Wait, hasn't the contention always been that DMC was its own "stylish action" genre and set apart from hack and slash games?
Wait, hasn't the contention always been that DMC was its own "stylish action" genre and set apart from hack and slash games?
That's why people call DMC, Bayonetta, and other games like them "character action", yeah.Wait, hasn't the contention always been that DMC was its own "stylish action" genre and set apart from hack and slash games?
How is that a bad thing? Remind you that I am talking about skill floor not skill ceiling which are two different things.With better tutorials and a practice mode for new players to experiment, the skill floor can be reached.
I feel that lowering the skill floor would intrinsically damage the mechanics to make them accessible to the major gaming audience. A fully transparent tutorial ala Guilty Gear Xrd Rev 2 would allow those who truly want to be stylish to learn in a traditional manner.
The skill floor needs to be as low as humanly possible. Game needs to be accessible. Like you want to turn on the game and you want to start having fun and doing crazy stuff as soon as possible.
The problem they will probably try to solve with DMC5 is the skill floor. The ceiling is incredibly high, and that's fantastic, but the amount of people who will even reach the floor when it comes to stylish play is far too low to justify the investment. They need to try to bring more people to the fun parts.
Having a great campaign by itself also helps a lot. DMC3 is considered a better game not because people think the combat system in 4 was disappointing, but because as a whole package, DMC3 is simply a better game. Having a campaign that is a blast for people playing their first time through will certainly encourage a lot more people to even give a thought to playing it again in the first place. When you backtrack the whole thing and fight the same bosses, a lot more people will be done with it by the moment they reach the credits.
And perhaps a look into the control scheme is warranted. Personally I'm not a fan of the launch button in DmC, I really wish we could launch the old school way with lock-on enabled in the Definitive Edition, but I have to admit that I'm pretty sure having a "go to the air/back to the ground" dedicated button makes a huge difference in inviting people to give it a shot in the first place. To even begin to experiment with air combat. Having such a complicated sequence to even launch the enemy creates a huge barrier. Dodging is pretty complicated as well.
DMC doesn't feel that much fun at the lowest skill level, and that is perhaps a problem.
While all of that is true, I feel that for a DMC5 Capcom is likely to bring back lock on mostly because it allows for the maximum number of moves with the fewest amount of buttons required. Otherwise you will have stuff like forward, forward inputs for Stinger which is clunky.One of the features DmC brought that, IMO, helped a lot with lowering the skill floor was the lack of a lock-on button. Regardless of how vocal people were about missing it, even when I played the Definitive Edition I still kept it off because the game doesn't really need lock-on and it felt great having both access to Dante's moves without doing many directional inputs (you only ever need such inputs for Stinger, IIRC) and being able to switch from enemy to enemy in a more natural way instead of having to switch targets with yet another button. Also, the lack of lock-on allowed NT to implement the teleport-up and teleport-down buttons for Vergil, which I felt had great many uses.
Aside from Nier Automata which is really more like an action RPG... most of those games haven't been out for a few years now. When was the last time we had a good Ninja Gaiden for crying out loud."Salvage?"
I'm guessing you didn't play Metal Gear Rising.
Or Transformers Devastation.
Or any games that have "Warriors" at the end of their title.
Or Ninja Gaiden.
Or God of War.
Or the Bayonetta games.
Or Nier Automata.
But neir is a terrible hack and slash game
We just got Fire Emblem Warriors a few weeks ago to great reviews and reception. :|Aside from Nier Automata which is really more like an action RPG... most of those games haven't been out for a few years now. When was the last time we had a good Ninja Gaiden for crying out loud.
1. This game should control just like DMC4. They don't need to change anything on that front.
1. This game should control just like DMC4. They don't need to change anything on that front.
Do we know what their financial status is right now?
No because DMC4 still hasn't shed its RE/early PS2 era days. Time to change up the jump controls, camera and dodge/lock on stuff. And honestly this stuff should've been changed by DMC3 time.1. This game should control just like DMC4. They don't need to change anything on that front.
That's what bloody palace is for this isn't a fighting game. They just need to get rid of that timer in bloody palace.I think it should definitely have a training mode, just not rely on it to teach players.
Hell no, wtf. Keep the timer. I'll accept a no-timer version with no scoring system, but keep the timer.That's what bloody palace is for this isn't a fighting game. They just need to get rid of that timer in bloody palace.
What the hell do you mean change the jump controls? They can definitely go ahead and improve the camera. The dodge/lock on definitely could just be a toggle, tap R1 to have it and then tap it again to turn it off. I don't know how that would affect his the movesets though.No because DMC4 still hasn't shed its RE/early PS2 era days. Time to change up the jump controls, camera and dodge/lock on stuff. And honestly this stuff should've been changed by DMC3 time.
There is still odd movement restrictions during lock on and no option to toggle it. Souls games are far more methodical than DMC games and even they don't restrict you during lock on!
That timer is trash, pretty much ruins bloody palace.Hell no, wtf. Keep the timer. I'll accept a no-timer version with no scoring system, but keep the timer.
I mean the stiff as hell vertical jump that the characters do which makes any type of platforming terrible in the older games. DmC fixed this.What the hell do you mean change the jump controls? They can definitely go ahead and improve the camera. The dodge/lock on definitely could just be a toggle, tap R1 to have it and then tap it again to turn it off. I don't know how that would affect his the movesets though.
How is that a bad thing? Remind you that I am talking about skill floor not skill ceiling which are two different things.
The skill floor needs to be as low as humanly possible. Game needs to be accessible. Like you want to turn on the game and you want to start having fun and doing crazy stuff as soon as possible.
Tutorials don't do anything. GGXrd's robust training mode doesn't lower the skill floor at all, it just bombards you with information that is hard to retain after 20 minutes of play.
This is how games like Starcraft have been popular for so long. Easy to get into but hard to master.
I mean the stiff as hell vertical jump that the characters do which makes any type of platforming terrible in the older games. DmC fixed this.
Lock on toggle would have 0 impact on the moveset because DmC DE has it as well.
Dodging shouldn't be on lock on to begin with. Makes 0 sense and forces the developers to make punchbag enemies.
1. This game should control just like DMC4. They don't need to change anything on that front.
2. There is zero need for a training mode. Slowly introduce mechanics and weave them into playing the campaign.
...2. There is zero need for a training mode. Slowly introduce mechanics and weave them into playing the campaign.
We are having a debate if you read the other posts about my first point. The second one though, I stand by that. No need for a training mode, you can try things in bloody palace mode or during the campaign.
We are having a debate if you read the other posts about my first point. The second one though, I stand by that. No need for a training mode, you can try things in bloody palace mode or during the campaign.
You do realize that this is Capcom right and shit never goes the way you want, if you get one thing it means you won't get something else. A training mode is the least of my worries.As someone who's played 3 and 4 on DMD with S ranks and beaten Bloody Palace a training mode with a dummy enemy would be greatly appreciated. Having to mod bloody palace to practice is a chore. It takes nothing away from the main game so I'd welcome it's inclusion.
Aside from Nier Automata which is really more like an action RPG... most of those games haven't been out for a few years now. When was the last time we had a good Ninja Gaiden for crying out loud.
You do realize that this is Capcom right and shit never goes the way you want, if you get one thing it means you won't get something else. A training mode is the least of my worries.
That's really good. Just not sure about the Devil Trigger placement, but it's a very small price to pay.I have already proposed numerous ways to lower skill floor of Dante without compromising skill ceiling. Since people keep asking for it I am going to put my proposal:
/\: Melee attack
[]: Gun attack
O: Trickster Dodge
X: Jump
R1: Lock On (toggleable)
L1: Style Modifier (toggleable)
L2/R2: Weapon swaps
D-Pad Devil Abilities
Up: Devil Trigger
Left: Quicksilver
Right: Doppelganger
Down: Whatever new mechanic they want or you can put Darkslayer stuff here
Style modifier changes the face buttons like DmC's stance modifiers do (only here it's only one and it's toggleable)
L1+/\ = Swordmaster attacks
L1+[] = Gunslinger attacks
L1+O=Royal Guard
L1+X= New mechanic
With this you no longer have to move your thumb from left stick to D-pad to change styles, Style change is now universal and you can just tap L1 to go between style and non style mode. Want to do Flying Guard stuff? O L1 O. Want to do Trickster dashes into guard cancels? O L1 O.
This greatly lowers the skill floor but actually increases the skill ceiling because now you have more options. L1+X could be a new style altogether if they wanted to (or they can put teleports here). You can use Doppelganger/Quicksilver plus a new Devil mechanic combined with the other style moves. Since you don't have to press Devil Trigger mechanics in rapid succession, they make sense being on D-pad.
and here's a preemptive "Razor's Edge was not okay, it was lipstick on the decaying carcass of a pig"
Well you can have it on L3+R3 like every other action game if you want... LMAO!That's really good. Just not sure about the Devil Trigger placement, but it's a very small price to pay.
delete this postWell you can have it on L3+R3 like every other action game if you want... LMAO!
Yeah, I'm not sure about that. Also what about the devil trigger charge DMC3? I'm not sure if it was in DMC4.That's really good. Just not sure about the Devil Trigger placement, but it's a very small price to pay.
I actually really like this setup. It promotes creativity in gameplay rather than promoting difficulty in execution. Provides the depth while making it more convenient for newer playersI have already proposed numerous ways to lower skill floor of Dante without compromising skill ceiling. Since people keep asking for it I am going to put my proposal:
/\: Melee attack
[]: Gun attack
O: Trickster Dodge
X: Jump
R1: Lock On (toggleable)
L1: Style Modifier (toggleable)
L2/R2: Weapon swaps
D-Pad Devil Abilities
Up: Devil Trigger
Left: Quicksilver
Right: Doppelganger
Down: Whatever new mechanic they want or you can put Darkslayer stuff here
Style modifier changes the face buttons like DmC's stance modifiers do (only here it's only one and it's toggleable)
L1+/\ = Swordmaster attacks
L1+[] = Gunslinger attacks
L1+O=Royal Guard
L1+X= New mechanic
With this you no longer have to move your thumb from left stick to D-pad to change styles, Style change is now universal and you can just tap L1 to go between style and non style mode. Want to do Flying Guard stuff? O L1 O. Want to do Trickster dashes into guard cancels? O L1 O.
This greatly lowers the skill floor but actually increases the skill ceiling because now you have more options. L1+X could be a new style altogether if they wanted to (or they can put teleports here). You can use Doppelganger/Quicksilver plus a new Devil mechanic combined with the other style moves. Since you don't have to press Devil Trigger mechanics in rapid succession, they make sense being on D-pad.