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The Evolution of DMC: What Each Game Was About

Railazel

Well-known Member
I think that it's time that we take a look back at each game and understand what each goal of the game was in terms of gameplay. Each game was a literally a reboot, changing the overall design of DMC 1 to make something new. It is with this understanding that we can appreciate each game for what it contributed to the series as a whole.

DMC 1 was possibly the most strategy- oriented game out of all of the DMCs because it stuck to its roots as an intended Resident Evil 4 game. Much like its horror roots, DMC 1 had an emphasis on keeping your distance, using as little rations as possible, going the offensive when the time is right, and understanding the weaknesses of your enemies to take them out efficiently. You can see this in that the items shop had really expensive costs, enemy attacks were determined by distance and each enemy had a somewhat extensive profile with suggestions on defensive techniques and counterattacks, and Dante's lock- on being focused on the closest enemy.

DMC 2 took a different turn. Instead of focusing on keeping distance, you were more or less motivated to attack enemies in a fluid manner. With lock- on being changed to focus on a singular enemy, your combo derivations being based on directional input, the swords being longer, and the rooms being very spacious to give more room for dodging and moving around, this was the first instance of DMC being focused on fluid combat and departing from its more horror- based mechanics.

DMC 3, well... what can one say other than it was really intended to be flashy. With the new Style system, that was based on DMC 2's evasive maneuvers and gun moves, in place, DMC 3 was intended to be the leader in free- form gameplay, allowing players to choose their own way to play, building on basic skills and utilizing more advanced mechanics to make extensive combos.

DMC 4 built on what DMC 3 had paved the way for. Introducing a new style of play through its protagonist, Nero, DMC 4 was definitely intended to make combos as fluid as possible by allowing players to enclose distances more easily and streamlining DMC 3's Style system. This can be DMC's first attempt at making the franchise more accessible to new players. However, for the rest of us who seemingly are hand masochists, Dante was re- introduced with a slight improvement to his Style system that made all of his original four Styles (and Vergil's DarkSlayers style) accessible through the D- pad. This ultimately set DMC's gameplay style in stone: Fluid, extensive combs via easily- enclosed distances and deep gameplay mechanics. This would lead us to...

DmC, the side plot that shook the fanbase. As those who took the time to play and understand the game can attest, DmC's focus was on purely fluid combat. With an innovative auto- lock system, Dante's Style system streamlined into a Mode system, and an extension of Nero's Buster system through the Ophion Whip, DmC was definitely looking into progressing the series' gameplay. Ultimately, what we have is the same kind of thing we have seen in DMC 3 and DMC4: Freakin' awesome combos.
 
A lot of DMC3s gameplay was due to DMC2 being slammed as too easy and overall just s**t, so DMC3 was focused on being an intense video game that was required to be played, not just lay back and progress through.
DMC4 brought new things to the combat, the unique Devil Bringer for Nero and on the fly style switching for Dante, not sure what other improvements could have been done from there gameplay wise.
DmC did nothing to progress gameplay, it was all streamlined, DmC was focused on becoming a story focused game that anyone could play, Capcom even admitted they wanted it to become a streamlined game, they slowed down the gameplay, made the game a walk in the park, limited the gameplay options and Auto-lock was not innovation, it's not even unique, it's streamlining.
The only thing DmC improved on was platforming.

Something DMC5 needs to do is go back to DMC4s gameplay and go up from there, bringing on more unique features while keeping the game fast and challenging as well as trying something new and improved, something not seen before.
Streamlining and focusing on story & character development is a waste of potential, Devil May Cry could be much more in this day and age.
 
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DMC1's gameplay was good...for its time. now it's just looked at as a weaker version of DMC3 despite DMC1 being the one that started it all.

DMC2 was...a travesty.

DMC3 had the best gamepaly out of all of them.

DMC4 was a giant mess with no direction.

DmC was steamlite for more players to join in.
 
Wasn't DMC2 an entirely different title before they decided to change it to DMC2 to sponge off the success of 1 with out starting from scratch?
 
Wasn't DMC2 an entirely different title before they decided to change it to DMC2 to sponge off the success of 1 with out starting from scratch?
Nope, was intended to be a sequel from the start, done by a different internal Capcom team.
 
Each DMC game is not a reboot. Each game built off the last by adding in new features. Each game further developed the hack 'n slash style of gaming. Just because most game series today add in or change very little for each sequel, doesn't mean a series like DMC is rebooting with each new game. :cautious:
 
Each DMC game is not a reboot. Each game built off the last by adding in new features. Each game further developed the hack 'n slash style of gaming. Just because most game series today add in or change very little for each sequel, doesn't mean a series like DMC is rebooting with each new game. :cautious:
Actually, I think that's a line from one of the producers regarding development of each game. The idea was that all games are reboots in story.
 
idiot or not think about the dynamics of one game to the next, each one, while superficially similar, are all very different enteties. forget the gameplay for a bit and think of the narrative of each and how they transgress, the attitude each one projects, and compare them to any other franchise, first thing you'll provably notice is that they don't change the protagonist's face for every rendition.
 
DMC2 was...a travesty.
I wouldn't go that far; introducing BP, not making BP canon(double Phantom battle), weapon switching, O basically being a style button, wall running (almost as fun as Table Hopper overindulgence), aerial combos, 3 playable characters, etc. DMC2 had a lot of good points.
 
I wouldn't go that far; introducing BP, not making BP canon(double Phantom battle), weapon switching, O basically being a style button, wall running (almost as fun as Table Hopper overindulgence), aerial combos, 3 playable characters, etc. DMC2 had a lot of good points.
Pretty much, had some good concepts and innovations (the CVS2 Team made it after all), it just unfortunately fell short in the execution.
 
knew about the cancels in dmc1 including the sword cancel where you wiggle the analog however there were more in DMC2 and DMC3 expanded on that.
 
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