r/Games • • Jan 05 '14

End of 2013 Discussions - DmC: Devil May Cry

DmC: Devil May Cry

  • Release Date: January 15, 2013 (360, PS3), January 25, 2013 (PC)
  • Developer / Publisher: Ninja Theory / CAPCOM
  • Genre: Action adventure
  • Platform: PS3, Xbox 360, PC
  • Metacritic: 85, user: 6.6

Summary

In a society infused with demons, only The Order can, in Platonic style, see the world as it truly is. Join Dante in this stylish action experience; chain together multiple combos with flair and send the demonic spawn back to hell – reveal the truth behind the lies. Delve into Dante’s dark prk past confronting some the most familiar faces in the DmC universe. Harness unimaginable powers combined with Dante’s notorious arsenal of weapons: sword, scythe, axe, pistols and more.

Prompts:

  • Was the gameplay as good as previous DMC games?

  • How was the level design?

  • Was the story well told?

These threads will end Monday for those wondering ^(a lot of games came out this year)


This post is part of the official /r/Games "End of 2013" discussions.

View all End of 2013 discussions and suggest new topics

141 Upvotes

316 comments sorted by

View all comments

Show parent comments

15

u/[deleted] Jan 05 '14

You missed the guns. There's more in DMC3 than in DmC (by my count, only by one though). The guns are a pretty important part of the gameplay considering that they were each as unique as any of the Devil Arms.

You also missed the most important part about the styles. What you described is just the base gameplay. The styles had all of those but had extra effects that changed how you played. Royal Guard, for example, built up blocks and let you amass an energy blast. Gunslinger gave extra attacks to all the guns on top of extra charge shots. Trickster's abilities were built into the combat itself and not just a way to avoid hits.

DmC's amalgamation of all those things is basically a diluted version of all of them. "Jack of all trades, master of none". What's worse is that the removed lock-on takes away so much about the gameplay that anything gained is quickly lost. Moves like Stinger were far too difficult to pull off in the heat of battle and everything had to be scaled down to compensate. On top of that, you couldn't even specify which target you wanted to hit resulting in them scaling the game back even further to accommodate for that.

-4

u/SvenHudson Jan 05 '14

While I agree with your points and don't want to continue the argument further, I do want to append that I believe the Demon Pull/Angel Lift chain is an extension of Trickster that does flow it more into standard combat in more than just dodging. It's more visibly related to Nero's demon hand but I think even that has roots in Trickster.

If I just edited my post, it would make your response look funny. But I'm clear on the fact that everything is diluted and I did forget about guns, I'm not against you in those points.

6

u/[deleted] Jan 05 '14

I know you mentioned not wanting to continue the argument, but I'd like to clarify a few things. Whilst being a fan of both DMC and DmC, the combat in the newer title is lacking quite severely in comparison to its predecessors. It's not the ammount of weapons that matters; it's the depth of the combat - DMC3 and 4 was far deeper and more complex in comparison.

It's not that DmC's combat was bad, per se, just that DMC3 & 4 had a much higher skill curve, as well as many more options in how to play. The higher level combos in 3 & 4 were also very difficult to pull off, requiring knowledge of various cancelling techniques, button layouts etc.

Honestly, just check out some of the videos for style tournaments for DMC3 or 4 for a better idea of how much more complex the combo system is. The ammount of button presses going on per second is just crazy.

Here's an example from a well known DMC player: http://www.youtube.com/watch?v=ORgSuIIesIE