• CUHRAYZEE Games General V1 - It's high time a thread was created
    405 replies, posted
Getting this did not feel stylish Dante... https://files.facepunch.com/forum/upload/112325/3d463830-8461-4d41-a984-672fd32d26bf/DevilMayCry5_2019_03_20_19_59_16_463.png
don't ask questions just be thankful
Fuck you game, gotcha. https://files.facepunch.com/forum/upload/112325/7e6fbc15-e44e-4bca-bc84-0f336d724db5/sosssrank.webm I really suck with Dante. Some of those missions took forever to do right.
Saw some clips of someone doing V Cane JC on Scissors to harass them and now I'm feeling kinda disappointed that V doesn't have more options. He doesn't have anything that uses the dpad for starters, and having to use Shadow for dash is really annoying because Shadow can't attack out of it or stop properly like the other two characters can. Might have been neat for V himself to use certain boss powers via the dpad like spells using DT or change how his Cane button works by using them, considering he doesn't get any upgrades at all through story progression. Maybe give him more options for aerial attacks too, since Enemy Step is just kinda there for him unless you wanna be a style beast for no practical reason.
which is your favorite devil trigger remix https://www.youtube.com/watch?v=GJ_Itr8UzMM https://www.youtube.com/watch?v=ppywJz3_K98 this last one has a spoiler thumbnail so i'm linking it https://www.youtube.com/watch?v=oRjF_q6G-F4
Last one for me, especially when the vocals kick in the final fight
yeah, V feels like he has the depth of a character from a game or two ago, while both nero and dante practically double their movesets from 4 by the end of the game
I'm guessing they didn't want to overload V's moveset because he's the new guy and plays "differently" from Nero and Dante, who are both characters that have been playable for 10+ years.
I'm playing DMC1 and uhhhhhh when does it get fun I mostly just get lost, wrangle with the terrible camera and sometimes press triangle to win against some guys
They're all very good and I wont hear otherwise. Though genuinely the spoiler one is a fucking great track for where it's used. All of the Tropical Devil Night remixes are pretty decent tracks to chill to. Before the OST went up on Spotify I just sat on the menu they play on reading and chilling a bit. It was cosy.
Kind of a consequence in this series by now. Nero felt kind of basic compared to the crazy shit Dante can pull off in 4. Same thing happened with how DMC3:SE added Vergil, but DMC4:SE expanded his abilities while Lady and Trish were barebones gimmick characters compared to everyone else. Recurring characters get the most refinement and expansion, new additions are usually not that great by comparison. I'm sure that the playable Vergil DLC in DMC5, once he's added in, will only expand his moveset further past 4:SE.
when DMC1 really shines is in the subsequent playthroughs where you already know where to go and what to do, but even on a first playthrough i thought it was really fun it's pretty different from the rest of the games in that the depth comes more so from the complex enemies than the endlessly vast moves lists and player mechanics that became the series staple in the latter games
Okay. I'm pretty new to the genre, I've only played the simpler Platinum games like MGR and Nier Automata, so I might have some questions every once in a while. Actually I have one now, what is the point of guns if they don't contribute to rankings at all?
I feel like the devil breakers gave Nero a lot more depth. Half the time I'm barely using them though.
juggling, continuing combos.
its like the manuals from tony hawk basically.
DMC1 has some pretty good depth to it. I need to return to it someday https://www.youtube.com/watch?v=b5v7NLT5fS0
It seemed like using a gun instantly breaks combos or maybe I'm misinterpreting things.
You vary your attacks between melee and guns. Some attacks launch enemies further away where the guns provide you a buffer to continue your combo. Juggling them in the air allows you more time to perform other melee attacks and air combos. i.e. melee air launch>shotgun juggle>melee attack mid-air>shotgun juggle>jump launch>melee air combo.
i played around a bit on the switch pro controller hooked up to my pc verdict: feels good, but d-pad fucking blows and you'll often switch styles you didn't want on dante, such as going for the standard trickster air/ground trick into swordmaster, but instead of switching to swordmaster you instantly switch back to trickster. switched back to my ps3 controller.
guns continuing your combo only became a standard of the series afterwards when the whole system became more of a style meter than a combo meter in DMC1 the time you have between swings is very short before your current rank resets but in the latter games your rank just goes down by one if you take too long there's a couple special fights in DMC1 where guns give you style points but for the most part they're there for juggling or getting a little bit of extra damage in when you dont want to commit to a full attack
One thing I really enjoyed about DMC1 was the whole RE "leftover" exploration aspect and finding items/keys and I really missed that in DMC5 where it's just corridors connecting big arenas. I think it would be cool if they made a spinoff DMC game with Nero where you also get to explore a castle/mansion and acquire new devil arms that Nico can upgrade. Sure, gimmicks or puzzles could get annoying on repeat playthroughs but stuff like that really makes the levels engaging and memorable. Imo those quieter moments serve as good breaks and make fights more exciting.
WHAT EVIL LURKS, I MUST DESTROY
Smokin' Sexy Style! https://twitter.com/dev1_official/status/1108958578881097728
Everyone will remember where they were when Capcom came back.
To me it started to feel archaic/tedious by the time we got to DMC4 and felt at odds with the fast paced character action gameplay. The backtracking and forced puzzle solving just killed all the momentum in that game, whereas in 5 the more streamlined aspects feel much more in tune with how crazy and fast paced the combat is.
honestly i feel DMC5 went a bit too far, some of the levels (especially early on) feel a bit too tedious where you walk into a room, it gets walled off, you kill 2 waves of enemies, walk through the doorway into the next room and the same thing happens again immediately having some downtime every now and then helps make the combat more satisfying, even if it's something as simple as jumping over a couple obstacles, running through a hallway of spikes or running around collecting orbs
Would have loved some light puzzles with V as well. Would had fit his character and could had made for some interesting solutions using his familiars.
it's kind of funny that 5 has by far the best movement when it comes to exploration and platforming (not counting DmC) and has the least platforming in the whole series
I think people are judging them too much on the visuals of the levels and some of the later levels have some neat fork in the road design to them, veritcality and the neat secret punchline obstacle course that offer some replayability beyond simply the combat.
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