Devil May Cry 5

Devil May Cry 5

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invi 3 mai. 2022 às 13:33
Honest question: why the love?
Hey folks,

I really just want to ask an honest question -- please don't flame me to hell.

I've read so many people saying that DMC5 is the best the series has ever been. For those who agree, why is that?

For some reason it's just not clicking with me, compared with DmC (the reboot) which I completed on just about every difficulty level, so I'm very curious to know what it did to earn so much praise from everyone else.

The second biggest mistake (we all seem to agree that V. is the biggest mistake) to me is limiting the first playthrough to only Human/Devil Hunter difficulty levels. DmC really shone on the higher difficulty levels where it mixed up the enemy combinations, so it's a drag as a series veteran to have to slog through a very basic campaign just to unlock the other difficulties. Devil Hunter in DMC5 just seems way, way too easy 90% of the time, except for difficulty spikes in some of the boss fights. Even then the game throws so many gold orbs at you that reviving is never a problem.

I'm just past half way through now and it doesn't feel like the game has really gotten going yet.
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A mostrar 31-45 de 57 comentários
Nyxon 14 mai. 2022 às 23:05 
It has the best combat system but a disappointing story imo!
invi 15 mai. 2022 às 0:34 
Originalmente postado por Jetstream Sam:
I enjoyed DMC DmC, even so much that I got all the SSS ranks for it.
Storywise, the game's score is about equal for me. DmC tried something new with the characters (personally didn't like it, but hey, they tried).
The DMC5 story didn't actually amount to much in terms of character progression aside from Nero and arguably Vergil. While satisfying, it was pretty much just that.

Gameplay wise, DMC5 is, for majority of the game (sadly, V kind of ruins it) an amazing experience that DmC can't compare to. I enjoy, and can understand why more casual players enjoy, the gameplay of DmC. Landing the combos there feels good, sending enemies flying into the air with the axe (I suck at weapon or movelist names) to do an air combo feels good. I also like how you can start a sequence with one weapon, then switch weapons, and be in the middle of a combo you had to do x amount of swings with said weapon before you could do that certain move.

However, once you have tried it, that pretty much feels like it, you're done. To add to this the red and blue color type enemies completely ruin the flow. Nothing is more annoying than the dog/wolf type enemies spawning at the same time in red and blue. You pretty much have to send the ranged blue weapon to stagger the blue one, while hammer the red one with the axe (there are other solutions, but this is by far the easiest one I've come across). It doesn't feel fun or enjoyable to be "forced" to do this for a lot of the game in SoS and Bloody Palace.
Lets not even mention that the Vergil DLC is absolutely broken. The teleportation is messy, and the air starter (don't know the name or the move, but equivalent to lock on-back-attack) is straight out glitched where you can spam the startup animation, but the move won't happen.

DMC5 is an overall more polished gameplay experience. The lock-on isn't perfect, you are stuck with V for about 4 missions, but overall it feels more enjoyable. More flow, more speed, more combos, and that is after making the gameplay more accesisble from DMC3 and 4.
A couple of "annoying" enemies (nowhere close do DMC3, DMC4 or DmC) here and there in No Damage runs, but nothing that will make you pull your hair out.

I can see while you enjoy DmC, it got a bad rep it never deserved in terms of gameplay (personally enjoyed DmC a lot when it released along with Metal Gear Rising), but IMO DMC5 exceeds it in most aspects.

EDIT: But hey, if you are into mods (I personally am not), you can mod V out of the campaign, just like I'm sure you can do with red/blue enemies in DmC. The difference is that DMC5 will have more options for combat after said mods.

I guess it's all a matter of taste here -- for some reason the DMC5 combat just couldn't click with me. I actually really hate the weapon swapping for Dante. Having it tied to a single button makes getting the weapon you want really clumsy, whereas at least in DmC they were just tied to specific D-pad buttons. Plus, I feel that the weapons get thrown at you so fast, and the campaign is structured in a way that I hardly felt like I got a chance to practice and get good with each one so that I could properly incorporate them into my playstyle.

That hits on my main problem here though. I won't comment on the story because it doesn't interest me and I'm not a long-running fan of the series, so maybe that's the redeeming feature here. But my biggest issue is that I think the structure of the campaign is an absolute mess.

The difficulty curve is incredibly uneven -- because the normal enemy encounters are so easy, the game never really trains you into getting better, because you never have to. The bosses on the other hand can be so, so much harder than the rest of the game. Of course you expect bosses to be a bigger challenge, but you really expect the game to work to prepare you for those.

Throw in the constant character switching and some hugely uninspiring level and enemy encounter design and I think it makes a total mess of the game's pacing. And the end result, for me, feels like an environment that isn't conducive to actually growing and improving as a player.

I finished off the game yesterday and I'm curious about Vergil, but I had so little fun throughout the game that it's quite hard to stomach to the idea of starting it all over again just in the hope of it being better this time.

Don't get me wrong, I'm really glad for everyone who loves DMC5, but I'm left feeling so disappointed that it didn't click for me.
Lethal Placebo 15 mai. 2022 às 1:18 
Originalmente postado por invi:
I guess it's all a matter of taste here -- for some reason the DMC5 combat just couldn't click with me. I actually really hate the weapon swapping for Dante. Having it tied to a single button makes getting the weapon you want really clumsy, whereas at least in DmC they were just tied to specific D-pad buttons. Plus, I feel that the weapons get thrown at you so fast, and the campaign is structured in a way that I hardly felt like I got a chance to practice and get good with each one so that I could properly incorporate them into my playstyle.

That hits on my main problem here though. I won't comment on the story because it doesn't interest me and I'm not a long-running fan of the series, so maybe that's the redeeming feature here. But my biggest issue is that I think the structure of the campaign is an absolute mess.

The difficulty curve is incredibly uneven -- because the normal enemy encounters are so easy, the game never really trains you into getting better, because you never have to. The bosses on the other hand can be so, so much harder than the rest of the game. Of course you expect bosses to be a bigger challenge, but you really expect the game to work to prepare you for those.

Throw in the constant character switching and some hugely uninspiring level and enemy encounter design and I think it makes a total mess of the game's pacing. And the end result, for me, feels like an environment that isn't conducive to actually growing and improving as a player.

I finished off the game yesterday and I'm curious about Vergil, but I had so little fun throughout the game that it's quite hard to stomach to the idea of starting it all over again just in the hope of it being better this time.

Don't get me wrong, I'm really glad for everyone who loves DMC5, but I'm left feeling so disappointed that it didn't click for me.

To each their own, of course.

I know having every Devil Arm switch on R2 is a bit disorienting, especially coming from DmC, but I think it's a much better system because it leaves more buttons free for other stuff. Plus for the most part, you'll only ever have 4 weapons. Some use 5, but that essentially means using a cloned weapon for an extremely narrow purpose.

The story in DMC5 is good, but not even close to the best in the series, which is 3. Lady and Trish exist purely as fanservice in 5, and not every character gets meaningful development throughout, as someone here said earlier it's mostly Nero and Vergil that do.

I get what you mean about the difficulty curve, but I still always felt like losing to the bosses was my fault, which is mostly what I look for in games like this. Like you said, I expected them to be harder, so I guess I felt that it just fit.

Character switching is a legitimate criticism. There just isn't enough room in the campaign for 3 characters to breathe. And bear in mind that at launch, Bloody Palace wasn't in the game yet, so there were less places to use them. If you're interested in Vergil, at least he goes through the exact same missions, but he gets to play through all of them.

Environments get pretty boring later in the game, but I think there are still enough enemy encounters that encourage you to learn the combat mechanics, plus there's Void mode (which originated in DmC, funnily enough).

Sorry the game didn't jive with you though!
Última alteração por Lethal Placebo; 15 mai. 2022 às 1:18
7K 15 mai. 2022 às 3:33 
Originalmente postado por invi:
Plus, I feel that the weapons get thrown at you so fast, and the campaign is structured in a way that I hardly felt like I got a chance to practice and get good with each one so that I could properly incorporate them into my playstyle.

This is hardly an issue considering there is Void mode, harder difficulties and Bloody Palace. The first playthrough is just a small part of the game. I get that it's hard getting used to DMC5's mechanics especially if you are coming from DmC, but how do you expect the game to click with you if you are just rushing through the story. To me it looks more like a you issue than a game issue.
invi 15 mai. 2022 às 4:01 
Originalmente postado por 7K:
Originalmente postado por invi:
Plus, I feel that the weapons get thrown at you so fast, and the campaign is structured in a way that I hardly felt like I got a chance to practice and get good with each one so that I could properly incorporate them into my playstyle.

This is hardly an issue considering there is Void mode, harder difficulties and Bloody Palace. The first playthrough is just a small part of the game. I get that it's hard getting used to DMC5's mechanics especially if you are coming from DmC, but how do you expect the game to click with you if you are just rushing through the story. To me it looks more like a you issue than a game issue.

I'm not sure how I'm 'rushing through the story' -- you don't even unlock Bloody Palace until you've completed the game for the first time. So rather than rushing through the game I'm literally just playing what's available to me.

As for the void it's great that it's there, but I'm willing to suggest that if practising moves in an empty room is key to enjoying the game, then that's a significant issue with the way the main content has been put together.

As I've mentioned before, I definitely recognise that a lot of the enjoyment of DMC games is in the higher difficulties (which is why I originally said that I wish I could have played on a difficulty higher than Devil Hunter from the beginning) but I certainly feel little motivation to go through it all again after not really enjoying the first playthrough at all.
invi 15 mai. 2022 às 4:03 
Originalmente postado por Lethal Placebo:
Originalmente postado por invi:
I guess it's all a matter of taste here -- for some reason the DMC5 combat just couldn't click with me. I actually really hate the weapon swapping for Dante. Having it tied to a single button makes getting the weapon you want really clumsy, whereas at least in DmC they were just tied to specific D-pad buttons. Plus, I feel that the weapons get thrown at you so fast, and the campaign is structured in a way that I hardly felt like I got a chance to practice and get good with each one so that I could properly incorporate them into my playstyle.

That hits on my main problem here though. I won't comment on the story because it doesn't interest me and I'm not a long-running fan of the series, so maybe that's the redeeming feature here. But my biggest issue is that I think the structure of the campaign is an absolute mess.

The difficulty curve is incredibly uneven -- because the normal enemy encounters are so easy, the game never really trains you into getting better, because you never have to. The bosses on the other hand can be so, so much harder than the rest of the game. Of course you expect bosses to be a bigger challenge, but you really expect the game to work to prepare you for those.

Throw in the constant character switching and some hugely uninspiring level and enemy encounter design and I think it makes a total mess of the game's pacing. And the end result, for me, feels like an environment that isn't conducive to actually growing and improving as a player.

I finished off the game yesterday and I'm curious about Vergil, but I had so little fun throughout the game that it's quite hard to stomach to the idea of starting it all over again just in the hope of it being better this time.

Don't get me wrong, I'm really glad for everyone who loves DMC5, but I'm left feeling so disappointed that it didn't click for me.

To each their own, of course.

I know having every Devil Arm switch on R2 is a bit disorienting, especially coming from DmC, but I think it's a much better system because it leaves more buttons free for other stuff. Plus for the most part, you'll only ever have 4 weapons. Some use 5, but that essentially means using a cloned weapon for an extremely narrow purpose.

The story in DMC5 is good, but not even close to the best in the series, which is 3. Lady and Trish exist purely as fanservice in 5, and not every character gets meaningful development throughout, as someone here said earlier it's mostly Nero and Vergil that do.

I get what you mean about the difficulty curve, but I still always felt like losing to the bosses was my fault, which is mostly what I look for in games like this. Like you said, I expected them to be harder, so I guess I felt that it just fit.

Character switching is a legitimate criticism. There just isn't enough room in the campaign for 3 characters to breathe. And bear in mind that at launch, Bloody Palace wasn't in the game yet, so there were less places to use them. If you're interested in Vergil, at least he goes through the exact same missions, but he gets to play through all of them.

Environments get pretty boring later in the game, but I think there are still enough enemy encounters that encourage you to learn the combat mechanics, plus there's Void mode (which originated in DmC, funnily enough).

Sorry the game didn't jive with you though!

Oh yeah, I definitely wouldn't characterise any of the bosses as unfair -- certainly they all have their patterns and I bet there are load of people out there on youtube doing hitless runs, so I'm very comfortable saying that the boss encounters themselves are fine. I just wish that the rest of the game had pushed me a bit harder so I felt trained and ready for them.
7K 15 mai. 2022 às 5:56 
Originalmente postado por invi:
I'm not sure how I'm 'rushing through the story' -- you don't even unlock Bloody Palace until you've completed the game for the first time. So rather than rushing through the game I'm literally just playing what's available to me.
Maybe "rushing through the story" wasn't the wisest way to describe it, but what I meant was that you are complaining about the game introducing new weapons too fast while not having enough time to play around with them, while ignoring the ways you could "fix" that. The Void and replaying missions is a good way for that before finishing the first playthrough. You are also ignoring the ranking system and you are presumably using orbs for revives during boss fights. I don't see how you missed these things if you truly wanted to get better at the game. I mentioned the harder difficulties and the Bloody Palace because you are under the wrong assumption that the first playtrough has to be the place where you are supposed to get good at the game.

Originalmente postado por invi:
As for the void it's great that it's there, but I'm willing to suggest that if practising moves in an empty room is key to enjoying the game, then that's a significant issue with the way the main content has been put together.
Who said that practicing moves in an empty room is key to enjoying the game? I didn't need the Void to enjoy the first or second playtrough. Enjoyment is subjective and I'm not sure why you even bring this up considering your issue is objective. Also the tutorial difficulty is not the main content of the game.

Originalmente postado por invi:
As I've mentioned before, I definitely recognise that a lot of the enjoyment of DMC games is in the higher difficulties (which is why I originally said that I wish I could have played on a difficulty higher than Devil Hunter from the beginning) but I certainly feel little motivation to go through it all again after not really enjoying the first playthrough at all.
You were roughly halfway through the story mode when you had the chance to switch to Son of Sparda or even DMD difficulty. Why did you continue with Devil Hunter? The story mode is short and even V gets more fun once learn how to play with him.
Lethal Placebo 15 mai. 2022 às 11:32 
Originalmente postado por 7K:
Originalmente postado por invi:
Plus, I feel that the weapons get thrown at you so fast, and the campaign is structured in a way that I hardly felt like I got a chance to practice and get good with each one so that I could properly incorporate them into my playstyle.

This is hardly an issue considering there is Void mode, harder difficulties and Bloody Palace. The first playthrough is just a small part of the game. I get that it's hard getting used to DMC5's mechanics especially if you are coming from DmC, but how do you expect the game to click with you if you are just rushing through the story. To me it looks more like a you issue than a game issue.
I'm in agreement with OP here. DMC games introducing weapons super late into the game has been a problem since 4 (Dante gets Yamato in his final mission on the first playthrough, versus the savior, a boss where using the Yamato is not even close to the best choice). Once again, 3 takes the cake here, giving enough breathing room between weapons for a player to get familiar with them while also not introducing any new weapons later than mission 13. That gives the player almost 40% of the game to get acclimatized and choose the weapons they like.

in 5, Dante gets DSD/SDT in his fourth-to-last mission, Kalina Ann in his 3rd to last (or double KA if you found the first one), and King Cerberus in his second-to-last. That's not a lot of time to get used to the weapons. I know the first playthrough is supposed to be only a small part of the experience, but that's assuming people play through it again, which it sounds like OP isn't. Plus, that's not an excuse for rushed pacing, since we've already seen all of this done better before in this same series.
official mom doer 15 mai. 2022 às 12:27 
Originalmente postado por Lethal Placebo:
Originalmente postado por 7K:

This is hardly an issue considering there is Void mode, harder difficulties and Bloody Palace. The first playthrough is just a small part of the game. I get that it's hard getting used to DMC5's mechanics especially if you are coming from DmC, but how do you expect the game to click with you if you are just rushing through the story. To me it looks more like a you issue than a game issue.
I'm in agreement with OP here. DMC games introducing weapons super late into the game has been a problem since 4 (Dante gets Yamato in his final mission on the first playthrough, versus the savior, a boss where using the Yamato is not even close to the best choice). Once again, 3 takes the cake here, giving enough breathing room between weapons for a player to get familiar with them while also not introducing any new weapons later than mission 13. That gives the player almost 40% of the game to get acclimatized and choose the weapons they like.

in 5, Dante gets DSD/SDT in his fourth-to-last mission, Kalina Ann in his 3rd to last (or double KA if you found the first one), and King Cerberus in his second-to-last. That's not a lot of time to get used to the weapons. I know the first playthrough is supposed to be only a small part of the experience, but that's assuming people play through it again, which it sounds like OP isn't. Plus, that's not an excuse for rushed pacing, since we've already seen all of this done better before in this same series.

Most of that is true, but it also feels good to seem like your character is always progressing (with the exception of V), since you're getting something new on pretty much every mission. I agree that it doesn't leave too much time to get used to them on missions, but it does add to the replayability of the game.

One of the best feelings that you can have in the game is realizing that you're no longer in the enemies territory - they're in yours. There's an insane amount of ways to counter every enemy type, and it never feels like there's a useless weapon (excluding Rebellion and Sparda), whereas in DmC once you get the better counterparts of the weapon you were using previously, they kinda lose their purpose, like Rebellion being replaced by the Axe which just hits MUCH harder with barely any downsides, since you can use it for heavy enemies, and the tri-tip knives for faster enemies.

Plus, c'mon, having a motorcycle as a weapon is just mad fun. All of this stuff just gives you a reason to play it again.
Lethal Placebo 15 mai. 2022 às 12:33 
Originalmente postado por or not john:
Most of that is true, but it also feels good to seem like your character is always progressing (with the exception of V), since you're getting something new on pretty much every mission. I agree that it doesn't leave too much time to get used to them on missions, but it does add to the replayability of the game.

One of the best feelings that you can have in the game is realizing that you're no longer in the enemies territory - they're in yours. There's an insane amount of ways to counter every enemy type, and it never feels like there's a useless weapon (excluding Rebellion and Sparda), whereas in DmC once you get the better counterparts of the weapon you were using previously, they kinda lose their purpose, like Rebellion being replaced by the Axe which just hits MUCH harder with barely any downsides, since you can use it for heavy enemies, and the tri-tip knives for faster enemies.

Plus, c'mon, having a motorcycle as a weapon is just mad fun. All of this stuff just gives you a reason to play it again.
Yeah I pretty much agree with a lot of what you said, and replayability is core to the series, but again breathing room on the first playthrough is so important. Cavaliere is actually a great example of that, you get it in Mission 11 and you have so much time left to use it which isn't true of the other weapons.

Also the Axe in DmC is definitely not a replacement for Rebellion, it's too slow for lots of enemies and doesn't have the same movement/displacement options as Reb. If you're just going for damage, sure it beats Reb, but that can be said of every other DMC game as well, there's always a weapon that does more damage than the sword, that doesn't mean it replaces it.

While we're on the topic, Dante gets 3 swords, Reb, Sparda, and DSD, Reb and Sparda are pretty much clones of each other. Sparda has longer reach sure, but all of the moves are the same. Same is true with the different Kalina Anns. It was nice that they let us choose anyway, I'm not complaining about that, but it's not quite right to criticize DmC for having "useless" weapons when DMC5 has...this.
7K 15 mai. 2022 às 21:31 
Originalmente postado por Lethal Placebo:
Originalmente postado por 7K:

This is hardly an issue considering there is Void mode, harder difficulties and Bloody Palace. The first playthrough is just a small part of the game. I get that it's hard getting used to DMC5's mechanics especially if you are coming from DmC, but how do you expect the game to click with you if you are just rushing through the story. To me it looks more like a you issue than a game issue.
I'm in agreement with OP here. DMC games introducing weapons super late into the game has been a problem since 4 (Dante gets Yamato in his final mission on the first playthrough, versus the savior, a boss where using the Yamato is not even close to the best choice). Once again, 3 takes the cake here, giving enough breathing room between weapons for a player to get familiar with them while also not introducing any new weapons later than mission 13. That gives the player almost 40% of the game to get acclimatized and choose the weapons they like.

in 5, Dante gets DSD/SDT in his fourth-to-last mission, Kalina Ann in his 3rd to last (or double KA if you found the first one), and King Cerberus in his second-to-last. That's not a lot of time to get used to the weapons. I know the first playthrough is supposed to be only a small part of the experience, but that's assuming people play through it again, which it sounds like OP isn't. Plus, that's not an excuse for rushed pacing, since we've already seen all of this done better before in this same series.
DMC3 doesn't have this "problem" only because it doesn't have 3 whole playable characters and a Dante with the largest moveset in the series. What is a better solution for DMC5 then? Reduce the overall skill number or unlock every weapon from the beginning? At least there is The Void where you can play around with the new weapons as much as you like. In my opinion, it's irrelevant when a new weapon/mechanic is introduced and how many skill there are if the game is designed from the ground up for multiple playtrough. Even in DMC3 you can't level up all styles in one playtrough and you are limited to 2 weapons and 2 guns.
Última alteração por 7K; 15 mai. 2022 às 21:33
Lethal Placebo 15 mai. 2022 às 21:50 
Originalmente postado por 7K:
DMC3 doesn't have this "problem" only because it doesn't have 3 whole playable characters and a Dante with the largest moveset in the series. What is a better solution for DMC5 then? Reduce the overall skill number or unlock every weapon from the beginning? At least there is The Void where you can play around with the new weapons as much as you like. In my opinion, it's irrelevant when a new weapon/mechanic is introduced and how many skill there are if the game is designed from the ground up for multiple playtrough. Even in DMC3 you can't level up all styles in one playtrough and you are limited to 2 weapons and 2 guns.
I think the answer is probably more missions, though of course that means more development time and resources, and I'm willing to be the team didn't have that. But it's not our job to take that into account when sizing up the game of course.

But yeah, I think 10 missions per character would probably do it, then you'd have a pretty even spacing between all that stuff. Or maybe, you know, cut V out of it since he feels more like half a character. Ironic, considering he controls 3 summons. Then you could have 20 missions split evenly between Nero and Dante.

It's funny, because I think on repeat playthroughs, the game feels more cramped for me than it did on the original playthrough, but that's probably because I was very excited to see everything the first time. Something like a Divergence mode upon completion would definitely fix it, but I'll just have to rely on mods for that.
Última alteração por Lethal Placebo; 15 mai. 2022 às 21:50
7K 15 mai. 2022 às 22:25 
Originalmente postado por Lethal Placebo:
Originalmente postado por 7K:
DMC3 doesn't have this "problem" only because it doesn't have 3 whole playable characters and a Dante with the largest moveset in the series. What is a better solution for DMC5 then? Reduce the overall skill number or unlock every weapon from the beginning? At least there is The Void where you can play around with the new weapons as much as you like. In my opinion, it's irrelevant when a new weapon/mechanic is introduced and how many skill there are if the game is designed from the ground up for multiple playtrough. Even in DMC3 you can't level up all styles in one playtrough and you are limited to 2 weapons and 2 guns.
I think the answer is probably more missions, though of course that means more development time and resources, and I'm willing to be the team didn't have that. But it's not our job to take that into account when sizing up the game of course.

But yeah, I think 10 missions per character would probably do it, then you'd have a pretty even spacing between all that stuff. Or maybe, you know, cut V out of it since he feels more like half a character. Ironic, considering he controls 3 summons. Then you could have 20 missions split evenly between Nero and Dante.

It's funny, because I think on repeat playthroughs, the game feels more cramped for me than it did on the original playthrough, but that's probably because I was very excited to see everything the first time. Something like a Divergence mode upon completion would definitely fix it, but I'll just have to rely on mods for that.
Idk man, I think the Void is a perfect fix for that. You can try the new weapon against any enemy you've encountered so far and you can try each new skill without making commitments on buying it. In DMC3 not only you are limited on which style you use but you can't see which new skill you will get before you level up a style. This results on at least 2 styles never getting touched on the first playtrough. For the weapons, not only you have to buy Air Hike again for each new melee weapon but you have to commit to a new skill without knowing how useful it would be.(note that it's been a while since I played DMC3, so my info could be wrong). I'm not entirely sure which game does it better but I'm more inclined to side with DMC5 on this topic.
Última alteração por 7K; 15 mai. 2022 às 22:26
Lethal Placebo 15 mai. 2022 às 23:18 
Originalmente postado por 7K:
Idk man, I think the Void is a perfect fix for that. You can try the new weapon against any enemy you've encountered so far and you can try each new skill without making commitments on buying it. In DMC3 not only you are limited on which style you use but you can't see which new skill you will get before you level up a style. This results on at least 2 styles never getting touched on the first playtrough. For the weapons, not only you have to buy Air Hike again for each new melee weapon but you have to commit to a new skill without knowing how useful it would be.(note that it's been a while since I played DMC3, so my info could be wrong). I'm not entirely sure which game does it better but I'm more inclined to side with DMC5 on this topic.
Oh absolutely, to each their own! I do think having the option to try new skills before you buy them is absolutely a plus, though once again something lifted from DmC (5 cribs a lot from that game).

My only issue with Void is that while it's nice to use to learn the weapons it only helps so much because it doesn't teach you how to deal with group encounters and what skills excel at crowd control. When you're still learning the game, it's easy to spend so much time labbing only to go back into the game and suddenly get mobbed.
7K 16 mai. 2022 às 0:22 
Originalmente postado por Lethal Placebo:
though once again something lifted from DmC (5 cribs a lot from that game).
It's not necessarily true that DMC5 took the idea for a practice mode from the reboot. DMC4 was supposed to have it but it got cut. It might actually be the case that the reboot took the idea from DMC4 since Capcom devs also worked on it.

Originalmente postado por Lethal Placebo:
My only issue with Void is that while it's nice to use to learn the weapons it only helps so much because it doesn't teach you how to deal with group encounters and what skills excel at crowd control. When you're still learning the game, it's easy to spend so much time labbing only to go back into the game and suddenly get mobbed.
Oh yeah, multiple enemies in the void would definitely make it a lot better. Something like combo challenges made by the devs or the community, similar to Guilty Gear Strive, would also improve it a lot.
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