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SurrealityCheck
Sep 15, 2012
I have read that there is a known input delay problem on the 360 version, but not on the ps3 version.

Can anybody shed any light on this?

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SurrealityCheck
Sep 15, 2012

sandpiper posted:

I still can't believe people are describing this game as Shakespearean (see: quotes from the official dev videos). When I first fought Poison the boss I did a double take as I heard her talking about making GBS threads on corpses.

To be fair Shakespeare did love the dirty stuff. Half the jokes in his plays are x-rated. Much ado about nothing?

Ninja Theory are just kicking it old-school!

SurrealityCheck
Sep 15, 2012
I suspect capcom were expecting a reset on the combat. Dmc4 had great combat, but it was getting extremely baroque by that point (and when you compare it to Bayonetta, which has much more elegant mechanics, you can see that they might be hoping ninja theory might take it in that direction - give them some great core mechanics to then build on). I'm just sad that ninja theory didn't wholesale steal dodge offset and bayonetta style counter/dodge rewards because they are the most gorgeous mechanics in any brawler style game ever.

SurrealityCheck
Sep 15, 2012

PoshAlligator posted:

Really disappointed with EDGE for this. I'm actually a subscriber. They're usually not afraid to be critical, but it seems like they're just ignoring criticisms here.

But if everybody else gets to criticism first, then you can't be... wait for it... EDGEy by being critical! >:V

SurrealityCheck
Sep 15, 2012
On a similar note: https://www.youtube.com/watch?v=Ipi52lJOg5w

quote:

A PC port/demo is coming shortly after the console versions, if the press release is accurate. It's being done by some Polish developer that apparently specialises in ports. And that'll be at 60fps and all that jazz.

It'll be the second DmC game in a row where the best version is the PC version :o

That same Japanese guy doing DmC: https://www.youtube.com/watch?v=3y9qqEbWGtg

SurrealityCheck fucked around with this message at 20:38 on Dec 5, 2012

SurrealityCheck
Sep 15, 2012
Yeah, they like the random shout outs to previous games. They're ok the first time through, but the space harrier section in Bayonetta made me want to punch myself after a bit.

SurrealityCheck
Sep 15, 2012
I do not feel as despairing as you guys seem to be. Seems like it will be good fun. Definitely waiting for the PC version though.

SurrealityCheck
Sep 15, 2012
The thing about bayonetta is that its gameplay is the entire game. The packaging - the character of bayonetta and the "story" - was total nonsense and definitely not a notable improvement over DMC1, which had a pretty good atmosphere even if the story was also bunk.

On the other hand, the gameplay was always the only real selling point of DMC. So I was hoping for a bit more from DmC than what we got, gameplay wise, but I'm willing to give the idea of having all weapons available at all times a fair shot.

SurrealityCheck
Sep 15, 2012

is 5 posted:

Gameplay generally describes the entirety of a game. If a Game has Poor Gameplay isn't it a bad Game? If you like the Game for reasons other than Gameplay, shouldn't it be called a Bad Game but a Good (Experience/Story/Tech Demo/etc)?

Sorry, that was unclear phrasing on my part. What I mean is the game was designed and I believe evaluated by most people with the weighting firmly on the gameplay, i.e. other elements of the game are played down when people talk about it because its gameplay is a) so good and b) so clearly the point of the experience!

Does that make more sense?

SurrealityCheck
Sep 15, 2012
I have to say I never really liked the way Royal Guard worked. Getting meter for blocks never seemed to be super fun.

SurrealityCheck
Sep 15, 2012
Yeah I remember about releases etc, I just prefer more reward for blocking haha. Just a pet peeve.

SurrealityCheck
Sep 15, 2012

skywalker6705 posted:

Hair greying prematurely isn't normal.

On Meth it is. Not even once.



But seriously, you gotta do more than just change the hair, it needs to match the rest of the face, look cool, etc. Imagine if he stopped looking so surly and his skin matched it, and he suddenly was smiling and kicking teeth in. At least make me able to imagine that.

That's the model with no facial expression. They wouldn't have his default model grinning like a goon :P

SurrealityCheck
Sep 15, 2012
Sweet. Only downside is it won't have bonus modes like the DMC4 PC port which was baller as hell.

I actually played DMC4 using... just a keyboard. No pad. I think I might be damaged.

SurrealityCheck
Sep 15, 2012
Also 60fps gameplay stream here:

http://www.gamersyde.com/stream_devil_may_cry_pc_gameplay_1-29276_en.html

Looks VERY smooth. I wonder if they will see unusually high PC sales due to the 30fps only console version.

SurrealityCheck
Sep 15, 2012
I think it's just the smoothness. Whenever I see something that is 60fps I am always immediately struck by how velvety it looks in comparison to 30. Then somebody tries to tell me that you can't notice fps above 24 and I try to bite off my own arm.

SurrealityCheck
Sep 15, 2012
Man I really do feel so sorry for ninja theory right now. I just hope the game sells well and they can make a mechanically more complex sequel now they've done the hard part of getting together the basic framework etc.

SurrealityCheck
Sep 15, 2012
Game is steamworks, confirmed. No GWFL!

Also... they really need to get reviewers and previewers who are not terrible at the game :/

SurrealityCheck
Sep 15, 2012
Haha reno I just introduced my friend to bayonetta, and we played through it this weekend. There are so many beautiful little touches in that game. On the other hand, after playing the DmC demo after I noticed that DmC has a neat little trick where when your pause after slash slash is ready you get a sword flash + rumble to tell you "YOU CAN GET PAUSE THING NOW" while in bayonetta, especially when dodge offsetting, it is pretty much pure muscle memory or nothing.

SurrealityCheck
Sep 15, 2012

notZaar posted:

Yup, it's like that with all the pause combos in DmC. Very nice idea.

It made me think that it's interesting that rumble features aren't more often used for that type of feature. But man I love the moon style blocks so much - being able to interrupt enemy juggles with it is great, but in DmC I'm not sure how you would get out of a juggle. Although maybe there aren't many enemies that juggle.

SurrealityCheck
Sep 15, 2012
I quite like the grab to and from. It's neater than having to always have kulshedra as your switch, although I think they needed to balance it a bit better - it seems absurd that you can float ever upwards just by double tapping angel grab and getting the punch upwards, then following it with the same thing again.

It would also be good if you could use those as a bayonetta-style offset - so you could start a combo at one guy, hold the button while grappling to another, and finish the combo on the second guy. Would be sweeeet.

SurrealityCheck
Sep 15, 2012
Ya I know. I'm just thinking out loud about where you could put an offset style system. I want to make offset offset the game where everything can be rolled together until you come out of a dodge and do 20 things at once!

SurrealityCheck
Sep 15, 2012

Pesky Splinter posted:

I do hope (though I'm not holding my breath) that they've at least balanced poo poo for the retail version. Combat might then be a bit more meangingful than just spamming the axe.

I know nothing will be done about the Ikaruga style enemies though. I understand what they were going for, but being limited to 1/4 of your weapons doesn't make for much in the way of variety. It's not as if DMC and Bayonetta haven't done something similar in the past (the Plasma in DMC1 and the burning enemies in Bayonetta), but they went about it from the other angle; rather than limiting the player to a specific weapon, they barred the use of one type of weapon (and non-witch time melee in Bayo), and then let the player use their other weapons/moves to compensate.

Like, in those specific examples, Plasma enemies take no damage from Alastor, but they are vulnerable to Sparda/Force Edge, Ifrit and all the guns. The burning enemies are vulnerable to all of Bayo's guns, wicked weaves, torture attacks, and witch-time.

[e]: I wish that would come out on Xbox.
VVV

I always found the burning enemies profoundly gimmicky. I would rather have enemies that had counter windows or just something that required learning beyond merely "oh I use this to beat them..." which is the most trivial form of engagement.

The version in DmC is double dumb for this reason on roids.

SurrealityCheck
Sep 15, 2012

notZaar posted:

On their own the fire enemies are gimmicks, the interesting part is when they mix them into enemy waves. I hope we'll see some creative use of this in DmC, the night club demos they've released seems to indicate this will be the case.

Maybe my memory is just tainted by my irritation from the first time I met them.

I tried DMC3 again recently and it feels pretty primitive in comparison to DMC4, which feels pretty primitive in comparison to Bayonetta - while I don't really know what aspects of DmC will be super broken yet, so hm. I am pretty sure it won't be anything in comparison to Bayonetta though. That moment where I found out you could jump cancel tetsuzanko and just go absolutely berserkmode... Q_Q

SurrealityCheck
Sep 15, 2012
I think playing 4 with a keyboard tainted my feelings about it a bit, but I had a lot of fun with it.

SurrealityCheck
Sep 15, 2012
Bayonetta seems to be more strict about it though. I think there are occasionally clipping problems with monsters not being rendered but still counting as in the viewing frustum in dmc.

SurrealityCheck
Sep 15, 2012
His comments on cutscenes remind me of how irritating the cut scenes in Bayonetta could be - the first time through you spend a lot of the early game just watching stuff happen. Most egregious was the intro cutscene. I guess it's quite hard to tell much story during gameplay when your gameplay is hit demons though?

SurrealityCheck
Sep 15, 2012

WeaponBoy posted:

...I'm actually having trouble thinking of a Western game that sells well reliably in Japan.

They have this phrase "western game, poo poo game" (yoge kusoge). The thing I want to know is what they accuse the Japanese equivalent of weeaboos of being!

SurrealityCheck
Sep 15, 2012
They love call of duty, grand theft auto, assassins creed. Things like uncharted do ok there too.

But the real outlier is CoD, oddly.

I understand why they have this attitude though. There are certain aspects of design in which the Japanese are just so far ahead of western developers - and brawlers/spectacle fighters from japan make things like god of war look like crude facsimiles. Compare Bayonetta's systems to GoW3, for example.

SurrealityCheck
Sep 15, 2012
Most of the things that gameplay designer said were relatively sensible. I wonder if she's played bayonetta though!

SurrealityCheck
Sep 15, 2012
Did you see the revengeance design for mistral?

She has a lot of arms, but 3 of them are reserved for molesting herself.

And 2 for putting sassily on her hips.

Then she has a bunch of other arms... that she arms herself with.

SurrealityCheck
Sep 15, 2012
I have to admit I actually laughed at the exchange of fucks in the demo. I have the sense of humour of a 5 year old and I get the impression they were just going for immature there... which I'm down with.

SurrealityCheck
Sep 15, 2012

Pesky Splinter posted:

Huh, I didn't know that :)
Either way, the writing seems pretty good from what's been shown thus far. As long as it's slightly goofy, I'll be contented.


Slightly goofy?

You're going to be over the mooooooonnnnn

SurrealityCheck
Sep 15, 2012
The guy who did the game guide for Bayonetta has posted a few revengeance videos:

https://www.youtube.com/watch?v=dsuFLq6lFYg

SurrealityCheck
Sep 15, 2012
My bad, I always forget this isn't the "Kamiya and family" thread :P

SurrealityCheck
Sep 15, 2012

Schubalts posted:

There's not as much stupid flowing from Platinum and Kojima as there is flowing from Ninja Theory and Capcom.

To be fair there's lots of stupid flowing out of Kojima. But platinum can take stupid and polish it to a mirror shine of awesome.

SurrealityCheck
Sep 15, 2012
It's funny that in a game with as open mechanics as Bayonetta that only the kilgore glitch is really super broken.

SurrealityCheck
Sep 15, 2012
Anybody willing to do metacritic wagers?

I'm guessing at an 89.

Also they seem to have stolen Bayonetta's practice mode, albeit not the glorious loading screen placement.

SurrealityCheck fucked around with this message at 16:04 on Jan 1, 2013

SurrealityCheck
Sep 15, 2012

Sex_Ferguson posted:

How the gently caress do some people act like DMC4 is bad? It's debateable if it's better than 3 or not sure, but it's not like the game has functional flaws in its gameplay or the game doesn't have enough depth, it's a well put together game with an admittedly lazy second half in terms of stage structure and some tedious puzzles.

If you aren't interested in the combat system DMC4 is pretty execrable. And 95% of players don't even switch weapons or jump cancel, so.

SurrealityCheck
Sep 15, 2012

Szurumbur posted:

Yeah, but if you aren't interested in the combat system why do you play DMC4?

I have no idea, but I suspect the answer would be in the sheer crunchy appeal of beating up demons and the ridiculous over the top antics. But SHITLOADS of people bought it, and the vast majority were bad. You can easily test this. The same is true of every game in every genre.

Consider how popular God of War is, when it has the combat system depth of a puddle.

SurrealityCheck fucked around with this message at 00:28 on Jan 5, 2013

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SurrealityCheck
Sep 15, 2012
Like you guys do realise that the number of people who care about a feature like, say, jump cancelling is vanishingly small in comparison to the 3 million odd people who actually bought DMC4 right?

That is why I am expecting roughly 89-90 metacritic. Because most critics, and most consumers, won't care :(

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