I can't see it, Andy.
I can't see it, Andy.
Just upload them to imgur.
I know this won't be a popular opinion because I know people really liked the style system, but to be honest I preferred how DmC folded SwordMaster(and to a lesser extent Gunslinger and Trickster) moves into Dante's base moveset.
The style system is so iconic and badass that I really hope it stays and Itsuno works his genius to make it more accessible/modern.
I definitely don't want it gone.
I'm really excited to see more of this game.He basically sets off a Quicksilver 'trap', probably has others types too on various arms.
A lot potential for this in combat.
Just upload them to imgur.
Also what do you use to make 60fps gifs?
Max mentions that Itsuno saw his reaction and was moved to tears... Man, that's so lovely.
Max mentions that Itsuno saw his reaction and was moved to tears... Man, that's so lovely.
Max mentions that Itsuno saw his reaction and was moved to tears... Man, that's so lovely.
Max mentions that Itsuno saw his reaction and was moved to tears... Man, that's so lovely.
For example, should it be that Dante MUST be in Gunslinger style in order to be able to do twosome-time, when the basic shot button is there and the input motion could be moved to "input + Square" instead of "input + Circle"? Why not give him the option to wall-run and air-dash at any time with various inputs with the jump button, instead of needing to switch to Trickster to do it?
Max mentions that Itsuno saw his reaction and was moved to tears... Man, that's so lovely.
LOL
Max mentions that Itsuno saw his reaction and was moved to tears... Man, that's so lovely.
Holy shit, I didn't even notice that. I kept watching this scene again and again because of the way his jacket moves so realistically. It's giving me hope that their clothes won't be clipping through their swords this time around.You absolutely cannot fathom the effect good performance capture has on my interest in a game....plus just lots of attention to detail in general...like Nero's sleeves reacting to wind:
wew
Holy shit, I didn't even notice that. I kept watching this scene again and again because of the way his jacket moves so realistically. It's giving me hope that their clothes won't be clipping through their swords this time around.
I'll do ya one better. BAYONETTA!!!!!! *Mic drop*
Unlikely, I know....but would be dope af
If that meant V got some cool instrumentals like in DMC1? I'd be more than elated.
CAPGODSYou absolutely cannot fathom the effect good performance capture has on my interest in a game....plus just lots of attention to detail in general...like Nero's sleeves reacting to wind:
wew
Lmao. This is great.
Itsuno is motivated!!!
Max mentions that Itsuno saw his reaction and was moved to tears... Man, that's so lovely.
Max mentions that Itsuno saw his reaction and was moved to tears... Man, that's so lovely.
Link? I want to see it myself.
Way to ruin my fun... It still looks amazing, though.
The front of his coat is literally clipping through his stomach as his foot clips through his rocket arm as his sword is clipping through his coat.
Something made in preparation of e3 but everyone got so excited they forgot about it. Thanks ColdVergil
Something made in preparation of e3 but everyone got so excited they forgot about it. Thanks ColdVergil
Clipping is basically an unsolvable issue in video games. Especially when it involves characters with large props.
Something made in preparation of e3 but everyone got so excited they forgot about it. Thanks ColdVergil
Why does dodge need to be on the circle button instead of a second weapon attack? What's wrong with using back-forward and 360 inputs?Reduce Dante's Gunslinger options down to one ground and one air X+[] input. Trickster's a dedicated dodge button with circle. Dante's more iconic Swordmaster abilities are distilled across multiple weapons with maybe one Triangle+O input for a Swordmaster action like Quick Drive. Air inputs for Helmbreaker and other similar one-hit aerial moves follow the Nero method of lock on+directional input so that aerial combo moves can exist. Royal Guard doesn't exist, but people who usually want to boil down Dante's movelist so much don't seem to care about it anyway. That leaves your styles on the D-Pad to just be DT modifiers.
I agree with some of that stuff except I think Royal Guard has got to stay the way it is. MGR has a big window for parry and basically throws your attacks away if it thinks you're going for one. It's a bit too loose fit what DMC is.Why does dodge need to be on the circle button instead of a second weapon attack? What's wrong with using back-forward and 360 inputs?
Why can't DMC adopt the parry from MGR:R or Bayonetta?
Genuenly curious why this never comes up when discussing steamlining Dante.
I have faith that it'll be solved one day.Clipping is basically an unsolvable issue in video games. Especially when it involves characters with large props.
Could the parry from Bayonetta work or would that still be to different?I agree with some of that stuff except I think Royal Guard has got to stay the way it is. MGR has a big window for parry and basically throws your attacks away if it thinks you're going for one. It's a bit too loose fit what DMC is.
Could the parry from Bayonetta work or would that still be to different?
Could the parry from Bayonetta work or would that still be to different?
The parry in Bayonetta doesn't use any attack buttons and does not have a block if you miss the parry window unlike MGR.Bayo's parry is the same as MGR.
You can basically keep tapping forward while attacking and are pretty much guaranteed to get a parry if the enemy attacks.
The parry in Bayonetta doen't use any attack buttons and does not have a block if you miss the parry window unlike MGR.
Never noticed a difference my bad.It has a normal parry and a perfect parry just like MGR.
The first just parries and the second results in a follow up attack.
The window for normal parry is super lenient.
Max mentions that Itsuno saw his reaction and was moved to tears... Man, that's so lovely.