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Deleted member 11093

User requested account closure
Banned
Oct 27, 2017
9,095
To make it even better: IN 60 FPS. 60 FPS

PMDT.jpg
I can't see it, Andy.
 

TreIII

One Winged Slayer
Member
Oct 25, 2017
6,280
Columbia, MD
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 don't want it gone, either! But at the same time, I do think there's something to be said about how you can probably streamline a number of aspects of Dante's kits among his various styles, if you took advantage of his buttons better. 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?

In this way, you not only would make Dante's base moveset more "complete", you'd open him so that his Styles could offer much more significant modifiers, as a result. Getting back the likes of Quicksilver and Doppelganger would be nice, let alone possibly brand new styles altogether, since we'd have most of Gunslinger, Swordmaster and Trickster's functions rolled over to buttons that could stand to be used more. And Dante gets to be more fresh as a result, since we wouldn't be just looking forward to the same stuff from ten years ago.
 

jett

Community Resettler
Member
Oct 25, 2017
44,671
OadeY0c.gif

This game has some juicy blood effects.
He basically sets off a Quicksilver 'trap', probably has others types too on various arms.

A lot potential for this in combat.
I'm really excited to see more of this game.
Just upload them to imgur.
Also what do you use to make 60fps gifs?

You can use an old version of avidemux to export a video selection as individual jpegs and then you construct it together in JASC Animation Shop. It's a tad time-consuming. You can also attempt to you use gifcam on a video playing at half-speed in media player classic since gifcam won't normally capture gifs at high framerates.
 

Locuza

Member
Mar 6, 2018
380
Thank god YouTube for suggesting me a good video:


I'm still fairly disappointed that Donte as Nero is the main character and I also hope that Dante get's the chance to enjoy a shave and a shower.
Also I would like a brighter color palette, DMC was on average always brownish/greyish but this is an extra step they going there and especially Donte's design looks pretty forgettable as a character to me.

Other than that I look forward to the game.

Capcom pls animu skin k, thx.
 

Rubblatus

The Fallen
Oct 25, 2017
3,158
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?

No one ever seems to remember this, but DMC2 did exactly what you're describing for Twosome Time and it blew. Having two sets of overlapping inputs (Strafe+Shoot or Twosome Time) usually made it a 50/50 toss up on whether Dante would Twosome Time at an approaching target to knock them back, or walk straight into their blows.

Same goes for trying to devise a weird way of inputting a double jump input to distinguish between a Sky Star or an Air Hike. You can't make that a fast double tap of the jump button. Sometimes people need a short hop off Dante's second jump, can't hold it down because people will often need the full height of an Air Hike anyway. Can't make it a lock on or directional requirement for obvious reasons. You need a dedicated, unique mapping for that action.

If you want to streamline Dante to make his base moveset more "Complete" without resorting to weird stances, you need to be willing to kill your babies and take features out like DmC did.

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.

Not a fan of this at all, but I doubt they'd go this far anyway.
 

bunkitz

Brave Little Spark
Moderator
Oct 28, 2017
13,531
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:
oJ3llQZ.gif


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.
 

Rubblatus

The Fallen
Oct 25, 2017
3,158
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.
hLkqxWA.jpg


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.
 

Golnei

Member
Oct 25, 2017
2,823
I'll do ya one better. BAYONETTA!!!!!! *Mic drop*

Unlikely, I know....but would be dope af

Eva as a DLC character that plays similarly to Bayonetta, maybe? If they cleared it with Platinum and did a semi-official collaboration (e.g. having Yamaguchi or Ueda do her battle music and in turn having Shibata do a battle theme for Rodin in Bayonetta 3) it could be a fun way to reference each other.

If that meant V got some cool instrumentals like in DMC1? I'd be more than elated.

Depending on how they handle Dante, Sparda could work as an 'expert' version of him with manual control over style switching and other modifiers, rather than a costume. If that were the case, he'd need DMC1-esque music - ideally by Ueda, but other composers could approximate the style.
 
Oct 27, 2017
8,735
After the e3 dust has settled, I'm left constantly thinking about DMCV.

Problem is, it came with such a dud for me. I'm the type that views e3 starting with Sony's conference (flame shield: it's the only brand of consoles I own and their exclusives/reveals have consistently raised eyebrows and dropped jaws) so I didn't watch anything live on Sunday, mostly because I didn't realize anything was going on.

So after following the leaks, rumors and circus around the next DMC and loving 4/Nero, for me to just casually browse Era and see a thread about its reveal and watching it on a phone was such a blow to my e3 excitement and Sony's own showcase further deflated the hype.

But still, super stoked this is happening!
 

Boya

Member
Jan 1, 2018
715
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.
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.
 

snausages

Member
Feb 12, 2018
10,385
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 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.
 

Boya

Member
Jan 1, 2018
715
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?
 

Golnei

Member
Oct 25, 2017
2,823
Could the parry from Bayonetta work or would that still be to different?

Just flicking the stick as opposed to flick + attack may help, but it's still a lenient window that could conflict with DMC's combat design - even if I did use parrying in Bayonetta more than Royal Guard in DMC; it might not be a good thing to simplify it in the same way Platinum has chosen to.
 

BadWolf

Banned
Oct 25, 2017
12,148
The parry in Bayonetta doen't use any attack buttons and does not have a block if you miss the parry window unlike MGR.

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.
 

Boya

Member
Jan 1, 2018
715
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.
Never noticed a difference my bad.
I still think using one of those inputs could work in DMC if only for spesific weapons.
 

Sesha

▲ Legend ▲
Member
Oct 25, 2017
9,837
Last edited:

Dahbomb

Community Resettler
Member
Oct 25, 2017
13,640
We got a translated Famitsu article up.

TLDR version of it:

*They made the trailer confusing and misleading on purpose and they got the desired response to it.

*Game has been in proper full scale development for 3 years now but Itsuno pre planned it for a year after DMC4SE.

*There is a reason why that Nico character is so crazy.

*Same teases about the new V character.

*The Devil Breaker has a cartridge system that can break if you dont dodge enemies (ie. Get hitl). There are cartridges around the levels and you can also buy them. They are described as being powerful.



My take on the interview:

*Itsuno played the fanbase like a damn fiddle with that trailer and it worked.

*This is still the longest dev time for a DMC game yet and most probably the biggest budget too.

*The fact that they are thinking about character traits, back story and lore at this level even for a side character like Nico gives me confidence in the story, characters and dat lore in DMC5.

*The cartridge systemn is.... controversial. DMC was never a game about limited tools or resources. Technically its not a limited tool but its a severe punishment for new players. DMC vets would lose their DMC street cred if they admitted that this mechanic existed because then they would expose themselves as not being good at the game lol. New players would see the value in these power house moves and be more careful when they play. This is a very Dark Souls like approach which I am not fully aboars with but this doesnt impact high level DMC play so I am fine with it.. mostly.