you can't do that in DmC? What possibilities are you talking about? Even in that video, Rebellion combo B doesn't actaully exist in DmC, but because the system is so flexible I can recreate a scripted power combo from DMC4. That is the definition of depth when it comes to a free flow combat system.I still fail to understand how the D pad is "Convoluted" I have never had trouble switching styles. I mean depth in that when comparing the style system to the angel and demon modes, it seems to me that the styles have more content. Also my idea of "depth" has to do with possibilities. If done well you can use each style multiple times in a single combo and get well rewarded for doing so.
Yes the forums, the place the vocal minority resides. Skyrim sold 7 million copies or 10 million something insane. The thing is usually only people with problems show up on message boards for games. Half the time its actually people with **** computers at least on PC bitching about pointless glitches . Yes, Skyrim is massive, every once in a while you might get stuck in a mountain, and have to use quick travel to get out, not a huge deal.No one got ****ed about Skyrim? Are you serious? Should have spent some time on their forums cause there were plenty of people getting angry. I was ****ed. I did watch the vid and responded.
So you're mad because its called a different thing now, it doesn't matter that all the functionality of those styles and combo potential still exists, jsut that its mapped to a more organic and seamless control system. Using triggers to modify buttons is just a much more fluid way to switch weapons than toggling them. And you can still quick cancel all the attacks if you time if you rapid toggle the weapons on the dpad while on each mode.I can defiantly see that the angel and demon modes were meant to replaces style, they are good, but just not as good in my opinion.
Watch this, are you seriously saying that you can't switch up attacks and perform elaborate combos with DmC's adaptation of the style attacks.about using multiple weapons and attacks in one combo
and you can't do that in DmC? What possibilities are you talking about? Even in that video, Rebellion combo B doesn't actaully exist in DmC, but because the system is so flexible I can recreate a scripted power combo from DMC4. That is the definition of depth when it comes to a free flow combat system.
The problem is that DmC takes the essense of DMC combat to its logical conclusion, its the ultimate free flow system, unlike most other action games, you are expected to take all these moves and create a plethora of original stylish combos with them. The problem with wanting enemies like you seem to desire is that it would limit the possibilities of players to improvise with the free flow combat system. I mean the more explicit you make it for certain enemies to die from certain tactics the more you limit player creativity when it comes to fighting them. At some point, all high level players end up killing that enemy a certain tactical way, oh use this weapon, cuz it does most damage and stuns them into a corner, then just jc a litlte bit, open this.I am not saying you can't. You act as if I am saying DmC can't do any of these things. It can do most of them but I find that DMC is system built much more around a player finding their preferred string of combos. I just don't like that when I play DmC I do things in a very mindless fashion and can get through most of the fights. I never really keep track of the combos I have performed because I don't really have to. In DMC4 when I find something that works for me I stick to it and develop it. Everytime I play DMC4 I find myself mixing up my own combos and it usually pays off. I am sure you can do the same in DmC but you do really have to because the game usually fills in the blanks. The gameplay feels as if it doesn't involve the player as much.
I should say now that this is all my OWN opinion. DmC gameplay works just fine and I can see why someone would like it more. But for ME. I choose the originals. I am not trying to discourage it's gameplay.
and you can't do that in DmC? What possibilities are you talking about? Even in that video, Rebellion combo B doesn't actaully exist in DmC, but because the system is so flexible I can recreate a scripted power combo from DMC4. That is the definition of depth when it comes to a free flow combat system.
Angel Mode = Trickster
Human Mode = Swordmaster + Gunslinger
Demon Mode = Royal Guard
Actually DmC does have the same effect, enemies don't die from trillion stabs and only from the final hit of it, the stinger launch. In fact, a lot of other moves have this property as well, which is why you end up getting slo mo finishers with various combos on the proper strikes. The other one I know for sure is Osiris Prop Shredder, that's how come if you can get 2-3 enemies with varying levels of health in a shredder, they all seem to Sync die at the same time.But this can't be done in all games in this franchise...? I mean, you can always add command moves in the middle of combos since the first DMC, with DMC3 they added weapon switch to the mix too and RG gives you some cancel opportunities with good frame adv since DMC3 too. What you're saying is that you can recreate the aesthetical by channeling different moves? I don't know if you're meaning this is something new to the franchise, but as i record it was always this way, unless DmC has something special that i've missed. And do you have in mind that this is not exactly the same as having dedictated moves created by design? I think a good example for you to think about is Dance Macabre, stinger > million stabs and Reb combo B in DMC4, they look exactly the same movements but are different by design, one (cool) special property from dance macabre is that the monster will only die in the last hit (the sword "home run"), and it staggers monsters diferently in juggle state (that's why you'll see some cool combos ending with dance macabre with the enemy in juggle state).
I wouldn't call Demon Mode the equivalent of Royal Guard its more like Nero's Exceed System mixed with Table Hopper and the Devil Bringer snatch added in. A timed dodge that grants a temporary damage boost (like Exceed) and can bring in foes nothing like that screams defensive properties but more or less counter evasive and spacial manipulation between enemies.
Yeah I can say its Sword Master but its not the same as how it was in DMC4 so to be able to chain a Stinger into a Prop I need to switch from Rebellion to Osiris.
Plus wouldn't the fact you can't access half of your arsenal without the modes (the other 4 melee weapons) and the fact the other weapons have Rebellions other known moves in THEIR moveset say SwordMaster is just applied to the weapons in general and Gunslinger to the guns.
See above, also gunspecial dedicated button for additional moves with guns....Plus SwordMaster to well DMC3 and DMC4 are added extra moves for the melee weapons mapped to another button outside the basic melee button (same can be said about Gunslinger). The fact that the weapons couldn't fit all the SwordMaster techniques that they had to be dispersed to other other weapons and not given a good replacement.
Plus what is swordmaster is subjective considering in DMC3 Drive was a regular Rebellion skill but in DMC4 it was a SwordMaster skill. I guess DMC1 and DMC2 had swordmaster in them (well it wasn't a stretch for DMC2 considering Rebellion did had a lot of nifty moves).
I think DmC's "Sword Master" could've benefited better if the launch button could do more than one attack and have input attacks like basic melee buttons and technically not be called a launch button but a "Special Button".