LB will be Devil Trigger, LT will be max-exceed/rev and presumably RT for some sort of switching mechanic. There's not going to be a dedicated dodge unless there's a specific style for that
LB will be Devil Trigger, LT will be max-exceed/rev and presumably RT for some sort of switching mechanic. There's not going to be a dedicated dodge unless there's a specific style for that
If it's anything like Give me God of War, then it'll be a tough but fair challenge. I was very pleasantly surprised that a game so focused on reinventing itself in terms of narrative also featured a finely tuned yet very demanding difficulty setting. Before playing it, I assumed it wouldn't be as hard as the games that came before; after playing it, it's clear that it's just as challenging yet much more balanced than the settings in previous GOW games.The two more interesting points from the podcast were the following:
*Itsuno and the enemy boss director both have Credo Angelo as their best boss fights in the series.
*Itsuno was currently in the middle of balancing the bosses at the highest difficulty in the game, which they are not ready to say what it is yet.
This is hella reassuring on so many levels. It means that they know what a quality boss in the franchise is AND they are tuning the game to be balanced on the highest difficulty as it should. Most devs at this stage of dev would be trying to fine tune based on normals but these guys are still tuning at the maximum level. Gives a lot of confidence.
Huh, too bad, that was one of the best features in DMC2 and DmC.
By needlessly having to use three fingers for a single, basic action, of course!
LB will be Devil Trigger, LT will be max-exceed/rev and presumably RT for some sort of switching mechanic. There's not going to be a dedicated dodge unless there's a specific style for that
By needlessly having to use three fingers for a single, basic action, of course!
While I wish there was a dedicated dodge button... exceed system is more than just a visual affect, it's a core part of Nero's playstyle.Would still rather have a dodge button across all characters, rather than a style that serves as an ersatz dodge action. Maybe they're still on the fence? Dodging is much more integral than revving the sword, IMO.
Gbraga is quoting Devil Trigger.
Going backwards from DmC(and bayo and Ninja gaiden And god of war and basically every other action adventure game not beholden to 2001 DMC1 control schemes) huh
Cool cool itsuno
Agreed, and it's also the importance of having english speaking people in Capcom Japan. Capcom USA always had a lot of good people, but without being part of the actual development, their interactions with the community were limited to repeating information that was already officially revealed, which definitely didn't help with the image of "people in suits selling you stuff".Just finished listening to the podcast, it was pretty awesome seeing some of the faces behind division 1, feel like Capcom needed something like this desperately last gen, for quite a long time I feel like gamers have dehumanized the people working in Capcom into nothing but a bunch of suits and higher ups, but now people will get to see that there are a lot of talented, passionate developers working in the company thanks to the Capcom Confidential podcast.
Would be cool if Reuben and other voice actors behind Capcom's most iconic characters show up in future episodes.
While I wish there was a dedicated dodge button... exceed system is more than just a visual affect, it's a core part of Nero's playstyle.
Seriously. dodge button is a standard thing in any action game and not just character actions games these days. Even TLOU2 is gonna have that. Pressing three buttons to do something as basic as dodging in 2018/9 is just bizarre.
While I agree that a dodge button is ideal, I think the dodge being ass and jumping actually being more efficient in avoiding damage is a much bigger issue than having to lock-on to dodge. If they make dodge actually feel powerful, it'll go a long way to make it feel smoother.
Erm control schemes arent universal in action gamesSeriously. dodge button is a standard thing in any action game and not just character actions games these days. Even TLOU2 is gonna have that. Pressing three buttons to do something as basic as dodging in 2018/9 is just bizarre.
I wonder if turbo mode will be exclusive to Xbone X (and naturally PC) given that it's probably the only console that could handle it.
This is not a GoW thread so I won't get too deep into it but give me GoW is one of the silliest and most ill tuned hardest difficulty in a recent action game. It's an absolute slog and completely unfun experience where you take too long trying to kill random mooks while avoiding one shots off screen. Terrible difficulty tuning and I am glad that some people on Era took it to task. One of these days I am going to make a thread highlighting it though not many people will understand since very few people bothered with the game after beating once.If it's anything like Give me God of War, then it'll be a tough but fair challenge. I was very pleasantly surprised that a game so focused on reinventing itself in terms of narrative also featured a finely tuned yet very demanding difficulty setting. Before playing it, I assumed it wouldn't be as hard as the games that came before; after playing it, it's clear that it's just as challenging yet much more balanced than the settings in previous GOW games.
Huh, too bad, that was one of the best features in DMC2 and DmC.
This is not a GoW thread so I won't get too deep into it but give me GoW is one of the silliest and most ill tuned hardest difficulty in a recent action game. It's an absolute slog and completely unfun experience where you take too long trying to kill random mooks while avoiding one shots off screen. Terrible difficulty tuning and I am glad that some people on Era took it to task. One of these days I am going to make a thread highlighting it though not many people will understand since very few people bothered with the game after beating once.
tbfAgreed. Offscreen death projectiles are the lamest way to increase difficulty, and GoW loved them. Ninja Gaiden 2 fucking loved them, too. Thank god Sigma 2 had the sense to cut back on some of that nonsense.
For games that are all about precision, needing to dodge with frame-perfect accuracy against attacks you can't even see coming is just abysmal design.
Yeah I know, it was 2001 a different time.DMC1 was a brand new genre. I give it kind of a pass even though I don't like it that much.
Ninja Gaiden 2 doesn't get that kind of pass. Itagaki should've known better.
If it's anything like Give me God of War, then it'll be a tough but fair challenge. I was very pleasantly surprised that a game so focused on reinventing itself in terms of narrative also featured a finely tuned yet very demanding difficulty setting.
Yeah I know, it was 2001 a different time.
Stuff like that is why 3 and 4 did that thing where enemies (usually) hold back attacking if they're off screen I think
Balance is one of the worst things in GoW and that's why replaying that game is a slog to me, tanky enemies are trash.I actually really enjoyed playing the game on Give me God of War, I thought it was a better experience than Give me a Challenge, but it definitely has some glaring balancing issues. The first few hours are way too hard, and it still gets mashy in later areas. It wasn't fine tuned at all. They gave enemies devil triggers, made them tougher and that's it. It didn't feel properly playtested. It gets SO much easier once you get to Alfheim that either they didn't tune the first few hours properly or they didn't make the rest of the game hard enough. Either way, it's a huge balancing issue.
If they nail the NG+, it could really help with that. Balancing the whole game around the assumption that the player has the best gear already can make things a lot of fun.Balance is one of the worst things in GoW and that's why replaying that game is a slog to me, tanky enemies are trash.
Those shallow rpg elements just make it harder to balance the game and they didn't add anything good to the game.
If they nail the NG+, it could really help with that. Balancing the whole game around the assumption that the player has the best gear already can make things a lot of fun.
https://www.resetera.com/threads/inside-xbox-gamescom-detailed.61895/So, any idea when the next trailer is coming out?
I know Gamescom is the 21st so the demo footage will mostly show up around then but for some reason I have it in my head that's something's happening on the 19th?
Yeah, not to derail this thread or anything, but having gotten through every challenge the game has in Gimme GOW mode, I disagree entirely. I mean, I can understand why some people got overwhelmed by attacks from far or from their flanks, but one-shoots were very rare (provided you had equipment to put you in fighting terms with high level enemies) and by no means hard to avoid (or rather, challenging, but never frustrating). Enemies only have enough health to pose a challenge and survive one or two juggles, they aren't by no means damage sponges. Alas, my opinion is that Gimme GOW was an amazing experience, even if it frustrated some people. I'm looking forward for NG+ to maybe reevaluate my opinion, but now and then I'll do some runs in Niflheim or Muspelheim just for the fun of it.This is not a GoW thread so I won't get too deep into it but give me GoW is one of the silliest and most ill tuned hardest difficulty in a recent action game. It's an absolute slog and completely unfun experience where you take too long trying to kill random mooks while avoiding one shots off screen. Terrible difficulty tuning and I am glad that some people on Era took it to task. One of these days I am going to make a thread highlighting it though not many people will understand since very few people bothered with the game after beating once.
Going backwards? Nah man, a 17 year-old PS2 game is the be-all end-all of action game control schemes, obviously.Going backwards from DmC(and bayo and Ninja gaiden And god of war and basically every other action adventure game not beholden to 2001 DMC1 control schemes) huh
Cool cool itsuno
Exactly. I couldn't have said it any better. Jump is essentially a dedicated dodge button. I guess people don't use it in that way.Or you can just press the jump button.
Both the regular jump and hop have enough invincibility frames to let you dodge most attacks.
And unlike regular dodges in other games, jump dodging lets you start attacking pretty much at any point in its animation. So can go straight into an attack or use guns to delay your descent (to avoid a boss combo attack for example).
DMC's jump dodging is way underrated imo.
Yeah, it's really good to see that the people that are promoting the game actually worked on it. Matt Walker is the type of person that should be doing PR for this game.Agreed, and it's also the importance of having english speaking people in Capcom Japan. Capcom USA always had a lot of good people, but without being part of the actual development, their interactions with the community were limited to repeating information that was already officially revealed, which definitely didn't help with the image of "people in suits selling you stuff".
Huh, too bad, that was one of the best features in DMC2 and DmC.
Having lock-on on doesn't disable the dodge button. And it's a toggle, so it didn't change the game as much. In fact, having lock-on on with Vergil mapped to one of the dodge buttons makes you lose a function (either warp up or warp down). Not that Dante needed two dodge buttons with identical functionality, but I always remapped one of the dodges for Dante in DmC to be a button combination (the gun special function) and it always felt great.DmC dodge wasn't as welcomed by the core base as they were forced to add classic manual lock-on later on DE
I personally think classic DMC dodging (sans 2 or using Trickster) is clunky, but I don't think it breaks the game or anything. It just feels much better to dodge with a dodge button, is all. The air dodge in DmC is also a great function that I miss a lot in other DMC games.DMC never needed dedicated dodge mechanic, by who knows if we finally get to see something similar in DMC5, albeit utilized more seamlessly, blending into the gameplay and not actually compromising it.
People mentioning GoW, it was a complete mechanical overhaul from hack 'n slash into fully fledged Action RPG. DMC5 is not projected as such.
Playing Bayonetta or DmC really opened my eyes to how much I missed a dodge button in DMC3 and 4. Like, I don't mind that the jump button works the way it does, but I think it's a less than optimal situation.Going backwards? Nah man, a 17 year-old PS2 game is the be-all end-all of action game control schemes, obviously.
And GOW was and is a character action game through and through. It might've embraced RPG elements in its latest iteration, but that's relegated to stats only, the combat is typical of character action games.
Never thought that stats or the camera messed with my experience. I mean, the camera may require players to adapt, but I had no problem with it on Gimme GOW and certainly never got hit unfairly due to it. Gotta say I rarely used the 180 turn, much better to adjust your bearing while dodging, attacking or performing a runic move IMO.After playing GoW for the most part, i can tell that not only RPG elements are relegated as a (broken) mechanism implemented, but the whole combat feels clunky and somewhat problematic as the closer camera pretty much guarantees off-camera hits no matter what you do (esp, in higher difficulties), And d-pad down as a 180 degree turn compromises the entire flow of the battle which is a shame because combat is so-well designed and organic, but the OTS camera really brakes the whole premise.
DMC1 was a brand new genre. I give it kind of a pass even though I don't like it that much.
Ninja Gaiden 2 doesn't get that kind of pass. Itagaki should've known better.