Mamoru_Hasukage
[07] Duelist
Ok, here is my thoughts on the subject:
I like the overall world's design. It is as if grime were colorful, and that alone is a good concept for a game's world. Your main antagonist is essentially Glenn Beck, also a good thought. And some (SOME) of the monster designs I dig. This game had a nice idea going...if it was not trying to be another game's reboot.
Bob (what I call this poor excuse for dante) aside, since everyone has gone over it, the game is bad. I would have given it a pass if the gameplay was at least solid, but it is not even that.
The problems with DmC are numerous and unforgivable when trying to take the mantle of the ps2's top 10 series. What made Devil May Cry good? Style changes. It may have not clicked in your mind when you played it the first, second, or even thousandth time, but the thing that makes Devil May Cry fun to play is the execution of style changes.
In combat you had tons of options for combos and juggles. Had an enemy that was giving you shit? Juggle him with some spiny swordy goodness. Or blast him with gun combos. OR, dance around him. The combos were all but limited and that was the core drive of the game: stylistic combat with depth that no other games can seem to master.
Not only this, but the hitboxes and framerate of 1, 3 and 4 were fantastic (2 does not exist). So why does DmC suck?
Watered down.
Stream lining in a game can help, but only if you know what you are doing. Stream lining the combat in the fasion of holding a shoulder button in mid combo then switching to the other does not give the combat any depth what so ever. The only thing it does is change the animation, the end result does not differ at all.
Example: In DmC, you are tasked with fighting enemies with 3 different weapons: Sword, Scythe and Axe. Sword is normal combat, scythe handles aerial combat and axe is all power. Only a few enemies are required to be dealt with different weapons at start. Once their defenses are dealt with, you can just mash triangle as a normal combo. Like i said, watered down.
I for one, do not really care after this. I have confirmed to myself that this game is garbage and a wank fest for some guy who made 1 ok game, 1 ok story and then this. Does DmC deserve your attention? No. But if your looking to design a game, consider this homework on what not to do.
I am someone who embraces change, but not at the expense of ruining any game, it matters not the brand or series. I would like to see proper changes made to Devil May Cry. As to what, I am not entirely sure, but it is certain that this game is not what it needs.
I am not butt hurt that it changed entirely, but i am butt frustrated that this group did not even try to make it good. Benefit of the doubt, revoked.
I like the overall world's design. It is as if grime were colorful, and that alone is a good concept for a game's world. Your main antagonist is essentially Glenn Beck, also a good thought. And some (SOME) of the monster designs I dig. This game had a nice idea going...if it was not trying to be another game's reboot.
Bob (what I call this poor excuse for dante) aside, since everyone has gone over it, the game is bad. I would have given it a pass if the gameplay was at least solid, but it is not even that.
The problems with DmC are numerous and unforgivable when trying to take the mantle of the ps2's top 10 series. What made Devil May Cry good? Style changes. It may have not clicked in your mind when you played it the first, second, or even thousandth time, but the thing that makes Devil May Cry fun to play is the execution of style changes.
In combat you had tons of options for combos and juggles. Had an enemy that was giving you shit? Juggle him with some spiny swordy goodness. Or blast him with gun combos. OR, dance around him. The combos were all but limited and that was the core drive of the game: stylistic combat with depth that no other games can seem to master.
Not only this, but the hitboxes and framerate of 1, 3 and 4 were fantastic (2 does not exist). So why does DmC suck?
Watered down.
Stream lining in a game can help, but only if you know what you are doing. Stream lining the combat in the fasion of holding a shoulder button in mid combo then switching to the other does not give the combat any depth what so ever. The only thing it does is change the animation, the end result does not differ at all.
Example: In DmC, you are tasked with fighting enemies with 3 different weapons: Sword, Scythe and Axe. Sword is normal combat, scythe handles aerial combat and axe is all power. Only a few enemies are required to be dealt with different weapons at start. Once their defenses are dealt with, you can just mash triangle as a normal combo. Like i said, watered down.
I for one, do not really care after this. I have confirmed to myself that this game is garbage and a wank fest for some guy who made 1 ok game, 1 ok story and then this. Does DmC deserve your attention? No. But if your looking to design a game, consider this homework on what not to do.
I am someone who embraces change, but not at the expense of ruining any game, it matters not the brand or series. I would like to see proper changes made to Devil May Cry. As to what, I am not entirely sure, but it is certain that this game is not what it needs.
I am not butt hurt that it changed entirely, but i am butt frustrated that this group did not even try to make it good. Benefit of the doubt, revoked.