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DmC: Devil May Cry - Demo Thread [Demo out now on XBL & PSN]

Weird that someone with the same name as me asked the same question I did.

Also, how come nobody brought up the most obvious lock-on fix?

Just make angel/demon shift lock on buttons.
 
Weird that someone with the same name as me asked the same question I did.

Also, how come nobody brought up the most obvious lock-on fix?

Just make angel/demon shift lock on buttons.

So then you wouldn't be able to lock on with rebellion and you'd have forced lock on with the other weapons? Unless I'm not understanding correctly
 
Weird that someone with the same name as me asked the same question I did.

Also, how come nobody brought up the most obvious lock-on fix?

Just make angel/demon shift lock on buttons.
A shit ton of people asked for lock on, the responses are in the previous page. It's not something that they are going to fix, they specifically made a system where lock is not needed.
 
On the lock-on, I fully understand that people miss it, but it isn't something that is in the game. We've worked hard to make an auto lock-on system that works really well, and I'm confident that with time it is something that you'll adapt to. But I reiterate, I hear you.

I don't know about that...

I can see why they decided to do this on their community forums, to weed out the negative comments. There was no way they would get way with this on twitch.
 
Ugh. Who the hell thought that Lady design was good? :|

Late reply, I know, but DMC4 Lady was smoking. DMC3 Lady was ight, but DMC4 Lady brought her up to Trish-levels of sexy.

A shit ton of people asked for lock on, the responses are in the previous page. It's not something that they are going to fix, they specifically made a system where lock is not needed.

Those color coded enemies are a bitch without lock on.
 
I saw a DmC commercial on the Capcom IPL stream. It was a modified cut of the demo trailer (no "most talked about DMC game ever" comment on it though).
 
Today I played this for the first time despite installing it the hour it released. Even after hearing only negative impressions and complaints, hearing about the peaceful and thus easy enemies, the style system, its glitches, and its abuse... I came away thinking this game is not so bad.

Immediately, I must say the controls are 100% customizable. An action list is proposed and the player can bind any button to any action. Bravo! The lack of a targeting system causes no problems; attacks flow seamlessly together and allow Dante to change direction in-between. DMC3s control scheme had me attacking one enemy while aiming the analog stick at another before clicking L3 to change targets, so removing a button hold and a button click makes DmCs control scheme familiar and comfortable. Dedicating a button to evade is likewise comfortable, allowing Dante to perform a roll when grounded and an short dodge when airborne; eschewing the locked evade from previous series entries which allowed only a sideways roll relevant to the target, DmCs evade button allows for movement in 360 degrees. The Angel and Demon weapon buttons act as attack modifiers, altering the quick and strong attack buttons when held. Altering the gun button allows Dante to pull either his enemy toward him or himself toward his enemy (Dante And Nero Twin Eloquence?). Devil Dodging in the air by pressing Jump with the Angel weapon button held is simple and reminiscent of Sky Star.

Platforming on a whole is made very easy as platforming segments are not timed, Devil Dodging travels far, grappling toward static points allows you to mash the necessary button without any timing, and Dante will climb onto ledges if he falls just short of landing on them.

Mission objectives is where this game falls short. Enemies look like Slipknot cover art and telegraph their attacks longer than it takes to receive and read a telegram STOP And speaking of Slipknot, why the hell am I listening to them during the fights? It isn't until I'm walking around looking for the third eye camera that I hear a decent guitar riff, and it's the only cool and catchy song in the demo. The dubstep is not even bad, but it's dull. Aesthetically, this game pushes all the wrong buttons for me.

Based on the demo, DmC is average at best, but I am thrilled it controls so well. An average game with good control is still very playable. There were moments of true style in my playtime, launching a minion and air dodging a cherub's projectiles mid-juggle then resuming my combo. With a heavy dose of difficulty injected by more aggressive and demanding enemies, this game could turn out not half bad.
 
It's the Angel dodge that travels further.

But yeah game is pretty decent. For someone's first action game this is quite good but you know... genre has set certain standards that people sort of expect from these types of games. I still maintain what I said originally that this game is way better than NT's previous 2 efforts, better than DMC2 and better than NG3. I don't see it worse than a 7/10.

The whatnow?
Yeah IPL (e sports league) acquired Capcom fighting games (SFxT and SF4), it was officially unveiled today and there was a stream for it at IPL5. I was watching the stream and the trailer for DmC popped up during the breaks.
 
Based on the demo, DmC is average at best, but I am thrilled it controls so well. An average game with good control is still very playable. There were moments of true style in my playtime, launching a minion and air dodging a cherub's projectiles mid-juggle then resuming my combo. With a heavy dose of difficulty injected by more aggressive and demanding enemies, this game could turn out not half bad.

Funny thing about this is... that's how all the demos for previous DMC titles felt as well. I thought the demo was a nice, short and sweet taste of what is to come. Finally a NT I know I will thoroughly enjoy. The visuals bleed awesomeness and the controls are tight/solid. Couldn't be more impressed.
 
It's the Angel dodge that travels further.

Oh, that's what I meant but I had only heard people saying Devil Dodge and did not pay attention to the fact that I was holding the Angel button. What is the Devil Dodge? I've heard this game has a parry as well.
 
Oh, that's what I meant but I had only heard people saying Devil Dodge and did not pay attention to the fact that I was holding the Angel button. What is the Devil Dodge? I've heard this game has a parry as well.

Parrying is using your own attacks to deflect enemy attacks. So swinging your weapon and connecting with an enemy attack.

The Demon Dodge is when you do a perfect evade, dodging an enemy attack at the last moment. After doing the Demon Dodge your demon weapon is powered up momentarily.
 
Dahbomb said:
That's what it looks like. It might be Rake lvl2. Stinger seems to be upgraded too. Or it might be a different build and they added more flair to the moves.
Maybe it’s just because of the parry, but there’s a part of the full stream video (at 30:08) where he uses Stinger on an enemy, and it initially gets carried along with Dante as he dashes forward. Also, it looks like(at 10:30) a successful Demon Pull allows you to double jump again(at least, that definitely isn’t Enemy Step).

The blue, beetle-head guys are just tougher versions of the generic mannequins? I thought that’s what the shield enemies were for. :/
Dylan said:
Really, in 2012, I think designers should be coming up with more creative ways to convey a sense of progression within a level than these lazy pseudo-platforming segments that are equally as annoying as quicktime events.
Seriously?
GuardianE said:
Furnace of Souls might just be the training mode.
I doubt it. The achievement requires you take no damage, pretty stupid for a training mode.

What’s weird about it is that the Achievement specifically says “without taking damage from the furnace”.

So either the Furnace of Souls is some sort of platforming obstacle course, or it’s like Bloody Palace and the description is just badly worded.
 
Oh, that's what I meant but I had only heard people saying Devil Dodge and did not pay attention to the fact that I was holding the Angel button. What is the Devil Dodge? I've heard this game has a parry as well.
Demon Dodge is done by dodging with the Demon trigger pulled as well. If you time it with an enemy attack (ie dodge the moment it's about to hit you) the screen will slow down temporarily indicated that you did a Perfect Evade. This will now buff your attack dramatically for all attacks. Because style and damage are proportional in the game, hitting an enemy with a powerful attack while being "demon charged" will not only do massive damage but give you massive style increase as well.

Parry is just your attack clashing with their and there's an effect that goes off when you do it. You can do it with pretty much any of your physical attacks and just about any enemy attack, even projectiles. There is a lot of cool things you can do if you parry particular moves like if you parry the ice guy's ice attack you will freeze him with his own attack. It's not something that you can really do consciously but in order to parry consciously you would have to be not attacking so it's just something that happens now and then. It's utility is much better against the boss though, parrying it's arm will cause it to be crumpled.

Parry was in previous DMC games too but didn't have a big effect to it. Parry also worked differently with different attacks and you couldn't parry every attack. Some bosses/enemies were more vulnerable to parry than others (like Hell Vanguard, Agni and Rudra, Nelo Angelo, Mephisto, Angelos in DMC4). And no I am not talking about Royal Guard here but the actual physical parry that was even in DMC1.
 
Played through the demo. I was trying to hate it as much as possible and walked away with an entertaining experance. It feels like a watered down DMC and seems like Capcom wanted to just wanted to give the series a pointless cosmetic makeover to make it more "modern western". I feel there are so many ways to expand the original DMC series and this is just not the right way to do it.
 
Tried the demo tonight for the first time (PS3). I can't and don't want to talk too much about the combat, and didn't get chance to see how exploitable it is, like the awesome combo breaking shit you could do in DMC3. What was immediately obvious though was the awful framerate. 30fps? In its dreams, and the cutscenes were choppy as fuck.

No way I'd buy a fast action combat game with a 30fps display anyway, it's just wrong and this demo proves it once again. DMC feels sleepy and looks choppy, there is no "Feel of 60fps here", not on PS3 at least.
 
Played the demo. Combat was fun, felt pretty intuitive. This game went from a definite non-buy to a pick-up. Probably not day one, but definitely down the line.
 
Parrying is using your own attacks to deflect enemy attacks. So swinging your weapon and connecting with an enemy attack.

The Demon Dodge is when you do a perfect evade, dodging an enemy attack at the last moment. After doing the Demon Dodge your demon weapon is powered up momentarily.

Demon Dodge is done by dodging with the Demon trigger pulled as well. If you time it with an enemy attack (ie dodge the moment it's about to hit you) the screen will slow down temporarily indicated that you did a Perfect Evade. This will now buff your attack dramatically for all attacks. Because style and damage are proportional in the game, hitting an enemy with a powerful attack while being "demon charged" will not only do massive damage but give you massive style increase as well.

Parry is just your attack clashing with their and there's an effect that goes off when you do it. You can do it with pretty much any of your physical attacks and just about any enemy attack, even projectiles. There is a lot of cool things you can do if you parry particular moves like if you parry the ice guy's ice attack you will freeze him with his own attack. It's not something that you can really do consciously but in order to parry consciously you would have to be not attacking so it's just something that happens now and then. It's utility is much better against the boss though, parrying it's arm will cause it to be crumpled.

Parry was in previous DMC games too but didn't have a big effect to it. Parry also worked differently with different attacks and you couldn't parry every attack. Some bosses/enemies were more vulnerable to parry than others (like Hell Vanguard, Agni and Rudra, Nelo Angelo, Mephisto, Angelos in DMC4). And no I am not talking about Royal Guard here but the actual physical parry that was even in DMC1.

Thanks for the explanations, guys. Knowing this, I'm going to replay on Son of Sparda and try for SSS rank to see what's really up. Meanwhile, enjoy these glitch videos:

Glitch collection, including "holstering" fully charged shots
Preserving style meter across battles
Sequence break avoiding the second enemy wave after destroying eye cameras
 
Just got around to playing this last night.

Jump controls feel way to stiff for liking. There's almost no horizontal movement in Dante's normal just, just vertical movement. Angel Boost isn't very manuverable at all either. This stiffness made segments that could have been cool like the church sequence feel like a chore.

Also, Secret Ingredient was pretty lame. Even overlooking the awful dialogue (felt like I was back in Middle School), the combat was less satisfying than in UnderWatch. I guess it was because of the lack of juggle or "get over here" options. Just felt like I was button-mashing on the boss's fingers the entire time. The boss didn't seem to do anything new as the fight progressed. Just a rinse and repeat of beating on the fingers and then swinging away when the thing pukes.

Was surprisingly enjoyable otherwise though. Much more so than the other Ninja theory demos I tried. Played the Heavenly Sword and Enslaved ones once and never looked back, but I went through UnderWatch 3 times. Only did Secret Ingredient once though, due to the previously mentioned thoughts on that fight. Might pick the game up somewhere down the line.
 
I'm getting some tearing on PS3 version, hopefully its not in the final game.

I'm not seeing that. Hmm.

Anyway, it seems like the less I think about what moves I'm going to use the more effective my fighting is. When I'm thinking "I'm going to use this attack and then this and maybe this" it never works. Seems like it's best for me to just sort of know what does what and just act on the fly. Even if it doesn't look the coolest it gets the job done. lol. I actually was able to fight the red and blue guys at the same time without hitting the wrong one for the most part.
 
I enjoyed the demo. I like the main character design and attitude. It's actual.
The boss fight was very enjoyable if only for the dialogues and its hideous design. The changing environments are also very cool. The combat was ok, but not smooth enough to me compared to Bayonetta (But what game will?).
That said I won't buy it, I'm not that much into Beat them ups, Bayonetta and Viewtiful Joe were exceptions, probably because of their dodge and special attacks/transformations mechanics.
Does DmC have parry/dodge other than the little rolls he does?
 
Thanks for the explanations, guys. Knowing this, I'm going to replay on Son of Sparda and try for SSS rank to see what's really up. Meanwhile, enjoy these glitch videos:

Glitch collection, including "holstering" fully charged shots
Preserving style meter across battles
Sequence break avoiding the second enemy wave after destroying eye cameras
So that's how that guy used the Charged Shots with other move sets... it's a glitch. I was wondering how he did it because I had not been able to replicate it.
 
Well, I've never played a Devil May Cry game before so this'll be my first time.

Ignoring naked Dante in the beginning, the story seems really cliche and I'm not sure why that one character is wearing a fedora, but ah well. As far as dialogue goes, you'd probably expect cheesy dialogue from these types of games, but the tone used and some of it just seems off sometimes.

"I'm gonna get up there and rip you apart" in a soft voice. I found that line rather humorous to be honest.

Anyways, onto the main the part as I doubt anyone is playing this game for the story. In short: The gameplay isn't terrible, but it's not great either. It's certainly not Bayonetta by any means. The 30 FPS may or may not bother you, but I will point out that it's a shame it doesn't have it as other action games do and it makes the experience so much nicer. Either way, to me it just seems like a standard action experience that doesn't set the bar nor does it compete with other titles that have been out already. It's something else to play I suppose.
 
Well, I've never played a Devil May Cry game before so this'll be my first time.

Ignoring naked Dante in the beginning, the story seems really cliche and I'm not sure why that one character is wearing a fedora, but ah well. As far as dialogue goes, you'd probably expect cheesy dialogue from these types of games, but the tone used and some of it just seems off sometimes.

"I'm gonna get up there and rip you apart" in a soft voice. I found that line rather humorous to be honest.

Anyways, onto the main the part as I doubt anyone is playing this game for the story. In short: The gameplay isn't terrible, but it's not great either. It's certainly not Bayonetta by any means. The 30 FPS may or may not bother you, but I will point out that it's a shame it doesn't have it as other action games do and it makes the experience so much nicer. Either way, to me it just seems like a standard action experience that doesn't set the bar nor does it compete with other titles that have been out already. It's something else to play I suppose.

Kind of echoes my feelings on the demo. The visuals are a bit hard on the eyes even though they are kind of stylish.
 
Finally tried the demo tonight and liked it. I think it looks quite stunning in parts while a little rough around the edges. I like Ninja Theory and appreciate that they're bringing their sense of humor here as well. May not be a day one purchase but it's better than I was expecting - I appreciated it for what it IS rather than isn't.
 
Does DmC have parry/dodge other than the little rolls he does?

Demon Dodge:

- performed tapping dodge with demon modifier activated
- if executed just before being hit it powers up your next attacks; higher damage --> style boost

Angel Dodge:

- performed double-tapping dodge with angel modifier activated
- it allows you to increase the range of the dodge with a small teleport beyond normal dodge range

Parry:

- performed intercepting the enemy attack with anyone of yours.
- I didn't practice it much yet, but I've read that the benefits you get are enemy-dependent. For sure it's very effective against the boss of Secret Ingredient.
 
I posted the 2nd video in the DmC SE thread, it had some swag stuff. The first video is very flashy and well edited with cutscenes but is not as advance as some of the stuff shown thus far.
 
Overall, I think I prefer the PS3 version of the demo so far. The complints against its framerate were blown waaaaaayy out of proportion. There is a very noticeable stutter/framerate dip during the cutscenes, but gameplay seems to fare as well as the 360 version + odd bits of tearing. The 360 version is still preferrable technically, it seems, but the DS3 has always been king to me when it comes to character action games.

Angel/Demon on the L1/R1 is so much more intuative than them being on either controller's triggers.

DS3+Motionjoy+PC Version will be amazing.
 
Angel/Demon on the L1/R1 is so much more intuative than them being on either controller's triggers.

DS3+Motionjoy+PC Version will be amazing.
Should have been that way in the first place. Way easier on the hands to hold down buttons rather than triggers.
 
The YouTube channel that posted the glitch video sounded familiar. It's the guy that put up one of the most in-depth DMC4 tutorials on YouTube to date.

He also put this vid up, which echoes a lot of dahbombs thoughts on the game and adds a few insights of his own. I think it's extremely fair.


https://www.youtube.com/watch?v=cnQO-3JTqso

that.....did not look good.


From both kail and breas vid it's cleat that if you try to play DmC like DMC3/4 your combos will NOT look good, no matter how much skill you show.


The nisannka combo video above shows this and breas vid up by a very long mile.

and the GO video should be added to the offical pr, it sells the game in a way capcom couldn't dream of.
 
Overall, I think I prefer the PS3 version of the demo so far. The complints against its framerate were blown waaaaaayy out of proportion. There is a very noticeable stutter/framerate dip during the cutscenes, but gameplay seems to fare as well as the 360 version + odd bits of tearing. The 360 version is still preferrable technically, it seems, but the DS3 has always been king to me when it comes to character action games.

Angel/Demon on the L1/R1 is so much more intuative than them being on either controller's triggers.

DS3+Motionjoy+PC Version will be amazing.

It does look choppy though. It's just jarring for me to go from DMC4 to this. But still I'll end up picking up the PC version.

This will by far be the best Ninja Theory game ever made. That's not a huge feat but at least it's an improvement.
 
I agree with Thoughtspeaking completely.

Playing the game like DMC3/DMC4 (playing fast, twitch bases with tons of cancels and relentless attacks) is not only ineffecient but looks stupid as well. Game was not designed with that level of play. You have to dumb yourself down and let moves follow through like they are meant to, not try to cram in as many actions in a few frames as passive.

That GO video is how you should be playing DmC. Anything more is just unnecessary.
 
Wow, I just played the demo; honestly, I really liked it. Combat felt tight, and dare I say like older DMC? I haven't played 1 or 2 in a long time. Either way, the game is oozing with a great style and grit; the cutscenes look spectacular (Ninja Theory and motion capture again). Overall, I think I will pick this up. Color me surprised.
 
The YouTube channel that posted the glitch video sounded familiar. It's the guy that put up one of the most in-depth DMC4 tutorials on YouTube to date.

He also put this vid up, which echoes a lot of dahbombs thoughts on the game and adds a few insights of his own. I think it's extremely fair.


https://www.youtube.com/watch?v=cnQO-3JTqso


that.....did not look good.


From both kail and breas vid it's cleat that if you try to play DmC like DMC3/4 your combos will NOT look good, no matter how much skill you show.


The nisannka combo video above shows this and breas vid up by a very long mile.

and the GO video should be added to the offical pr, it sells the game in a way capcom couldn't dream of.

I agree. This is a different tempo than the previous games, and I think that's OK. Just because it's different doesn't mean we can't do some great things with it. I feel that once we get everything at our disposal, and properly adjust to the combat, and hopefully NT makes some adjustments to the engine, then things could be great.

And speaking of PR, Greg posted this article today. I felt it was an honest reflection on the whole backlash, and showing that you can be excited and genuine about a game you're supposed to represent.

http://www.capcom-unity.com/gregama...il-may-cry---a-brief-reflection-on-beginnings

I went home to Northern Virginia a couple weeks ago for a much-needed refresher. This here community manager gig of mine had seen me in too many time zones in too short a time, not to speak of the emotional toll of actually managing this here rambunctious community, if you can really even call it "management" (although technically Brelston's the "Manager" and I'm the "Senior Specialist," if we're gonna be proper about things).

Ever since I moved away from home in 2006, I've found that these trips back always amount to a whole lot of digging through mementos of my past. Old drawings, recordings I made with my old band, letters from old girlfriends, comic books from childhood, and photos from back when I still had a veritable mop of hair on my head.

Just look at that glorious burgundy mane. What the hell happened?

Anyway, the point is that this trip home was no different. I hung out with old friends, watched old movies on VHS, went to all my old haunts, and sifted through my old box of mementos.

At this point, I've more or less memorized the contents of said box, which is why I was so surprised when I discovered the thing that is in the header image of this post. If you can't tell, that's the original receipt from when I went to pick up my pre-order of the very first Devil May Cry game back in the fall of 2001. Man oh man, what a fall that was--one for the ages, to be sure, and in no small part thanks to the awesome times my friends and I had with DMC. Using the shotgun to farm for orbs in the castle library; taking on the perhaps inappropriately named "Phantom" (inappropriately nicknamed the "lava spider" despite clearly being a scorpion), skulking around that spooky pirate ship; having a hearty laugh at more than a few lines of dialogue--it was the best game I'd ever played at the time, full of fresh ideas, inspired art direction, and fun combat full of what a friend of mine would call "friction."

In the spirit of nostalgia, I like to look back on those times once in awhile and remember when DMC was a brand yet to prove itself, but free of any expectations other than those created by preview assets of the game itself. Every piece of a information, every screenshot or video of the game was a step up for it, because it only had to be itself to be impressive.

The trouble with continuing a brand of any sort is that, once that first game is out, those who enjoyed it--the consumers--mentally become more than consumers. They become "co-owners" of the brand. Or at least some of them feel that they do. Suddenly a game just being itself isn't good enough anymore, and developers are no longer free to just follow their creative instinct, even though that was what led them to success to begin with.

I guess the reason I've been so excited about this new DmC game, then, is that it feels like the brand is once again proving itself for the first time. In many ways, this game, to me, is the Devil May Cry of a new generation, and I don't mean because of Dante's haircut. I mean because it once again builds on what came before it (DMC classic was born out of Resident Evil, after all), but also takes a huge risk doing things differently from its predecessors. It has a bold and distinct artistic style, an equally bold and distinct combat style, and I'll be damned if it doesn't tell a pretty enthralling story, too, which frankly isn't something action games (or any games) often bother doing.

If you haven't pieced it together by now, I'm pretty psyched for the launch next month. Almost makes me feel like a mop-headed 17-year-old again.
 
I agree. This is a different tempo than the previous games, and I think that's OK. Just because it's different doesn't mean we can't do some great things with it. I feel that once we get everything at our disposal, and properly adjust to the combat, and hopefully NT makes some adjustments to the engine, then things could be great.

And speaking of PR, Greg posted this article today. I felt it was an honest reflection on the whole backlash, and showing that you can be excited and genuine about a game you're supposed to represent.

http://www.capcom-unity.com/gregama...il-may-cry---a-brief-reflection-on-beginnings


Lol, it's far more than a different tempo. I also doubt changes will be made at this point, we are just over 5 weeks away from launch. The bulk of work must be on QA not changing mechanics that could end up causing larger technical problems. Not mention certification and licencing. It doesn't really matter as the full game will have enough that is serviceable to most. I wouldn't hope for a early patch either, unless there is something gamebreaking.

And yes, it's pretty clear that Greg wis pretty stoked about the game, I'd even argue that's why he became the main pr person for it as the other guy (branston? Brandon?) Seems very hohum about the whole thing. You can tell he is at capcom because it's a job, rather than how Shawn Greg, and Seth seemed like excited fans of the games.

On the subject of refection, the whole thing now seems a bit surreal. I've given this game a lot of My attention of the past 2 and a half years and while I still don't like the end product, I can't say it is bad.

I watched the eventstatus video and while I'm sure you find the majority of his views reprehensible, one thing he said should strike a cord. Nobody has won here. While you may enjoy the full game, it's clear it will not have the staying power of the original series.

By summer all the best tech will have been found, most will have completed all the difficulties they wanted to and outside the odd replay, it will be largely forgotten. On the flip side, NT have provided a game far better than their previous efforts but at the cost of creating a fuckton of animosity, some which wasn't their fault at all


Capcom will have the western DMC they (or at least inufane) wanted, but at the cost of diluting the brand. It remains to be seen if their will be enough new fans to replace the ones that will walk away, but I doubt it. Even if that is the case, I dint think they can automatically count on those same fans for DmC2. Casuals are fickle, and without the backslash and controversy, I don't think there is that much unique about this game to hold people for future entries.

The haters have been proven right, but only if they act so short-sighted that they cant see the fun in the game. Even so, it doesn't mean a DMC5 is on the horizon anytime soon...it just means that they won't like DmC. There is nothing gained but a empty "I told you so"


So yeah when it's all said an done, I think everybody, including you Ezekiel, has to ask themselves "was it all worth it?" While you may have to wait for well after launch to answer personally, I think the answer for almost everyone is a resounding no.
 
The difference in tempo was to be expected really once it went 30FPS. They had to work the animations that way and had to balance the game to be played at 30FPS. The animations clearly don't hold up when the inputs are increased per second.

Playing the demo a lot I have also given up on the idea that the game would be THAT much better on PC because of 60FPS. Yea it would be more fluid and easy on the eye but the combat would still be the same. They would have to re-work a lot of the animations and mechanics to make it a game optimized for 60FPS play.

I don't really know if at the end of the day if DmC was "worth it". It all depends upon who you ask. If the game grabbed the interest of someone who never liked the previous DMC games then for them the change was worth it. If the game failed to interest those who liked previous DMC games or high end action games then it was not worth it.
 
I guess the reason I've been so excited about this new DmC game, then, is that it feels like the brand is once again proving itself for the first time. In many ways, this game, to me, is the Devil May Cry of a new generation, and I don't mean because of Dante's haircut. I mean because it once again builds on what came before it (DMC classic was born out of Resident Evil, after all), but also takes a huge risk doing things differently from its predecessors. It has a bold and distinct artistic style, an equally bold and distinct combat style, and I'll be damned if it doesn't tell a pretty enthralling story, too, which frankly isn't something action games (or any games) often bother doing.

If you haven't pieced it together by now, I'm pretty psyched for the launch next month. Almost makes me feel like a mop-headed 17-year-old again.

Excuse me while remain incredibly wary and skeptical of anything a representative from Capcom has to say, especially considering how balls deep they've gone into the title.
 
The only thing I thought about when reading that was "lowered expectations".

I swear that if DmC was a Capcom developed DMC5 (different story/characters but same game play mechanics) and they had released the demo the backlash from the DMC community would've been WAY worse. While DmC gets a lot of flak for it's story/character designs, it's getting a lot of leeway on its game play too. Capcom would've been crucified like they were with RE6 and the press would also go in on it.
 
The only thing I thought about when reading that was "lowered expectations".

I swear that if DmC was a Capcom developed DMC5 (different story/characters but same game play mechanics) and they had released the demo the backlash from the DMC community would've been WAY worse. While DmC gets a lot of flak for it's story/character designs, it's getting a lot of leeway on its game play too. Capcom would've been crucified like they were with RE6 and the press would also go in on it.

Honestly, Ninja Theory has it way easy as far as the general public expectations are concerned. Most people expected a complete butchering of framerate and insultingly simply combat. They've exceeded those expectations because the expectations were so goddamn low.
 
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