MedicoreR
Well-known Member
I'm sure you didnt heard him and Kat had an awesome sex that nightReally? At the end of the game he seemed pretty depressed.
I'm sure you didnt heard him and Kat had an awesome sex that nightReally? At the end of the game he seemed pretty depressed.
*puke face*I'm sure you didnt heard him and Kat had an awesome sex that night
I miss them mainly because I used them as a bridge for keeping the style meter up, or just when the enemy was doing something I couldn't attack them during. I didn't miss it the first time through. but on the second time when I'm spotting more openings and such, I do find myself thinking about pushing the select button...
Oddly enough, without t "bridge for keeping the Style meter up" they accommodated for that loss with how they changed the Style meter's behavior, where it doesn't decay full grades unless hit. It was done explicitly because of Taunt's removal, and in and of itself is a more user-friendly system because it doesn't require you to rush in (possibly risking injury and lost Style) to keep your Style up, and not leaving yourself open by Taunting.
It is actually a bit more applicable to DmC Dante's character, too. He's not as concerned about taunting his enemies like the classic, and par for the course with Dante's "brawler" personality, he'd rather just keep beating them to a pulp instead of mouthing off to them. All of his combat dialogue in DmC does come with attacking
Oh well. I understand why they did it, and it still works, but I still would have rather had those "scripted taunts" I mentioned before
I'm only eight missions in, and I see where a lot of people are coming from.
Taunts are genuinely fun and a useful tactic for many. I used it many times as well.
I think Ninja Theory has learned a lot from there first major tactical hack n' slash title and will work hard to improve the overall combat. So, just make sure Ninja Theory hears from us and give your constructive criticism.
It is actually a bit more applicable to DmC Dante's character, too. He's not as concerned about taunting his enemies like the classic, and par for the course with Dante's "brawler" personality, he'd rather just keep beating them to a pulp instead of mouthing off to them. All of his combat dialogue in DmC does come with attacking
I'm only eight missions in, and I see where a lot of people are coming from.
Taunts are genuinely fun and a useful tactic for many. I used it many times as well.
I think Ninja Theory has learned a lot from there first major tactical hack n' slash title and will work hard to improve the overall combat. So, just make sure Ninja Theory hears from us and give your constructive criticism.
The problem is that the entire fight engine that NT made was scrapped when Capcom discovered it was barely playable, and they dispatched Itsuno and a shower of other people with legitimate talent to throw together the combat system you now see before you.
That's clearly untrue though. Etnad constantly mouths off to enemies throughout this game with his patented witless barbs, even to security cameras for god's sake.
The problem is that the entire fight engine that NT made was scrapped when Capcom discovered it was barely playable, and they dispatched Itsuno and a shower of other people with legitimate talent to throw together the combat system you now see before you.
Proof. I Want PROOF that this was the situation, because Capcom hired NT to handle design and plotting, with Itsuno's team ALWAYS having been on hand to develop the combat engine, and they would have expressed issues prior to release of this being the case if it were true.
Well that's all conjecture, it was never explicitly stated so making comments on your own negative assumptions does not really say much. To me it sounds like it was a difficult give and take process and NT have stated for a while that Capcom has been basically teaching them how to make good combat in the game.Apologies, it's the best I could turn up before going to bed.
http://www.siliconera.com/2012/08/09/what-capcom-learned-from-ninja-theory-while-making-dmc/
Itsuno: Given our experience, it seems like with the West and Ninja Theory they focus on the visuals stuff at the beginning and then build the gameplay on top of that," "Whereas at Capcom Japan, we focus on the game logic and getting the systems down in the beginning then we gradually build the visuals on top of that. The key to the feedback and the kind of advice we’ve been giving is we’ve been trying to find a hybrid system where we take a best of both worlds approach. It hasn’t been easy, but I think we’re happy with the results we have."
While I might be reaching, Itsuno's semantics imply that there was originally gameplay code produced by NT which had to be altered. There were reports of the Capcom hijacking around the same time as the 2010 reveal and the aggressive backlash that followed, and the subsequent redesign and shift in focus was mandated by Capcom. It's part of the reason why Antonaides was so bitter and the game has these catty little insults; do you really think he'd have changed anything just because his installed customerbase were unhappy?
Yeah though, mea culpa, I'm short on links right now. Sorry about that.
Taunts do not make a game. I've never used taunts in the original series and don't care for them, so I don't mind that the only taunts in DmC are in the cutscenes.
That is the thing taunts were optional if you didn't like using them fine but others did......it doesn't make a game but it at least added more options to the player.
Taunting never got in the way before and if done right won't get in the way either. There was no need to remove them.
I honestly don't think people understand how difficult it is to make something like a taunt animation work.... -__-I guess they simply didn't think it was important enough to implant into the game. Which I can understand.