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Community Discussion: Blog by Andyman067 | DmC: concerns from a long-time fan (an open letter to Ninja Theory)Destructoid
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The new Devil May Cry game (nicknamed "DmC") has been a point of contention since its announcement. In this post, I will address certain aspects of what we have seen so far from the perspective of a long-time DMC fan. No need for a long introduction. Let's get down to business. If you would like to comment, please do not hesitate. I would love to see every point of view.

First-off, I will not talk about aesthetics of the game in this post. I do not like the art style or character design thus far, but that is largely unimportant compared to gameplay. As the dedicated DMC gamers have generally agreed, if Dante's hair were the only problem, there would be no problem. I will limit this to concerns about the mechanics (as of Gamescom 2011).

1) The Juggles

Across the web, there have been many comments about how the combos "look exactly the same as before". This is simply not true. There are air combos, as we've seen in the Gamescom trailer, but they do not look like combos from DMC 3 and 4. They look easy. Dante stays in the air for upwards of five seconds, with what looks like minimal effort. Of course, I could be wrong. If Maurice or anyone else who saw the gameplay would like to correct me, I would be thrilled.

Another point that has been raised through many game publications such as Destructoid and Gamepro suggest that this game now greatly focuses on aerial combat, and that this deviates from the Devil May Cry's of the past. This is additionally not true - ask any hardcore DMC player what "jump canceling" is and they will show you one of the myriad of gameplay / combo videos online that demonstrate significant hang time by stringing multiple aerial attacks together with Enemy Steps, weapon switching, and Style switching. Please refer to the linked video below for an example.

2) The Frames Per Second

In many types of games, this would be unimportant. However, in DMC, 60 frames are necessary for precise play. Tameem has said that they sacrificed those frames in order for the environment to interact in different ways. We haven't seen these environmental features yet (unless the church falling apart is an example, which would be incredibly disappointing), but they should ideally be game-changing and incredibly fun to utilize, considering the immense sacrifice. What is being sacrificed or hampered is the following, among others:

* The smoothness of being able to perfectly Royal Guard enemy attacks, as the number of frames for a "perfect block" has been cut in half.
* The ability to cancel out of attacks at key opportunities and link into subsequent moves that would be normally not possible without more frames (look up any example of "jump canceled Helm Breaker")


However, the fact that the team decided that environmental changes were a worthy replacement for 60 FPS is a sign that this game is going in the wrong direction. The only way I will be wrong is if the environment adds a new layer of depth to the game. I hope this is the case.


3) The Slow Motion

In DMC, speed is key. The mixture of smooth visuals and crazy combos is what made it what it was. What you need for that is sheer speed. With the large amount of slow-mo in the new installment featured during supposedly "hard hitting" attacks, this speed seems to be completely gone. Before, the camera never zoomed in after a kill, slowing down and patting you on the back like in God of War. It kept the speed high, letting the player continue his combos and decimating the room full of enemies. It seems Ninja Theory has given up on style (indicated also by the style meter only being somewhat there), and resorting to telling the player "good job!" every time he or she does a "powerful attack". The only thing the previous games used was a passive gauge that never interrupted gameplay. Adding to this, the Devil Trigger is now apparently a single-use, which turns into a QTE (another alarming fact), while previously, the Devil Trigger served to recover health, increase speed, increase power, and provide the player with access to additional attacks and abilities.

4) The Controls

a) "Form" Switching

It was revealed that you will control Dante's "angel, devil, and human forms" with the triggers. This is identical to Heavenly Sword, a game that was severely lacking in terms of combat. This is not inherently bad quite yet, but worrying. This, when following up DMC3 and DMC4, which contained 7 and 6 Styles, respectively across all playable characters, represents a significant step back in sheer variability of gameplay.

b) Dial-a-Combo?

In Destructoid's article "Impressions: DmC", there was a tidbit that I would like to discuss (I was lucky to find it again amidst the jabs at people who know more about DMC than Maurice does):

"Some melee combo attacks see Dante shoot out shockwaves that hit multiple enemies that were unfortunate enough to stand in a row."

If this is worded correctly, this means that DmC will have largely canned combos, similar to Ninja Gaiden and God of War. Earlier DMC games did have preset combos, but this appears to be different. I will take a moment to highlight the difference.

In DMC, there are some simple combos built into the weapon (/\ /\ /\ or /\ /\ - pause - /\ on PlayStation), but the majority of combos the player does are self-created. This is because the game gives them a large variety of one-off moves (High Time, Stinger, etc.) that they can chain together as they please.

In Ninja Gaiden or God of War, most of the combos are preset ( [] [] [] /\ for Izuna Drop, as an example). This limits creativity in the player, and makes every combo wholly unimpressive.

This is why there are so many combo videos for DMC*; the game gives you many single moves and says "go for it", instead of many canned combos. My point is, Maurice's description of the combo in DmC indicates that it will be dial-a-combo (maybe [] [] /\ or something, for the shockwave). This doesn't mean that the game won't have individual moves that you can combo from, as that is possible to do. Bayonetta is a good example of a game that has both many preset combos and a swath of individual moves, and that game is also capable of style**.

That's all I can think of at the moment. I will write more... when there is more to write about. There is nothing I would love more than for Ninja Theory to read this, though judging by Tameem's recent comments, that isn't likely to have much effect. There is a way for everyone to win here. The game can keep its aesthetic design if it offers deep and rewarding gameplay - something that was promised by Ninja Theory.

I will reiterate that if Maurice Tan or anyone else would like to correct me on any of my assumptions, they should feel free. I would never be so happy to eat my words.

* http://www.youtube.com/watch?v=hjsuGB3S92Q - An example of a DMC4 combo video. Note that this game should be all this and more, as it is being released many years later and should be evolving. Download the high quality version here (and note the smooth FPS necessary for some of the tricks): http://www.mediafire.com/?qnwqzwmju1w
** http://www.youtube.com/watch?v=XdQAHbS9c44 - An example of a Bayonetta combo video.

EDIT: What follows is a series of combo videos ranging throughout the series (barring 2, of course). Note how the game evolves and the complexity (and by extension, combo opportunity) increases.

DMC1: http://www.youtube.com/watch?v=rCG4AUV76Cs
DMC3: http://www.youtube.com/watch?v=OacXRCtOGx4
http://www.youtube.com/watch?v=rbn4DDNiAmM
DMC4: http://www.youtube.com/watch?v=KVv5NL5oq9k
http://www.youtube.com/watch?v=aDjXBZ8ItqU
http://www.youtube.com/watch?v=kWGRPriSRS4 (there's some DMC3 in there too)



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Great write up, you did a fantastic job at summing up the combat issues. I really want to like this game, but I'm very much not liking what they're doing with the gameplay. I feel like Ninja Theory is spending too much time focusing on aesthetics and story, I've heard capcom is doing the combat themselves, but I'm still not convinced this is going to work out in the end.

I don't understand why there's been so much of a backlash towards the fan base for being skeptical towards this game. I think these worries are justified. Most DMC fans agree that hair color isn't the main issue. The main issue is that everything has been changed so much that it really isn't Devil May Cry anymore. I think Capcom should just turn this into a new IP. As a new IP I think this will do great, but this game is standing in the shadows of previous Devil May Cry games and those are very very difficult shoes to fill. I don't think this game will be bad, but it doesn't seem to be offering what I want in a Devil Mat Cry experience.

I guess the real question for me is am I going to be able to separate this game from the previous DMC games and appreciate it for what it is, or will the shadow of the other games in the franchise be so big that this game will be a letdown for me? I just hope I like the game in the end.
I actually have never played any of the DMC games. But concern number 2 seems like something not to worry too much about. Taking the frames per second down to 30 from 60 doesn't give you less time or even less chances to make a perfect block, if I understand what you're saying correctly. Normally games will give you a specific amount of time designated by processor cycles rather than drawing refresh speed. Drawing speeds basically try to draw as fast as they possibly can and hitting 60 frames per second is more of a benchmark. As for the game loop updating, I imagine the amount of fidelity for your perfect blocks will stay intact because these game loops are usually like 100 updates per second and above and are not reliant on drawing. (I could be wrong because I've never made a console game.)

I can't speak to the other concerns, but I think at the very least you can be sure that 30 fps won't dull your ability to pull off the perfect blocks. If you're thinking that because you see only half the frames, that you will have more trouble reacting to the exact frame with your button press, um... well there might be some truth to that. Normally people can't tell the difference between 30 and 60 frames, but if you can tell... then... I guess I think you'll probably have no trouble pulling them off.

I hope that helps.
Great analysis of DMC's combat.

Yeah, I understand that series change can be good, but as Jim mentioned previously, change for change's sake does no good on its own. It has to have the backbone (the gameplay) to back it up.

Also, it begs the question: How much can a series change and still carry the soul of the franchise? This game could easily be a new IP no problem. Why tack the name onto a franchise and then water down and simplify everything that made DMC so great?

This is coming from someone who played DMC 1-3, disliked them at first, and is looking to delve back into them.
I'm not a huge DMC fan. Played all the games, but never really concerned myself with mastering combos or anything - just played them for the experience, really. I'm fapping for the sheer amount of effort you've put into highlighting these points.
Fame Designer...

Mostly it comes down to luck and tells. You're not reacting to something one or two frames before, you're reacting fifteen frames before BUT you have to have frame-perfect timing for the block to work.

For example, in Devil May Cry 4, catching and returning Credo's thrown spears with Nero's Devil Buster required you to carefully time the button press so that he'd catch it at exactly the right moment: Doing so rewarded you with a punishing attack to toss back at Credo instead of having to dodge. A lot of the fights in Devil May Cry games are based around this risk vs. reward principal, with very careful timing rewarding the skilled player. In fact, Dante's Royal Guard combat style is based entirely around creating these moments for yourself whenever you damned well please... And punishing your enemy by releasing that attack power back at them.

Both are examples which can require frame-perfect timing. Cutting the number of frames the engine renders and accounts for also doubles the timing on certain moves. If Devil May Cry 4 were played at 30 FPS instead of 60 FPS, it would become a LOT easier for Royal Guard Dante and Nero in general.
I just noticed I said "Devil Mat Cry" in my previous comment.
I've never played any of these games so I can't really comment, but I really hope this turns out well. I'd hate to see Ninja Theory get their asses kicked by a bunch of rabid fans :)
"As for the game loop updating, I imagine the amount of fidelity for your perfect blocks will stay intact because these game loops are usually like 100 updates per second and above and are not reliant on drawing. (I could be wrong because I've never made a console game.)"

If by game loop updating, you mean looking for and applying user inputs as they're made, you'd be surprised. Eurogamer found that in games that hovered around 60 FPS, the input latency usually hovered around 67 ms, where as in 30 FPS games, that number was often doubled to around 133 ms at best with some games exceeding even that.

http://www.eurogamer.net/articles/digitalfoundry-lag-factor-article

To give you some context of what he's talking about when he refers to Royal Guards and Releases: http://www.youtube.com/watch?v=wK0L9HHyD7s

The first release, so you know what you're looking for is at 9 seconds. The first parry (As in a regular weapon parry) is at 13 seconds, and a Royal Guard block is at 2:13. What makes DMC even more annoying is that the series employs a ranking system to boot that takes damage into account and on most difficulty settings, even the slightest bit of chip damage is enough to forfeit an "S" ranking. If you're off by even a single frame of an insanely tiny window to pull off a perfect parry or a release, that's a perfect rank run squandered.

Now try imagining being expected to identify those super brief animation cues at a less than ideal framerate in the first place made even worse (All of Ninja Theory's projects to this point have struggled to attain a consistent 30 FPS to start with) and being able to consistently respond with frame-perfect timing with more latency than would be there in a 60 FPS game and something that was already absurdly difficult becomes nearly impossible.
Furthermore, how absurd is it to claim the environment as the excuse for lower frame rate. Have you seen Bayonetta!? That game was filled with God of War-degrees of dynamic, interactive locales, and it blew through 60 fps (on xbox).

Jump canceling and just guards were the pinnacle of precision for action games, and they really show you that the point of the game isn't just to kick ass, but it serves as a means for giving you a tool set for attempting perfection. I always looked at technical action games in the same light as golf; you're competing with your own execution more than the obstacles in the game. None of that seems apparent in DmC. It seems as shallow as many other games that water down the genre.

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