Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Platinum made some fun games like MGR and Bayonetta sure, but they still can't compare to the combat of DMC. Sure, they're flashier, but a lot more simplistic, meaning they get repetitive faster.
As for the enemy reading, every single time i got hit i knew it was my fault. When Urizen summons spikes, it's clear as day that he's charging up and there's a brief animation of him standing up before spikes go off.
You don't gotta trash talk Bayo to love Dante, either, though. Unless you think the DMC series as a whole is a joke that's actually horrible and you need so scream at the top of your lungs to keep people from looking too close at it, that is.
Have some ♥♥♥♥♥♥♥♥♥ confidence in the games you love We've got bootleg "Totally Not Dante as a Girl, Honest" in Bayo, clearly the devs know this truth.
As for this thread, I wouldn't want PlatinumGames to take over the DMC franchise, and I say this as a huge PlatinumGames fan. While they follow the same philosophy of combat action that Devil May Cry establishes, they ultimately have a different type of execution altogether. They focus more on the gameplay being fluid through defensive options (i.e. having a dedicated dodge button with massive i-frames) while having combos be designed to be expressive through predetermined branching paths, rather than having a truly open freedom the way Devil May Cry 4 and 5 has it established where you can pretty much switch to almost any move you want on the fly. That sort of freedom also allows you to cancel moves immediately and dash around if you got the skills for it, so if enemies are hitting you, that's pretty much your own fault, especially when you have the tools to endlessly juggle a vast array of enemies.
It's a totally different mindset altogether and it's neither better nor worse than what DMC has to offer. They certainly didn't improve on the formula, they simply made it more streamlined and accessible. Maybe too accessible, as like I said, they watered down Bayonetta 2 way too much by stripping off a lot of the advanced mechanics the first game had, and just made it where combos isn't entirely necessary for netting a high score. It's all about doing heavy damage, which is why the game throws too many OP abilities at you and lets you mindlessly button mash with moves such as Umbran Climax while also limiting the cool stuff advanced players could do in the first game like relaunches and ground bouncing.
I only wish Itsuno could make a Devil May Cry game that can match the unmatched atmosphere of the first one. 3, 4 and 5 were good sure, but not even close to the original.
There's no unavoidable damage in any of these games, if you're getting damaged, you're doing it wrong, try a new strategy. Keep watching the baddies and you'll learn their tells on moves you need to dodge or Get away fast. You can literally beat Urizen in mission 1 if you are persistent enough. Sorry they made it, but this is nothing new to the DMC series, and that is why I feel these games have such lasting appeal.