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Devil May Cry 5

DJOGamer PT

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And by the way, do tell us how DMCV Gilgamesh fight is worse than this garbage:
Because DMC 5 came out fourteen years later and had the benefit of five prior games (and a ton of Platinum titles) to learn from.
>implying gilgamesh is worse than arkham
>implying the dev team worked on DMC5 for 14 years with unlimited budget
>implying platinum's big monster qte fest bosses are something worthy of imitation

you-dante.gif
 

Silverfish

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>implying gilgamesh is worse than arkham
>implying the dev team worked on DMC5 for 14 years with unlimited budget
>implying platinum's big monster qte fest bosses are something worthy of imitation

1. Yes, easily.
2. and 3. I never implied either of those things. "14 years later" doesn't imply that they were working on the game for all that time, but that they've had time to reflect on what worked from previous entries and what didn't. And I never said anything about budget, don't know where you pulled that from. The same applies to my reference to Platinum. Itsutard had the benefit of years of DMC knockoffs to see what elements were worth pilfering. I never said "they should do qte bosses".
 

Ezekiel

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You know what? Devil May Cry 3 has better camerawork than 5. In big bosses and arenas, 5 excels, but when exploring it mostly uses the same closed-in orbital camera as every other modern game. Devil May Cry 3's scripted camera angles showed you more while leaving your thumb free for the face buttons.
 

Ezekiel

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Even much of the fighting now has that problem of very limited visibility that takes your thumb from the face buttons. Have no idea why anyone would prefer this over the old atmospheric cam.


Devil-May-Cry-5-2024-04-22-18-04-mp4-snapshot-00-20-2024-04-22-18-10-11.jpg
 

Ezekiel

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Yeah, definitely crappy while fighting in small to medium spaces. Camera shifts and rotates all over the place. If you wanted to put some environmental hazards in and the possibility to fall, you mostly couldn't because of that cam. Those big rotating gears that you fought on top of in Devil May Cry 3, impossible with the cam pictured above.
 

Ezekiel

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Not listening. Devil May Cry 3 used both the orbital and scripted cams, but it was balanced. So much atmosphere and scale, as well as function, gone.

unknown-2024-04-22-18-48-mp4-snapshot-00-33-2024-04-22-22-02-15.jpg

Devil-May-Cry-5-2024-04-22-18-16-1-mp4-snapshot-00-08-2024-04-22-22-00-45.jpg
 

deama

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Even much of the fighting now has that problem of very limited visibility that takes your thumb from the face buttons. Have no idea why anyone would prefer this over the old atmospheric cam.
For once they took insperation from mouse and keyboard, and if you used those, it would feel a lot better.
 

DJOGamer PT

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Why are you agreeing with your own post?
He does that
Though I partially have to agree with his point on the camera
They could've mantained DMC4 camera model - for most of the exploration the player gets scripted camera frames, but for combat it's manual camera

Even much of the fighting now has that problem of very limited visibility that takes your thumb from the face buttons.
For once they took insperation from mouse and keyboard, and if you used those, it would feel a lot better.
Yeah it's funny how this game plays so much better on kb+m compared to controller, as opposed with the previous games which kb+m was clearly the worst input device
 

Ezekiel

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Devil May Cry 3 allowed you to switch targets while moving. In Devil May Cry 4 and 5, you have to press the left stick straight down. You can no longer press it at an angle. Gay. Surprised I never noticed. Maybe the Steam versions are messed up, but I doubt it.
 

Ezekiel

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Crappy emulation, by the way. There's sometimes that crap at the top of the screen pictured above, the target icon isn't showing up anymore and many places are blurry as if light comes through a warped window or something. Considering getting the remastered trilogy, even with all the complaints about effects not carrying over.
 

Matador

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Played the campaign with Vergil. Takes:
- Only used Yamato and Mirage Blades, He plays like a dream.
- Weak and repetitive level design. Half of the game is played in side the ugly Hell Tree, and the last levels are very lazy with just succession of arenas. If you go to pure action linear levels you have to provide interesting varied environments. The experience was almost like playin bloody palace without time constraint.
- DMC4 gets flack for backtracking levels, but at least environments were pretty and varied and there we level design.
- New enemies are worse and more passive than other entries in the series.
- Bosses were good overall, a bit spammy and messy though, to counterbalance the new OP tools. Dante is ridiculous, but I guess is a DLC superboss for experts . DMC3 bosses seem more tightly designed in general.
- Not a lot of boss rehash, which is very appreciated. DMC1 was horrendous in this aspect.
- The Void is a great addition

Conclusion: great combat engine, but harmed by weak enemies. Game seems unfinished with bare bones repetitive levels, and the art direction is ugly.

DMC3 continues to be the best game in the series for me. With a complete package of good combat, enemies, bosses, atmosphere, level design, adventure and even charming story.
 
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DJOGamer PT

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- New enemies are worse and more passive than other entries in the series.
God no
Most enemies in the other games were kinda like "puzzles", they had specific weakness you had to learn to be able defeat
5 still has some instances of this - specially with returning enemies from 1 - but for the most part (and even in those instances) the enemy design logic is more akin to classic hack 'n' slashes
I do think they should've been much more creative with the combat encounters, alot of wasted potential here...
 

DJOGamer PT

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02 seconds - What could go wrong with the cam so close to Dante?
Nothing because you only have those 3 enemies in front of you and they're not at a dangerous distance, so you have a few safe instants to prepare youself and get a handle of the situation (including moving the camera to a more desirable position - which we see happen in that video, the moment you start moving the camera)
Only two enemies are seen and Dante is obscured.
Only for a second and it only happened because you allowed it to happen, by refusing to move the camera
"Move the camera, you lazy dork," you say. My thumb is occupied with the attack, style, shoot and jump/dodge buttons.
Then quickly take your thumb out of the face buttons and into the right analogue stick
If you really don't want to move of your thumb out of that position, then learn to play with claw grip
And if you don't want to do that, then use keyboard and mouse :)
Who cares that the player has a fraction of a second to react to falls and enemies and needs to move the cam manually in order to see what they jump towards with that same thumb so long as the camera is up close and personal? It's like a movie!
Your example is completely disingenuous
The camera for most of the game sits at a confortable medium distance from the playable character and plenty of times it pulls back to deliver wider shots of the arena
And even in the few instances it's up close, as we can see it only becomes a problem if the player refuses to adjust it
 

spookyheart

Educated
Joined
Mar 26, 2024
Messages
164
the game was just meh to me now in retrospect thats really bout it, otherwise 3 was where the series was as good as it was going to get its just as below average now honestly as the anime itself.
 

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