LMAO
This is incredible.
But what is with this horrible song at the end of the video? wtf?
Yes.
Nico's Upgrade Van is available. You can upgrade certain abilities and acquire them like Enemy Step, Roulette Spin, Exceed 2, Ex-Act Shuffle and Air Hike.
It also as new demo mode plus (which is crucial, since it encourages demo replay allowing players to learn the mechanics a bit) and the Punchline Devil Breaker. A Devil Breaker that has like a ton of applications and depth.
Dahbomb didn't even know there was this a full-charge air release attack for Punchline, fun stuff.
There is a demo thread for more information here.
This... sorry OP.
it's just a hack n slash game with 1999 B-movie comedy dialogue
Daaaaaaamn.Hilarious thread where DMC fanboys are so far up their own ass of self-worship bubble. DMCV will be a good and fine game, but it won't even be the most popular action game in March.
You're making a category mistake here. Some limits push players toward creative solutions. Others inhibit creativity, either by denying players access to a useful type of gameplay tool, or by imposing a handicap on a tool's use.Limits are what defines games, often more then just giving you all the tools all the time.
Yes.
Dahbomb didn't even know there was this a full-charge air release attack for Punchline, fun stuff.
.
Eh... Gameplay isn't really FROM's forte as much as pure level design. Kinda hard to compare the two... And i'd bet on DMC5 outselling Sekiro anyway.Hilarious thread where DMC fanboys are so far up their own ass of self-worship bubble. DMCV will be a good and fine game, but it won't even be the most popular action game in March. The "poll" is just comically eye-rolling, and shows the maturity level of the fanbase!!!!!!!
Hilarious thread where DMC fanboys are so far up their own ass of self-worship bubble. DMCV will be a good and fine game, but it won't even be the most popular action game in March. The "poll" is just comically eye-rolling, and shows the maturity level of the fanbase!!!!!!!
If you do that for the whole game, you'll be sucked.
Hilarious thread where DMC fanboys are so far up their own ass of self-worship bubble. DMCV will be a good and fine game, but it won't even be the most popular action game in March. The "poll" is just comically eye-rolling, and shows the maturity level of the fanbase!!!!!!!
Hilarious thread where DMC fanboys are so far up their own ass of self-worship bubble. DMCV will be a good and fine game, but it won't even be the most popular action game in March. The "poll" is just comically eye-rolling, and shows the maturity level of the fanbase!!!!!!!
You're making a category mistake here. Some limits push players toward creative solutions. Others inhibit creativity, either by denying players access to a useful type of gameplay tool, or by imposing a handicap on a tool's use.
The Bayonetta series is unfortunately hampered by limits of the second type. Unlike the DMC series, Bayonetta's jump cancels and enemy steps can't be rapidly chained together in most cases. As if this weren't enough, Bayonetta 2 made basic enemies randomly break combos, added obnoxious delays to the startups of formerly useful attacks like the heel stomp (so, for example, players can no longer jump cancel a Wicked Weave stomp into a punch so quickly that they clip each other), and more egregious still, the game outright broke one of the most useful tools from the first game, Panther Offset.
In Bayo 1 you could transition to panther form between hits in a combo. You could do this so quickly that each canceled hit was invisible; you'd see only the initial frames of the panther transformation instead of the punch or kick. This allowed for combos like PPK to be shortened to the final extra powerful attack. You'd do punch -> panther mode -> punch -> panther mode -> kick, and all you'd see was two quick flickers and a massive Wicked Weave kick. Apparently, Platinum judged this technique to be too abusable in the first game, so in the sequel they baked a timer into panther mode so you have to insert a delay between canceled hits, effectively spoiling Panther Offset's primary functionality as a combo tool.
What the hell, right?
That's not to say Bayonetta's combat system doesn't afford players immense creative leeway, but it was designed without some of the modern DMC series' combat staples. In other cases, it outright handicaps players. In the case of the sequel, everything from Wicked Weaves to most forms of Dodge Offset were reworked to actively frustrate combo potential.
It's a weirdly antagonistic form of self-sabotage. It hardly matters if this was purposeful or not. The effect on the series' high level potential is the same either way. Doesn't Platinum want to raise the replay value of their games and encourage players to plumb the depths of their famously high quality combat systems?
Bayonetta 2's combat system changes aren't enough to constitute a pattern. The game had a different director than the first one, after all. But I'm worried about Bayonetta 3. Sure, more likely than not, it's going to be a top tier action game just from a design perspective, the specifics of the combat system aside. But will Platinum follow the first game and give high level players something to work with, or will they water down their best mechanics and impose an artificial skill ceiling like Bayonetta 2?
One thing's for sure: DMC5 doesn't have these issues. Itsuno is fully aware of the magic that expert players can work in DMC3 and 4, and he's built his latest game to support their creativity, not stifle it.
I don't really see the point of engaging with you if you're going to reduce my post to a brainless strawman. If you can't see why the absence of DMC-style JCing restricts combat in a negative way, and you're just going to gloss over my explanation of the way Bayonetta handicaps players, then, uhh... there's not much more to be said, lol.Your not making an argument. You just say "This is a limit, it is bad limier. Beacuse I say so, and other games do it differently, so that makes that limit inherit bad, beacuse I personally don't like it."
This way I don't really think much of most DMC fans to actually talk about depth.
Edit: Like the heart of this is that it has things or doesn't have things that let the combos be longer.
But what meaning does yet longer combos add? You can already do super long combos, so what would letting them go on longer add? All the panther cancel does is add some rout steps to make combos longer and throw in a bit of a exaction barrier, but what do you gain? Why are long combos in and of themselves so valuable and meaningful? Like high level DMCIV combo vids play is often just doing the same thing you do at getting a perfect score, but for longer and having to deal with how unfriendly the controls are.
☝🏾☝🏾☝🏾
Man you could have written this entire post in mandarin for the amount of it I understood.You're making a category mistake here. Some limits push players toward creative solutions. Others inhibit creativity, either by denying players access to a useful type of gameplay tool, or by imposing a handicap on a tool's use.
The Bayonetta series is unfortunately hampered by limits of the second type. Unlike the DMC series, Bayonetta's jump cancels and enemy steps can't be rapidly chained together in most cases. As if this weren't enough, Bayonetta 2 made basic enemies randomly break combos, added obnoxious delays to the startups of formerly useful attacks like the heel stomp (so, for example, players can no longer jump cancel a Wicked Weave stomp into a punch so quickly that they clip each other), and more egregious still, the game outright broke one of the most useful tools from the first game, Panther Offset.
In Bayo 1 you could transition to panther form between hits in a combo. You could do this so quickly that each canceled hit was invisible; you'd see only the initial frames of the panther transformation instead of the punch or kick. This allowed for combos like PPK to be shortened to the final extra powerful attack. You'd do punch -> panther mode -> punch -> panther mode -> kick, and all you'd see was two quick flickers and a massive Wicked Weave kick. Apparently, Platinum judged this technique to be too abusable in the first game, so in the sequel they baked a timer into panther mode so you have to insert a delay between canceled hits, effectively spoiling Panther Offset's primary functionality as a combo tool.
What the hell, right?
That's not to say Bayonetta's combat system doesn't afford players immense creative leeway, but it was designed without some of the modern DMC series' combat staples. In other cases, it outright handicaps players. In the case of the sequel, everything from Wicked Weaves to most forms of Dodge Offset were reworked to actively frustrate combo potential.
It's a weirdly antagonistic form of self-sabotage. It hardly matters if this was purposeful or not. The effect on the series' high level potential is the same either way. Doesn't Platinum want to raise the replay value of their games and encourage players to plumb the depths of their famously high quality combat systems?
Bayonetta 2's combat system changes aren't enough to constitute a pattern. The game had a different director than the first one, after all. But I'm worried about Bayonetta 3. Sure, more likely than not, it's going to be a top tier action game just from a design perspective, the specifics of the combat system aside. But will Platinum follow the first game and give high level players something to work with, or will they water down their best mechanics and impose an artificial skill ceiling like Bayonetta 2?
One thing's for sure: DMC5 doesn't have these issues. Itsuno is fully aware of the magic that expert players can work in DMC3 and 4, and he's built his latest game to support their creativity, not stifle it.
It will probably have better traversal, lore and difficulty curve but in terms of bosses, mechanics variety and core gameplay mechanics no way jose. Just good for different reasons.
In a nutshell, Bayonetta makes you recover from attacks more slowly than DMC3 and 4, so combos are more limited. You can still knock enemies all over the place and then catch them with new attacks in Bayonetta; the DMC series just gives you a faster and better way to recover so you can bonk the enemy around the arena in a more complex manner.Man you could have written this entire post in mandarin for the amount of it I understood.
I don't really see the point of engaging with you if you're going to reduce my post to a brainless strawman. If you can't see why the absence of DMC-style JCing restricts combat in a negative way, and you're just going to gloss over my explanation of the way Bayonetta handicaps players, then, uhh... there's not much more to be said, lol.
High level combos in both Bayonetta and the DMC series are about creatively stringing together attacks to control enemy states and positions. It just so happens that DMC 3 and 4 don't put a speed limit on the player. Bayonetta 1's time manipulation, Dodge Offset variants, and Wicked Weave system did open up some interesting combo possibilities, but compare the kind of gameplay you see here to high level Bayonetta play, and the difference is obvious. DMC4's speed, physics, and cancels really do make a difference. DMC4 Dante simply has a bigger tool set than Bayonetta, and a less restrictive framework to apply them in.
It's not about combo length, it's about variety, creativity, and pacing. Pushing the combat mechanics to the limit with novel use of each move's properties. If Bayonetta had a bit more weight, more command attacks as opposed to canned strings, and a faster universal cancel than her evasive flip, just imagine the possibilities.
Like, next time, why don't they give her unrestricted JCing and Dodge Offset (including the Panther and Crow variants. And bring back Taunt Offset for fun), and double down on the time manipulation with a mechanic based on the Lumen Sage's Light Speed? Bayonetta could snap her fingers to cancel whatever she's doing and either resume attacking or freeze time to rack up some hits, then unfreeze time to watch the effects of those attacks play out on the enemy. This could be balanced with damage scaling, or nullifying attack damage (but not physical force) from Light Speed completely under certain conditions. This mechanic would give Bayonetta a fast and versatile cancel and also lead to badass setups where the enemy gets pingponged between the attacks Bayonetta "recorded" in Light Speed and the attacks she's doing in real time.
Yes, I'm also having a good time just taking a bit of the piss at hardcore DMC fans. That's all. I'm looking forward to it too! March is a good month!....It's a video game. Fans are excited. Let them have a good time.
And the poll was cute silliness.
Haha, thanks!Sorry. I don't know why or who you are arguing with,but the idea that you came up with near the end of your post about bayonetta gameplay sounds pretty boss.
The only category DmC excels in is reminding everyone why the rest of the series is so well regarded, DMC2 aside. It's actually hard to design deep action games with good animation and satisfying mechanics. Who knew?
good luck getting that one on xbox
I think dmc has a good shot at outselling SekiroHilarious thread where DMC fanboys are so far up their own ass of self-worship bubble. DMCV will be a good and fine game, but it won't even be the most popular action game in March. The "poll" is just comically eye-rolling, and shows the maturity level of the fanbase!!!!!!!
What aspect will be better in your opinion because gameplay-wise I dont see it being better. Lore-wise I do see it being more profound and interesting than DMC5 even tho I will definitely enjoy the story more in DMC5 due to the characters being so great and memorable.Not with Sekiro round the corner.
From's bosses will smoke DMC is my prediction.