GiantRobotGuy

This is how we fix DmC

Feb 15th, 2013
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  1. It can never compare with its predecessors, but its a solid 7 out of 10. I mean, if in the sequel, they add lock on, vastly increase the moveset of the weapons (should be easy with directional inputs being possible with lock on), if they also increased the game speed, 60 fps, increased enemy difficulty and variety, ditched color coded enemies, and made the bosses not shit- then things would be even better.
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  3. The cherry on top of this is if they could somehow make the story in the second one not retarded and edgy as fuck, and if they had more variety in music. Replace Wub with trance and house. Throw in some J-rock and Thrash metal. Then toss in a few old rock songs for general cool factor. I didn't think my opinion was that important when there is a free demo out there for you to form your own opinion around. Most of my statement was about improving the existing game into something that can equal the series it spawned from without compromising its identity.
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  5. Now, lets analyze why it is fun.
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  7. The primary component behind the series depth and fun- the ability to make custom chain, links, and combos on the fly- is present and easier than ever. The weapon switching feels really good and fluid. The changes to jump canceling and the other advanced techniques really open up a lot of options to do a lot of silly shenanigans and combos with the enemies, despite also making the timing babby-tier easy. Using cancels to rake the enemy 10000000 feet above the map, only to jump cancel about 90 helmsplitters on the way down, jump cancel off of the landing helmsplitter and angel whip back up to an enemy still in the sky, rain ax beams on the enemies still below, before using the ax smash from super high in the sky to launch the remaining demons super high, using the angel discs to pull them all back into you, jump cancel, fist ground smash to finish. Shit is fun yo.
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  9. It has a lot of flaws and problems, lack of moves and abilities, especially compared to previous games is a huge one, and the lack of lock on is probably the biggest sin. Games like this should have enemies that can stand to be much more difficult- especially with how much easier it is to link insane combos together.
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  11. The only things that actually are truly irredeemable and horrible are the boss fights, the music, and the story. The gameplay itself, while flawed, is totally serviceable and has some really cool and fun stuff you can do with the combat. Like I said before, 7/10. It has lots of room for improvement, and a lot of living up to do: it can't stand tall next to its predecessors in its current form. But it could with improvements. The flow of combat is really good, the combo system is actually tons of fun. I like most of the changes they made to make the game more accessible. The story isn't quite as bad as /v/ led me to believe, but it is still an immature teenage power fantasy, with some god awful dialogue at parts. Funnily enough, new Dante ended up being a lot more likable than I ever would have imagined. He can't even think about touching the old Dante, but he's an OK guy. I am not sure about the music. Some of it I like, some of it is 2wub4me, and some of it is....fitting and nothing else.
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  13. I really hate that they took out the lock on. That and how shitty the boss fights are is seriously the largest flaws with this game. If it had good boss fights and a lock on mechanic, the game would be significantly better.
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  15. And if they took that a step further, doubled the movesets of each weapon, put the launcher on the lock on, hold back, attack set up, and left the launcher button free for styles and style moves, I would probably honestly like this more than the past DMC games.
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  17. If they fix all of the above, then all I have left are nitpicks, like the style meter, the difficulty, 30 fps, slower game speed, no taunt button, and stuff like that.
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  19. They fix the nitpicks too and we could be looking at the best DMC game yet. I have hope that a sequel will do us well. They are aware of the hate and complaints. I am sure if enough of us repeat this advice or send it to them, it will make its way into DmC2.
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  21. First, let us go over gameplay. DmC's gameplay is solid, but contains a few flaws. It has a severe lack of moves. It has no lock on feature. The enemies are all canon fodder except for space time warping ninjas. Color Coding Demons is fucking stupid, I hate the term artificial difficulty, but damn that is close to it, it serves no purpose but to limit your options in a game that is otherwise about being creative with how you chain your moves together. The bosses are all complete shit, with the exception of maybe Bill O Reilly.
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  23. So, first thing I would do- Add lock on back in. With lock on back, adding new moves to each weapon will be easy, as directional inputs will be valid again. 2 birds one stone- wait a minute, now we can launch enemies the classic way, so B/O is now free to be used for other purposes- make that 3 birds, one stone. Instead of reimplimenting styles, instead I would make each weapon have unique abilities tied to it with the B/O button. For now, we will call it the Style Button. So, when Rebellion is out, you get your gunslinger moves on the style button- most of sword master is already in Rebellions standard move set in DmC. All other weapons either get modified versions of old styles, or new moves or powers mapped onto the style button. The Fist weapon could have Royal Guard worked into it, but now Royal Release would be like Nero's Devil Buster- a powerful grapple attack. It would grow in power and the animation for its attack would
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  26. The angel teleport evade would have a new purpose. If used without lock on, it would function identical to how it does now. If locked on however, you will teleport to an enemy. The direction you hold the analogue stick determines where you teleport relative to an enemy. Forward would teleport you behind them, left to the left, right to the right, neutral to just above them in perfect jump cancel position, and back would be in front of them just outside of their attacking range. Why add teleports like this if you can already angel whip right to them? As part of my plan to toughen up enemies, using the same type of approach will cause the enemy to anticipate it, and counter attack if you do it. Spam or use Angel Whip to much, and the demon will knock you out of it, doing damage and knocking you away. Teleport in front of them in the same spot, same thing. By varying the direction you teleport to, or whether you use the angel whip or not, you can avoid being knocked out of an otherwise badass combo.
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  28. Also, I would increase the game speed to match DMC4 speeds. I would keep jump canceling and other advanced techniques easy as fuck, but through the added moves and polish and speed, the gameplay will become stylish as hell. Fix the style meter and we are good to go on controls and abilities.
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  30. What next? Enemies. They should be more aggressive, do more damage, and have better and more varied attack patterns. If possible, each non cannon fodder demon should have a cool and unique power to use to their advantage, like space time warper ninja enemies in DmC. There should also be more enemies on screen at once. Give higher tier enemies unique defenses or hurdles to get around before you can do direct damage to them, but these defenses/hurdles can be overcome in any number of ways. Think of the black flying ghasts, or the knight enemies in DMC 4.
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  32. Now time for the more radical ideas- the stuff that will set it apart from the Devil May Cry series in several ways, and help it find an identity of its own. Lets approach story.
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  34. 5 years after the end of DmC, and the world has gone to hell. Demons roam freely now that Limbo is gone. Humans haven't stood a chance, many are enslaved by various independent demon groups. A few factions of humans have been making it through though. A group under the protection of Dante is one of them. Another group uses heavy fire power and fortifications, Lady mixed with Space Marine style, to survive. These guys do not trust Dante, and blame him for making the world the way it is now, which is partially true. A third group is a gang of thieves and bandits, who have been experimenting with demon blood, becoming part Demon, part Human, and are rising in strength and power. One year ago, Vergil returned from the underworld and began an "empire" but it's kind of pathetic, it is more of a run down town. But it's the safest place in the city now, however. Under Vergil, and his militia of demon's protection. He has absolute totalitarian rule over the people, and while he isn't a complete dick about it, he doesn't fuck around either. Strict curfews and shit. But the people under his protection wouldn't have it any other way, they have the nicest and safest place in the city. The general vibe of the overall setting would be DmC's Limbo mixed with Hokotu No Ken's wasteland.
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  36. Dante resents his past, and sees how he was in the first game as himself being an arrogant, stupid, simple minded teenager. He isn't brooding about it, but he does regret it. He feels very responsible for the current state of affairs, that said, he takes a responsible and mature turn and twist to things compared to DmC, he has done a lot of growing up since then, and it shows. In addition to protecting the people, he runs a demon hunting business called Devil May Cry. But, this gets deeper than that. The themes of the story revolve around growing up, and becoming more mature, realizing the mistakes of your past, letting go, and improving yourself as a person, and becoming stronger for it. It also mixes this theme with a moral question: If you are already at your best, does that mean you should stop growing? Dante represents the new DmC game, changing and growing over time. Vergil will represent the old DMC series- Vergil was right after all- "The people need protection from the demons and from themselves", Vergil is trying to stick to the same old formula set up by Mundus, but improving it for the better.He was right, that would have been less destructive than the chaos Dante brought. A parallel to DMC vs DmC. However, Vergil is stuck in his ways, and is protected by an army of skilled and powerful demons, demons he rightfully earned command of, no foul play here. Dante, meanwhile, only has a few remnants of humans who chose to side with him for protection. There are several humans who are against Dante as well, as stated earlier, even though they do not side with Vergil either. These represent those who have no stake in the series. Throughout the tale, Dante learns to become his own person, unshackled by his rocky past and terrible decisions, and embraces an identity that he can call his own. Dante and Vergil have several fights, but to subvert the rivalry, they are more friendly and rivalish than antagonist. In the end they work together, and never truly oppose the other. The real villain of the game would be something else. A demon of lingering regret formed from Dante's past actions and douchery from DmC.
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  38. The new identity Dante finds will be characterized not just through his continued rise to maturity throughout the game, but also through a huge new gameplay change that will separate this significantly from any Devil May Cry game to come before it: Open World. The entire city is limbo-fied, and fully explorable. You can easily grapple or teleport to and from the building tops, and pull pieces of buildings out of themselves to create path ways. There is also a motorcycle you can use to drive around town, complete with it's own moveset.
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  40. I mentioned earlier that Demons enslaved most humans and there are many sub factions. Every couple of city blocks would be controlled by a different demon lord. Expect enemies to be in high concentration, and the Demon Lord to be a boss. There will be several dozen of these Demon Lords and city blocks to free. Included among these Demon Lords are DmC'd versions of nearly every past DMC games (1, 3, and 4 bosses). Defeating a Demon Lord will lower enemy count in that group of city blocks, and grant access to a hell gate which lets you re challenge the Demon Lord at any time. Hidden and Secret missions are scattered throughout the city, as are new weapons to find and pick up. There are also a few Dozen 'Dungeons' which will be more typical DMC levels scattered throughout the overworld, complete with unique bosses and enemies. Instead of difficulty levels, different parts of the game world will be at different difficulties. There will be an equal amount of Dante Must Die areas as there will be Devil Hunter areas, and every other difficulty level, excluding the 'or hell' modes. Rather than there being main story missions, meeting certain conditions or attending certain events trigger cutscenes which advance the story and add certain changes to the overworld or challenges to overcome, including story relevant bosses or scenarios. Early on story stuff is Devil Hunter, end game story is DMD.
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