The humour in DMC 3 still cracks me the fuck up.
I loooooove Dante and Jester interacting with each other.
That's not what he said... he said DmC Vergil is better than DMC3 Vergil.
Yeah man. It's one of them games that just totally lightens up your day. So funny. It's just insanity. The banner between him and Cerberus. In fact every boss is such a ball. Really just good writing and great voice acting. Cutscene cinematography is top notch as well. Really stylish and funny.
It was great as well because I never knew the game was revered so when I brought it up to my friend and his eyes lit up I knew he was fucking awesome lol. We always talked about the game. Man those were the days.
Foolishness, Dante. Foolishness.
I loooooove Dante and Jester interacting with each other.
Just abandon DmC and play DMC3I feel like I should abandon / get through ASAP DmC and give the rest of the games a chance![]()
I don't agree but it's not too far off. If DmC Vergil wasn't in DmC and was in a game with better hit stops animations, more fluidity, better enemy step mechanics and more weapons... yea he would for sure be better than DMC3 Vergil. But as it is... it's just missing that tightness of the previous DMC games.Do you agree?
This thread almost makes me want to finish DMC3 in da HD collection. Got stuck on the boss fight with the blue and red dudes with their heads on their swords. Kinda got tired of being sent back to the start of the mission so I just left it alone and accepted defeat a few months back.
Oh, I was wondering what that Gold/Yellow choice was for at the start lol
Is it something you can change mid playthrough, or will I need to start from scratch?
It's embarrassing to see people rank DmC over DMC1...
When I first started playing the game, I would get spooked with the battle music and with the enemies. I had to remind myself that I am the demon hunter and the enemies are going to be afraid of me instead
Then I died so many times afterwards, and got really uncomfortable with the underwater mission and the first fight against Scythe (?) where you are trapped
Great post.
The ranking system is really just genius. Maintaining a high rank feels fucking great; when you get hit, losing that 'S' is just about worse than losing health, and ending the fight for a fatass pile of orbs is probably one of my favorite things in the game (that little sound the orb collection makes is fucking incredible).
That fight legit had me shook as a kid. I've always found steer skulls to be creepy, so the overall effect of the enemy being intimidating and going through walls and the level being nasty and claustrophobic and that crazy intense battle theme...shit was real.
Yea that Monocle post was godly.
He is completely right that people don't see the brilliancy of the game because so much of the stuff it did is copied and done to death now to the point of being common place.
Comparing DmC, a late previous gen game to an early PS2 gen game is also baffling. Baffling in that the comparison almost never takes into the equation the difference in hardware or the level of innovation difference between the two. DmC might be a good action game but DMC1 was THE action game when it came out.
The same applies to DMC3 vs DMC4. DMC3 had a Style system because Itsuno specifically said that the limited RAM of the PS2 could not allow him to have OTF Styles in DMC3. The difference in hardware is already a big problem with the two but DMC3 was operating at cap of the PS2... no action game on the PS2 was out putting half of the shit that DMC3 was. Most of DMC4's amazing combat stems from porting over DMC3.s combat and giving it OTF style. If Capcom remade DMC3 to have better graphics and OTF style switch then DMC4 would be an irrelevant game.
It's embarrassing to see people rank DmC over DMC1. Nuance and solid design principles are sadly undervalued here. DMC1 might not be as flashy or accessible or instantly gratifying, but it's widely considered a classic for a reason. The thing is, its exceptional design doesn't become obvious until you really dig into the game over several playthroughs and difficulty levels. Even then, it can seem unremarkable or derivative because so many inferior games have copied its good ideas.
Yes, DMC1 might appear sort of run-of-the-mill at first, but then you start noticing things, like enemy behaviors you never saw before. (Did you know most enemies have fatalities?) The game is unusually difficult, which heightens the stakes for all of your choices and puts you in the same mindframe as retro games that were so punishing yet so rewarding to master. You discover how many attacks have an elegant counter that's not spelled out for you: for instance, hopping on a Shadow's spear at the moment it tries to impale you and riding it while you do some damage. You find that your apparently simple move set is really a collection of multipurpose tools that can be applied in all sorts of creative ways, like reflecting Phantom's fireballs with well-timed sword slashes or knocking a Sin Scissors' weapon aside and shattering its mask for an instant kill. There are so many other examples of how player ingenuity was anticipated and encouraged by the developers.
DMC1's art and sound design are underappreciated. They create an absorbing creepy atmosphere that hints at the game's survival horror roots. People also overlook innovations like the style and orb systems, which tie practical rewards, such as items, new moves, and weapon upgrades, to combat performance. DMC1 either invented or popularized action games that actively encourage the player to play well and look awesome using a combination of real-time combat ratings, end-of-level ranks, and currency that enemies drop on the spot. If you fight hard and avoid getting hit, you get more red orbs. It's a simple and effective system that adds another layer of urgency to battles.
All of the little things add up to make DMC1 more than just a good action game: interrupting the recovery animations of your attacks with different attacks or evasive moves, the ability to switch freely between melee weapons and firearms, juggling enemies with your guns, level selection, the insane attention to detail like the environmental text descriptions and menus (which include enemy digests that update as you fight them more) and so on. A comprehensive list of all the new and wonderful things DMC1 brought to the table would be impractically huge. I mentioned earlier that the game might seem derivative due to other games copying its ideas. Well, it's hard to map the extent of DMC1's influence on the action genre, but if there are any modern action titles that haven't borrowed a mechanic or benefited from its example, you can probably count them on one hand.
All this to say that not only is DMC1 rightly regarded as a classic, it's still just as good now as it was back when it was new. Which is especially clear in comparison to Ninja Theory's vulgar imitation.
It's embarrassing to see people rank DmC over DMC1. Nuance and solid design principles are sadly undervalued here. DMC1 might not be as flashy or accessible or instantly gratifying, but it's widely considered a classic for a reason. The thing is, its exceptional design doesn't become obvious until you really dig into the game over several playthroughs and difficulty levels. Even then, it can seem unremarkable or derivative because so many inferior games have copied its good ideas.
Yes, DMC1 might appear sort of run-of-the-mill at first, but then you start noticing things, like enemy behaviors you never saw before. (Did you know most enemies have fatalities?) The game is unusually difficult, which heightens the stakes for all of your choices and puts you in the same mindframe as retro games that were so punishing yet so rewarding to master. You discover how many attacks have an elegant counter that's not spelled out for you: for instance, hopping on a Shadow's spear at the moment it tries to impale you and riding it while you do some damage. You find that your apparently simple move set is really a collection of multipurpose tools that can be applied in all sorts of creative ways, like reflecting Phantom's fireballs with well-timed sword slashes or knocking a Sin Scissors' weapon aside and shattering its mask for an instant kill. There are so many other examples of how player ingenuity was anticipated and encouraged by the developers.
DMC1's art and sound design are underappreciated. They create an absorbing creepy atmosphere that hints at the game's survival horror roots. People also overlook innovations like the style and orb systems, which tie practical rewards, such as items, new moves, and weapon upgrades, to combat performance. DMC1 either invented or popularized action games that actively encourage the player to play well and look awesome using a combination of real-time combat ratings, end-of-level ranks, and currency that enemies drop on the spot. If you fight hard and avoid getting hit, you get more red orbs. It's a simple and effective system that adds another layer of urgency to battles.
All of the little things add up to make DMC1 more than just a good action game: interrupting the recovery animations of your attacks with different attacks or evasive moves, the ability to switch freely between melee weapons and firearms, juggling enemies with your guns, level selection, the insane attention to detail like the environmental text descriptions and menus (which include enemy digests that update as you fight them more) and so on. A comprehensive list of all the new and wonderful things DMC1 brought to the table would be impractically huge. I mentioned earlier that the game might seem derivative due to other games copying its ideas. Well, it's hard to map the extent of DMC1's influence on the action genre, but if there are any modern action titles that haven't borrowed a mechanic or benefited from its example, you can probably count them on one hand.
All this to say that not only is DMC1 rightly regarded as a classic, it's still just as good now as it was back when it was new. Which is especially clear in comparison to Ninja Theory's vulgar imitation.
Great games. DMC3 is one of the greatest 3D action games of all time. As much as I love the original DMC, it hasn't aged too well. Especially after the advances the later games made.
My rankings for the series.
DMC3 > DmC > DMC1 > DMC4 >>>>>>>>>>>DMC2
Also like i mentioned in the other thread, DmC Vergil's gameplay is the best the character has been and beats his DMC3 appearance. They did a great job with fleshing him out, and if Capcom decides to make DMC5 and include Vergil again, they should take notes with what NT did with hin.
http://www.youtube.com/watch?v=JFv0ktUKZ-Y
They also share in their design philosophies of heavy atmosphere, pattern recognition game play, skill based combat and emphasis on new game + and replayability.
This thread almost makes me want to finish DMC3 in da HD collection. Got stuck on the boss fight with the blue and red dudes with their heads on their swords. Kinda got tired of being sent back to the start of the mission so I just left it alone and accepted defeat a few months back.
I respect Monocle's post to death. But I cannot honestly say I enjoyed playing DMC1 as much as everything else post-DMC3(including DmC). Maybe those titles just get by on the virtue of being later and bit further removed from the RE influences that, in my opinion, hindered the control scheme and combat system. Yes, DMC was innovative for it's time, and DMC3/4/DmC, God of War, Bayonetta, Ninja Gaiden, and w/e else greatly benefited from that game's very existence. But even as the progenitor, I don't think it holds up against it's descendants. Which isn't to say that it was bad(far from it), it was just the first of it's kind over a decade ago, and developers have had the chance to learn from it.
Why in a few years?Anyone know the world record for DMC1's speed run?
In a few years I might attempt that record.
How was the HD collection compare to the original? I wouldn't mind buying it for the PS3, maybe brand new to send Capcom a message.
And most immortally did the HD collection add Subtitles because I know that the original didn't have any.
Get a console, get some streaming equipment and upgrade my PC. Gonna do this shit live son.Why in a few years?
100% definition: All bonus missions, all weapons, every upgrade purchased (including blue & purple orbs), and S-rank on every level.
- Best time, Normal skill: 0:58:27 by Wesley 'Molotov' Corron on 2005-06-17.
- Best 100% time, Dante Must Die! skill: 1:35:34 by Michael 'sternn' McEnroe on 2006-08-19.
- Best time as Super Dante, Normal skill: single-segment 0:43:11 by Andy Huynh on 2012-11-24.
- Best time as the Legendary Dark Knight, Dante Must Die! skill: single-segment 1:17:43 by Michael 'sternn' McEnroe on 2006-10-14.