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DmC: Devil May Cry demo out on November 20th/21st [Videos available now!]

Well, they're working together. NT make the game, Capcom chooses how to distribute the DLC, I guess. :P

Oh and that 'upgrade your weapons and combos for $' BS makes me sick. Let people level up themselves ffs.

You make it sound like they're equals in this whole thing.
 
Calm down guys, yeah we're probably only getting 5 melee weapons, but maybe we have more secret weapons or whatever that just don't give us achievements. Remember Poison and Bob Barbas, both boss fights we've already seen footage of? There is also no achievements for that, and they're not cut off the final build.
 
DMC4 having less weapons than DMC3 was also one of my major disappointments with DMC4. I know DMC has never been known for filling up the game with as many weapons as possible but I really thought that the DMC3 10 weapon standard would be the bare minimum for the series especially with superior hardware.

I am not really that disappointed that DmC has as many weapons as it does.... At least they didn't claim that this game will have more weapons than all previous games combined like they did with DMC4. That's why I didn't put too much stock into weapon number hinting, I had learned my lesson.
 
You know what? I need to back off. I'm too obsessive with this series, even when I've already made my mind up about the game. Fuck it. It shouldn't matter how many weapons or feature are in the game, I need to let it go.

Hope you enjoy the game bro.

See you in the next DmC thread where you say this exact same thing again, like last time
 
More info is starting to trickle out.

The combat dojo will be a dedicated mode
http://www.youtube.com/watch?v=ctTSObTHXjE

More footage from the recent events (supposedly, they had 10 missions available to play)
http://www.youtube.com/watch?v=a9ZMvkZwhmQ

Interview with Itsuno
http://www.youtube.com/watch?v=Qk2deadG0VY

He claims that they didn't want series vets to be too comfortable when coming into the new game, which is why they opted to create a new combat systems. Also, he says this'll be the most difficult to master of the series.

Here are some screencaps and some info from a recent JPN event.
http://www.famitsu.com/news/201211/04023843.html

- The controls are customizable.
- 10+ hours to finish on normal.
- Wanted to get rid of lock-on system in favor of something more mobile and complex.
 
Most difficult to master DMC game?

Jebailey plz..... Just bring it already!!!

I'm feeling pretty great about it. I'm glad they stuck to their guns with the new combat engine. I know you all swear by the previous DMC's combat controls, but I'm happy to be trying something different now. I mean really, aren't you all curious to see what you can pull off with the combat?
 
I'd take that comment about how it's the most difficult to master DMC game with a grain of salt. Could be total last minute "veteran" hype to pull in as many naysayers as possible.
 
I'm feeling pretty great about it. I'm glad they stuck to their guns with the new combat engine. I know you all swear by the previous DMC's combat controls, but I'm happy to be trying something different now. I mean really, aren't you all curious to see what you can pull off with the combat?
I already know what I can pull off, the only thing I need to see are the two remaining weapons. They haven't shown any additional mechanics or even talked about them.

They say they don't want the DMC vets to have an easy time when that is exactly what is going to happen anyway. They will easily break apart the engine and much quicker because everything is easier to execute. I already have a bunch of ideas on how I will be optimizing my control scheme for maximum combo efficiency.
 
Also, he says this'll be the most difficult to master of the series.

The framerate is really that bad? :(

Just kidding, I'm looking forward to trying it, I'm still hoping they do polish the game more with the 2 months they have left.

Even if the game might fall a little short compared to the rest of the series, I'm sure I'll have more fun with it than a lot of other games, I'm not really too good with action games anyway.
 
DMC4 having less weapons than DMC3 was also one of my major disappointments with DMC4. I know DMC has never been known for filling up the game with as many weapons as possible but I really thought that the DMC3 10 weapon standard would be the bare minimum for the series especially with superior hardware.

I am not really that disappointed that DmC has as many weapons as it does.... At least they didn't claim that this game will have more weapons than all previous games combined like they did with DMC4. That's why I didn't put too much stock into weapon number hinting, I had learned my lesson.

I had more fun with DMC1 though, and that only had a few weapons. The beefier Devil Trigger really made it for me. DMC3 Devil Trigger is garbage. It's just a bunch of dumb minor boosts only for people that really care about exploring the combat engine. What happened to blasting the fuck out of scarecrows with lightning? DT Burst was kinda cool, though.
 
You can still use Air Raid and Vortex in DMC3. DMC1 was balanced around a much more powerful DT. In DMC4 Neros DT was fairly powerful and gave you two DT exclusive moves Showdown and Maximum Bet.

Plus it's not like they have shown any DT exclusive moves in this game either.
 
I already know what I can pull off, the only thing I need to see are the two remaining weapons. They haven't shown any additional mechanics or even talked about them.

They say they don't want the DMC vets to have an easy time when that is exactly what is going to happen anyway. They will easily break apart the engine and much quicker because everything is easier to execute. I already have a bunch of ideas on how I will be optimizing my control scheme for maximum combo efficiency.

I'm glad they haven't shown them. We don't need to see everything now and some mystery is appreciated. But I am glad to see another speedy weapon.

In any case, I'd rather want to believe that this game will have much more nuance and depth you believe.
 
You can still use Air Raid and Vortex in DMC3. DMC1 was balanced around a much more powerful DT. In DMC4 Neros DT was fairly powerful and gave you two DT exclusive moves Showdown and Maximum Bet.

Plus it's not like they have shown any DT exclusive moves in this game either.

I just feel like DT was such a huge mechanic in DMC1 and they just kind of... sideline it. I mean, the damn game's called Devil May Cry and all.
 
Also....



MO-CAP shots!

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apparently, Vergil is portrayed by Matt Lanter. He's currently in 90210 and is the voice for Anakin Skywalker from the Clone Wars series. I don't know the names of the older guy and young woman, but i'm pretty sure that he is Mundus, and she is Kat.
 
I'll believe it when I see it. I am not saying there isn't anything else in the game in terms of mechanics but I sincerely doubt it can match DMC3/DMC4 which is what Itsuno is implying. Like I don't see how this game is harder to master than DMC4... he provided no concrete examples to justify his claim.
 
I think Itsuno's relying way too much on Demon/Angel modes as an extension of depth in that interview. They're little more than glorified style switching with redundant capabilities. There's no way that the combat is deeper than DMC3 or 4.
 
The main thing that DmC has over DMC4 is that it gives you 5 melee arms as opposed to 4 with no scrolling through them involved. Once you change your control scheme so that the bumpers are devil/angel weapon swaps it becomes nice. You give up having dodge being accessible but you can do multi weapon combos much easier. It's just too bad that weapons like Eryx and Arbiter are crazy slow for combos, I will probably just opt to change one of the bumpers to angel weapon swap.
 
The main thing that DmC has over DMC4 is that it gives you 5 melee arms as opposed to 4 with no scrolling through them involved. Once you change your control scheme so that the bumpers are devil/angel weapon swaps it becomes nice. You give up having dodge being accessible but you can do multi weapon combos much easier. It's just too bad that weapons like Eryx and Arbiter are crazy slow for combos, I will probably just opt to change one of the bumpers to angel weapon swap.

You presumably still have to use the d-pad for scrolling.
 
The main thing that DmC has over DMC4 is that it gives you 5 melee arms as opposed to 4 with no scrolling through them involved. Once you change your control scheme so that the bumpers are devil/angel weapon swaps it becomes nice. You give up having dodge being accessible but you can do multi weapon combos much easier. It's just too bad that weapons like Eryx and Arbiter are crazy slow for combos, I will probably just opt to change one of the bumpers to angel weapon swap.

That's a weird set up. DMC4 had some bizarre set ups too from players. I wasn't too fond of the "claw" control scheme for Nero.

In any case, I'm sure you all will find something you like.
 
You presumably still have to use the d-pad for scrolling.
You can't map D pad buttons to shoulder buttons?

There's no scrolling involved because it works like DMC3s system for swapping melee weapons only you have two buttons dedicated to this. Left on d pad swaps between Arbiter and Eryx whereas right on d pad swaps between Osiris and Aquila. Rebellion is default and always equipped. You probably have to scroll among the 3 firearms but that's not a problem.

Once you move those 2 d pads to shoulder buttons it is mapped like DMC3 only instead of 2 devil arms and 2 firearms you have 2 demon arms and 2 angel arms. Of course you give up the 2 dodge buttons but one of them is superfluous anyway.
 
You can't map D pad buttons to shoulder buttons?

There's no scrolling involved because it works like DMC3s system for swapping melee weapons only you have two buttons dedicated to this. Left on d pad swaps between Arbiter and Eryx whereas right on d pad swaps between Osiris and Aquila. Rebellion is default and always equipped. You probably have to scroll among the 3 firearms but that's not a problem.

Once you move those 2 d pads to shoulder buttons it is mapped like DMC3 only instead of 2 devil arms and 2 firearms you have 2 demon arms and 2 angel arms.

And then you'd replace the dodge buttons with Angel/Demon mode? Then assign the dodge to a face button? I suppose that could work. That still doesn't seem deeper to me, but I guess we'll see.
 
Angel/demon modes stay where they are, I am replacing the dodges. They will move to D pad left and right respectively. You will still be able to air dash normally though.

I didn't say it was deeper I just said that it was one of the things it has over DMC4.
 
You can't map D pad buttons to shoulder buttons?

There's no scrolling involved because it works like DMC3s system for swapping melee weapons only you have two buttons dedicated to this. Left on d pad swaps between Arbiter and Eryx whereas right on d pad swaps between Osiris and Aquila. Rebellion is default and always equipped. You probably have to scroll among the 3 firearms but that's not a problem.

Once you move those 2 d pads to shoulder buttons it is mapped like DMC3 only instead of 2 devil arms and 2 firearms you have 2 demon arms and 2 angel arms. Of course you give up the 2 dodge buttons but one of them is superfluous anyway.

What's the control scheme like on the face buttons?
 
Face buttons cintrol scheme is same as before... Y is primary attack, B is secondary attack/launcher, X is firearm/devil bringer and A is jump. I am only swapping left/right d pad with RB//LB.
 
Face buttons cintrol scheme is same as before... Y is primary attack, B is secondary attack/launcher, X is firearm/devil bringer and A is jump. I am only swapping left/right d pad with RB//LB.

What about the dodge buttons? Would you put them on the d-pad or just get rid of them altogether. You can't do the Angel/Devil evade without them. And those moves seem ideal for combos.
 
I already said the dodges will be on d pad. If they end up having more utility than just getting some extra frames of float time then I will replace just one of the dodges.

The angel/demon dodges don't look useful for combos at all, it's just the air neutral dodge.
 
So what's the full control scheme? I always change my buttons in DMC games.

default setup

Cross/A button: Jump
Square/X button: shoot/angel lift/demon pull
Triangle/Y button: melee attack
Circle/B button: Launcher/secondary attack

L1/Left bumper and R1/Right bumper: Evade
L2/Left trigger: Angel form
R2/Right Trigger: Demon form

left d-pad: angel weapon switch
up d-pad: firearm switch
right d-pad: demon weapon switch

Left-click + Right-click: Devil Trigger
 
So what's the full control scheme? I always change my buttons in DMC games.
LB/RB: Dodge
RT/LT: Angel/Demon forms
L3 + R3: DT
D pad left/right: Angel/Demon weapon swap
D pad Up: Firearm swap
Y: Primary attack
B: Secondary attack/Launcher
X: Firearm shots
A: Jump

X +RT/LT:: Devil Bringer
RB/LB + RT/LT: Angel/Demon dodge
 
Rental on day 1. PC version will be for keeps unless the game is horrible.

There WILL be week 1 impressions, I know people want to know some GAF impressions over the general gaming media these days.
 
So down does nothing? Based on what you gave me and depending on the movelist, I'd probably switch to this:

A: Jump
X: Primary Attack
Y: Launcher
B: Evade

RB: Firearms
LB: Devil Trigger
RT: Demon Form
LT: Angel Form

L/R: Cycle Weapons
D: Swap Firearms
 
So you have to hold the angel/demon triggers down or can you tap them? If so I'd swap them somewhere else. Also, are there charge moves?
You have to hold them down hence why they are triggers. There are charge moves for sure, there is the E&I ricochet shot and Drive. Almost all of Eryxs moves are chargeable.
 
Greg from Capcom-Unity stated that they'll show some Aquila gameplay later this month. Can't wait!

I'm a bit disappointed about that, but I guess it can't be helped now that people know about it. Just like DMC4 (and 3?) we'll get a look at the whole arsenal before release.

Anyway, here's a great interview with NT and another Capcom producer.

http://www.computerandvideogames.co...n-the-tables-on-fan-outcry/?page=2#top_banner

Ironically, the game is being received pretty well in Japan now, and most of the outcry is coming from the west. In another interview with DTOID, they mentioned that japanese gamers have responded well to new Dante.

from the tail end of the interview
What was the difference between how the game was initially received in Japan versus western territories?

Alex: My sense is that the more over-the-top negativity came from the west. There was much more of a 'hmmmm' or 'aaahh, I'm not sure' kind of skepticism from Japan, not as aggressively stated. We tend to be a little more unvarnished in our opinions in the West.

We got a very positive reception at TGS last year, a very enthusiastic reception. Around that time we were still taking flak from people in the States. Having said that, there were a couple of eruptions on a few Japanese boards, but I really don't think it was anything like it started off in the West.

There are some stubborn fans who hope you fail...


Eshiro-san: Everyone's different at the end of the day and entitled to their own opinions. In Japan we have a lot of people that also have the 'Japan is king' mentality and don't like western games, and vice versa. There are more and more people like that but as a creator I try to not even worry about that when working on games, I shut that out. My policy is that once we settle on a concept that we stay on track and focus, that we not worry about the peanut gallery so to speak.

The reason for that is that once you get to the end of a project, as long as you've come on a straight line, if you do fail you can look back and see very clearly what you've done wrong. Whereas if you're going back and forth, wavering, you don't know at what point things went off the rails. You can learn your lesson and take that with you to the next game. If you're worried too much about what users think, you're all over the place you have no recourse, you won't learn anything from it and you'll repeat the same mistake.

Alex: Certainly you can have competitive advantages. One group may make games better than another, but it's a little narrow-minded. It's the same as saying French people couldn't make Chinese food. Would there be a competitive advantage? Certainly, but if you were skilled enough and had the proper tutelage you could have a recipe just as good as someone else even if you weren't native to that culture.

The idea that just because games of this nature have their origins in Japan, somehow western developers are unable to recreate what was great about them, no I don't buy that. What I do buy is the method in which we've done it, which is to take people that are really great at it and mate them up with people who are passionate about making games of that nature that are outside their cultural circumstances.

Then you can have them transfer that wisdom to a group of willing recipients and voila, there is no inability inherent in not being Japanese to make awesome fighting games or whatever.

I don't begrudge anyone their skepticism because obviously Capcom did do this game right four times and it would make anyone a little nervous to have a bunch of newcomers take a crack at it. So while I accept that, I don't buy that premise and I don't think it's very productive. At the end of the day a game is a good game or it's not, people will be the judge of that when they get the controller in their hands.

Eshiro-san... a while back you said if there was a response you'd return to God Hand. Has there been any progress?

Eshiro-san: (Laughs) Personally speaking I'm a God Hand fan too, but I haven't heard anything.

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At this point I'm mot concerned about the god-awful, commentary on society type story. Even if it turns out to be a good game to play, I hate the pretentious story crap.
 
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