Devil May Cry HD Collection

Devil May Cry HD Collection

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DMC 3 - Play with yellow orbs
the way the game was made to be played. Chapter 3 was meant to be a huge skill test to prepare you for the rest of the game, that is lost with gold orb mode.
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Showing 1-14 of 14 comments
A Fat Chimp Mar 18, 2018 @ 2:51pm 
Nah, yellow orbs are just for players who enjoy having that extra consequence for failure.

I gave myself 999 yellow orbs for DMC1. I'd rather not be bothered with restarting any level, that's just a buzzkill for me. If Nelo Angelo wrecks me, I want to immediately fight him again. Restarting the level just makes me want to play something else.
Last edited by A Fat Chimp; Mar 18, 2018 @ 2:53pm
MoltenFrost2021 Mar 18, 2018 @ 8:12pm 
There is an achievement for yellow run so it’s worth it
Nihilfist Mar 19, 2018 @ 1:48am 
Meh, I disagree. The yellow orb system works in DMC1 because the missions are shorter and the game gives you yellow orbs pretty frequently, even on subsequent playthroughs. In DMC3 though, there's only like 3 yellow orbs in the entire game that you don't have to buy and they don't reappear after collecting them for the first time, plus the missions are signifcantly longer. Obviously it's not a problem when going for S ranks since you'll just restart the mission anyways, but S ranks are a secondary challenge and I think that allowing players to restart from right before a boss fight after dying both alleviates frustration and facilitates learning the boss's attack patterns for new players.
A Fat Chimp Mar 19, 2018 @ 2:05am 
Originally posted by Nihilfist:
Meh, I disagree. The yellow orb system works in DMC1 because the missions are shorter and the game gives you yellow orbs pretty frequently, even on subsequent playthroughs. In DMC3 though, there's only like 3 yellow orbs in the entire game that you don't have to buy and they don't reappear after collecting them for the first time, plus the missions are signifcantly longer. Obviously it's not a problem when going for S ranks since you'll just restart the mission anyways, but S ranks are a secondary challenge and I think that allowing players to restart from right before a boss fight after dying both alleviates frustration and facilitates learning the boss's attack patterns for new players.

The disappearing of items always bothered me in later installments. It's fun to collect items during every playthrough of DMC1. Does it break the game? Yes, depending on the item. However, it's entirely optional, and it's entirely the player's decision to use them anyway. Just like Super Costumes, it's all a part of the fun.

If it were up to me, red orb caches would reappear, as would yellow / gold orbs, and any consumable item. If you have maximum gold orbs, then picking one up would give you a health star. There would also be untouchables throughout the game, with no limit to how many you can farm. However, the items would only respawn upon the completion of every level. If you skip mission 5 for example, and beat everything else... then the items wouldn't respawn until mission 5 was beaten as well. Missions that haven't been beaten on the current playthrough would be marked, of course.

That would limit how quickly items could be farmed, requiring an appropriate investment of time to earn these items. Gold orbs would be the only consumable with a low capacity, since the game pretty much encourages you to use them up if you have them. Everything else such as untouchables, holy waters, vital stars, and devil stars would have no caps at all. Or rather, they'd have ridiculous caps such as 999. If a player wants to spend 30 hours farming these items, by all means, let them. It doesn't hurt me, and it benefits them if they enjoy it. Let players enjoy these games if challenge isn't their cup of tea, or if they desire some help during the sections that are simply too hard for their taste. These types of items are easy to ignore for any player that dislikes them.
Last edited by A Fat Chimp; Mar 19, 2018 @ 2:08am
Xelane Mar 19, 2018 @ 3:40am 
Yeah, no. The game is far, FAR too difficult to honestly suggest that everyone play on yellow. Doing a DMD, or even a VH run, is already plenty difficult without the soul-crushing sensation that comes with having to start ALL the way back from the start of a massion if you die.
MoltenFrost2021 Mar 19, 2018 @ 8:20am 
So why do people praise dark souls for having pretty much the same system 5 years after this game released?
MoltenFrost2021 Mar 19, 2018 @ 8:28am 
Originally posted by A Fat Chimp:
Originally posted by Nihilfist:
Meh, I disagree. The yellow orb system works in DMC1 because the missions are shorter and the game gives you yellow orbs pretty frequently, even on subsequent playthroughs. In DMC3 though, there's only like 3 yellow orbs in the entire game that you don't have to buy and they don't reappear after collecting them for the first time, plus the missions are signifcantly longer. Obviously it's not a problem when going for S ranks since you'll just restart the mission anyways, but S ranks are a secondary challenge and I think that allowing players to restart from right before a boss fight after dying both alleviates frustration and facilitates learning the boss's attack patterns for new players.

The disappearing of items always bothered me in later installments. It's fun to collect items during every playthrough of DMC1. Does it break the game? Yes, depending on the item. However, it's entirely optional, and it's entirely the player's decision to use them anyway. Just like Super Costumes, it's all a part of the fun.

If it were up to me, red orb caches would reappear, as would yellow / gold orbs, and any consumable item. If you have maximum gold orbs, then picking one up would give you a health star. There would also be untouchables throughout the game, with no limit to how many you can farm. However, the items would only respawn upon the completion of every level. If you skip mission 5 for example, and beat everything else... then the items wouldn't respawn until mission 5 was beaten as well. Missions that haven't been beaten on the current playthrough would be marked, of course.

That would limit how quickly items could be farmed, requiring an appropriate investment of time to earn these items. Gold orbs would be the only consumable with a low capacity, since the game pretty much encourages you to use them up if you have them. Everything else such as untouchables, holy waters, vital stars, and devil stars would have no caps at all. Or rather, they'd have ridiculous caps such as 999. If a player wants to spend 30 hours farming these items, by all means, let them. It doesn't hurt me, and it benefits them if they enjoy it. Let players enjoy these games if challenge isn't their cup of tea, or if they desire some help during the sections that are simply too hard for their taste. These types of items are easy to ignore for any player that dislikes them.

I disagree, not all games should be beatable for all players. For one the game already has built in farm areas so you can get what you need. Especially when there’s a secret mission. But to just allow players to hoard items and use them during combat defeats the purpose of designing an intricate combat system. You aren’t really beating the game as intended and much less likely to engage in post game content because your skill wasn’t truly tested.

I’m not saying items and such are bad just saying I agree with how Itsuno didn’t just allow them to be hoarded like bayonetta etc
A Fat Chimp Mar 19, 2018 @ 8:55am 
Originally posted by damien5700:
I disagree, not all games should be beatable for all players. For one the game already has built in farm areas so you can get what you need. Especially when there’s a secret mission. But to just allow players to hoard items and use them during combat defeats the purpose of designing an intricate combat system. You aren’t really beating the game as intended and much less likely to engage in post game content because your skill wasn’t truly tested.

I’m not saying items and such are bad just saying I agree with how Itsuno didn’t just allow them to be hoarded like bayonetta etc

I definitely think all games should be beatable for all players. Those that seek challenge will feel right at home, and those that shy away from it are given tools to enjoy the game in the way they please. The longer those players play, the higher the chance that they can be converted into challenge seekers. All that matters is that they enjoy the game. Once items become boring for them, they'll either move onto other games, or they'll move onto other playstyles that better allow them to improve their skill sets. If they move onto other games, then I seriously doubt they would have stuck around either way. Players that seek challenge know to avoid items or features that overly diminish the difficulty.
Last edited by A Fat Chimp; Mar 19, 2018 @ 9:37am
Yamato Mar 20, 2018 @ 8:24am 
Yellow is better too imo, it makes you have to try alot harder to stay alive if you don't want to have to restart the level.
Coleco_84 Mar 20, 2018 @ 8:38am 
Originally posted by damien5700:
the way the game was made to be played. Chapter 3 was meant to be a huge skill test to prepare you for the rest of the game, that is lost with gold orb mode.

Mission 3 in the original game was meant to discorage players to keep playing.
Marmo Mar 20, 2018 @ 10:05am 
Originally posted by Coleco_84:
Originally posted by damien5700:
the way the game was made to be played. Chapter 3 was meant to be a huge skill test to prepare you for the rest of the game, that is lost with gold orb mode.

Mission 3 in the original game was meant to discorage players to keep playing.

Yep. I often call Cerberus of "Police Dog". None of the friends who borrowed my original US copy could get past him. No noobs were allowed in the game lol.

Sometimes i thank Capcom for boosting the difficulty modes in the original US release to troll the western DMC2 haters. Original DMC3 was a very good and rewarding experience even with all the hair that i lost.
Last edited by Marmo; Mar 20, 2018 @ 10:06am
Coleco_84 Mar 20, 2018 @ 10:12am 
Originally posted by Easy Killer:
Originally posted by Coleco_84:

Mission 3 in the original game was meant to discorage players to keep playing.

Yep. I often call Cerberus of "Police Dog". None of the friends who borrowed my original US copy could get past him. No noobs were allowed in the game lol.

Sometimes i thank Capcom for boosting the difficulty modes in the original US release to troll the western DMC2 haters. Original DMC3 was a very good and rewarding experience even with all the hair that i lost.

Lol, it was really a troll version of the game, the normal difficulty was actually the HARD difficulty..."so, you through DMC2 was too easy?"
I remember how I died about 5 times on Cerberus in original DMC3 for the first time. And later Agni&Rudra showed me the meaning of pain also. It was really Yellow path, but later I just got used to it, and now I love hardcore games.
Forgot7en Mar 20, 2018 @ 11:55am 
Originally posted by Easy Killer:
Originally posted by Coleco_84:
Mission 3 in the original game was meant to discorage players to keep playing.
Yep. I often call Cerberus of "Police Dog". None of the friends who borrowed my original US copy could get past him. No noobs were allowed in the game lol.
Original EU game was also more difficult by default too.
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Date Posted: Mar 18, 2018 @ 2:23pm
Posts: 14