Like I said in my last post the combat system designed such a way anyone can pick up and play and still have fun and others who want more depth can explore it like this.....it's not mostly on me, i've already given my argument.
The entire reason fo DMC’s existence is to make a game where you can style on enemies and feel great doing it.
If you have 0 drive to attempt to do anything other than spam triangle, that’s 100% on you. You have nigh-unlimited tools at your disposal and choose to use only the single most basic tool and then claim that it’s boring.
Yeah, Ninja Gaiden is pretty special in that regard, Black in particular. Enemies are super aggressive, need to be opened up, will actively try to open you up, and so on. It's like a single-player fighting game, though I think NG is the only series to ever nail that feeling.Ninja Gaiden 1 or 2. The games give you a fighting game's worth of moves for every weapon's move list and your incentive for learning each weapon isn't necessarily to get a higher score, but to make you more powerful to get through the game. You can't just "y....y,y. y,y,y,y,y" in those games. DMC fans seem to think that's a fault with the player and not the game its self. This is an issue for me in every DMC game, much less of an issue for DMC 1 and 3 because those games were at least challenging enough that you would naturally expand your move list, and because the exploration in those games were good.
That's because the overpowered guns aren't the only problem. They fucked up the melee combat to the point where it's not fun or even very practical to style with, so the guns became the path of least resistance.People clown on DMC2 because the guns are over powered, but why not just avoid using them?
Sure- and you could apply the same argument to blocking in Ninja Gaiden. Both become essential at some point in their respective games. Fucking explosive armadillo.Or what if you could beat Metal Gear Rising without ever needing to parry? If the game only penalized you through score for not parrying, but never enough to actually make the game too difficult wouldn't you see that as a problem?
The entire reason fo DMC’s existence is to make a game where you can style on enemies and feel great doing it.
Yeah, Ninja Gaiden is pretty special in that regard, Black in particular. Enemies are super aggressive, need to be opened up, will actively try to open you up, and so on. It's like a single-player fighting game, though I think NG is the only series to ever nail that feeling.
But, much like a fighting game, that focus on defense means it's rarely ever safe to bring out full combo strings. There's no way you're hitting some of the longer ones without putting yourself in danger unless there's only one easily-staggered enemy left, so the focus shifts to calculated strikes, ultimate techniques and the new instakills added in NG2.
That's where DMC's approach differs- because big freestyle combos are the name of the game, the baseline of enemy aggression is way lower. They're a lot more like combo dummies until you hit the harder difficulties, so you have more space to breathe and are encouraged to use that space to learn how to style.
Enemies ruthlessly trying to murder you and comboing to live is totally a thing once you get to Dante Must Die (and Son of Sparda, to a lesser extent), but the damage output and enemy management you need in order to effectively prioritize and eliminate threats in that mode is so high that you'll have no chance unless you've developed a degree of mastery over your character. By the time the gloves come off, there's no more room to learn as you go.
It's tied to the way damage scales across difficulties, since enemies need to live longer in order for the player to get a lot of moves off. I don't think it's off-base to say DMC5 is easier by default, and it never reaches the levels of sadistic brutality on show in DMD 3, but it's better balanced at the higher end of the curve.
That's because the overpowered guns aren't the only problem. They fucked up the melee combat to the point where it's not fun or even very practical to style with, so the guns became the path of least resistance.
The flubbing of DMC2 is actually kind of fascinating- Capcom execs didn't understand the appeal of the first game, and built a new team for 2 without Kamiya in order to knock out another hack'n'slash ASAP and cash in.
They tossed all the good work done in DMC1, so by the time the current series director got on board 3 months from ship date they hadn't even figured out the Stinger. Dante's most fundamental approach tool. And it still sucks in the finished game
Sure- and you could apply the same argument to blocking in Ninja Gaiden. Both become essential at some point in their respective games. Fucking explosive armadillo.
The same is true of learning how to freestyle combo in DMC, but where those games account for it over the course of one playthrough, DMC's learning curve spans from normal mode all the way up to DMD. You don't get enough red orbs to max out your moveset by the end of a first run, so you're expected to play through sequentially and build up both your character and combo skills as you go.
I think this is the first time I heard anyone praise DMC's fixed camerasRemoving the fixed camera angles robs the series of a surprising amount of its style and personality.
I'mma need some sources on that, famWell it flopped so there’s that...
That literally happens with every single-player release. People play the game and than start talking about the next releases. Is there anyone still talking about RE2? The only reason people are still talking about RDR2 is because of the PC port. ETC.Always found it interesting how much the internet went crazy for DMc5 and Kingdom Hearts 3 for both games to crater a week after release.
LOL I actually beat MGR not knowing how to consciously parry, only relied on iframes from defensive offense (or whatever its called). I also didn't know how to use those healing kits until a long struggle with the Monsoon fight (you can imagine why).Ninja Gaiden 1 or 2. The games give you a fighting game's worth of moves for every weapon's move list and your incentive for learning each weapon isn't necessarily to get a higher score, but to make you more powerful to get through the game. You can't just "y....y,y. y,y,y,y,y" in those games. DMC fans seem to think that's a fault with the player and not the game its self. This is an issue for me in every DMC game, much less of an issue for DMC 1 and 3 because those games were at least challenging enough that you would naturally expand your move list, and because the exploration in those games were good. People clown on DMC2 because the guns are over powered, but why not just avoid using them?
Or what if you could beat Metal Gear Rising without ever needing to parry? If the game only penalized you through score for not parrying, but never enough to actually make the game too difficult wouldn't you see that as a problem?
Last I heard they have sold over 2 million copies......I wouldn’t call that a flop.Well it flopped so there’s that...
I've been criticizing the game design so don't tell me I just don't understand it.You clearly don't understand the style meter
The game doesn't force it upon you because then the easier difficulties would be very frustrating for newer or not seasoned players.
The point of the style is to tell you when you are doing good with combat because if you're achieving SSS then you're not only understanding and using different combos which requires different timing, you're also dodging correctly which is more than essential in harder difficulty.
So don't blame the game because you don't understand game design.
Good luckAlright, you make some good points. I think I will start the game over and beat the boss to unlock the higher difficulty and give it another go. With that said, the difficulty wasn't the only thing I'm disliking. I miss the atmosphere, the exploration, the music, DMC's Resident Evil roots... things I enjoyed in DMC 1 and 3 that weren't just strictly about the combat. Which is probably why I've been so hard on the game's combat and difficulty, because what else is their?
Eh, 1 tried its level best to make style work, though the meter seemed pretty nonsensical in a lot of situations. There's no arguing the sudden jump in mechanical depth and combo focus in 3/4 though.There's plenty of other factors, especially in DMC1. Style only came to the fore in 3/4, and to their credit, they were still enjoyably challenging.
Yeah, the skill floor is definitely lower this time around, but the skill ceiling is also considerably higher because it has the most complex movesets in the whole series.DMC5 feels like a package custom-made to give the everyman a chance to feel like they're in a combo video, regardless of skill. It's stuffed with moves to add cosmetic flair to your juggles, is exceedingly generous with input windows, features enemies which constantly forget to attack conveniently allowing you to scoop them up for your virtual air ballet, and offers a slower pace than previous DMC titles so it's not too intimidating. Oh, and SSS criteria is very forgiving on top of that. Anyone can style on harmless enemies to their heart's content and feel great doing it.
This I disagree with, because Dante Must Die is legitimately hard. There's challenge to be had, though it's accurate to say the game back-loads its difficulty for the sake of giving new players a chance.For everyone else who simply wants to enjoy the thrill of overcoming challenge, beating the game, and getting better at beating it, that appeal is sorely lacking in DMC5.
This sounds like the definition of "it's not for you". Ninja Gaiden, Sekiro and Nioh are considerably better choices if you need a game to be putting the boots to you at all times in order to enjoy it.These games are all about locking on and spamming moves. Sure, sure, you can do crazy looking combos but who cares if spamming the same stuff over and over works.
NieR's combat had its own problems. It feels tight and has great animations, but its skill ceiling and mechanical depth doesn't come close to something like DMC or Bayo.Same problem with Nier Automata, except people think that programmed robots having "feelings" and an identity crisis is somehow genius, compelling, and deep. Bullshit.
Yeah, it didn't flop.Last I heard they have sold over 2 million copies......I wouldn’t call that a flop.
I've been criticizing the game design so don't tell me I just don't understand it.
Except you didn't counter argue anything i've said. Your take isn't original and i've made my point against it numerous times already.I just did and you clearly don't.
Except you didn't counter argue anything i've said. Your take isn't original and i've made my point against it numerous times already.
Uh... no.so yeah DMC & Kingdom Hearts is shit.
the game could get betterWhy are you asking if you should continue playing a game you're not enjoying? If you don't like it, turn the thing off.
No, but so what if I did? This is just something I have completely disagreed on with DMC fans. The combat in these games should stand up on it's own, regardless of how stylish or difficult the player wants to make it. My incentive for getting a high stylish rank should be to avoid dying, not just for the sake of getting a high score. I couldn't give two shits about rank or score. I'm here to beat the game, and if I can beat the game doing the most mundane trivial stuff that's a fault with the game, not me.
Now that isn't totally true on higher difficulties, but at least DMC1 and DMC3 were hard enough right from the start. I'll look for an unlock all difficulties cheat code because that may be the only thing saving this game at the moment.
Wat?
You must be the most boring person on earth.
The whole series is about combat creativity. Not caring about ranks is like not caring about which place you got in Mario Kart.
The challenge is not beating the game. The challenge is doing it by looking cool and getting an S rank.
This thread is the worst.