Devil May Cry 5

>weapons and styles much better than 4
>enemies are much more fun to fight
>no gimmicky bullshit on levels, they're actually worth replaying now
>DMD is fun to play for the first time since 1 since the enemies don't have cheap moves
>
>only 4 exclusive missions for each character
>worst physics in the franchise other than DmC
>worse gamefeel and visual/sfx than 4 in particular
>visual clarity is a mess most of the time
>soundtrack for returning bosses(other than the mallet island trio) has no callbacks to previous games
>no playable Vergil despite the game being all about him
So close yet so far to being truly outstanding. Still manages to tie with 1 as my favorite DMC but damn if it doesn't have a lot of missed potential.

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it is called an action game but i bet if someone mapped it out you would find that between cutscenes and loading screens you are in in control of your character less than half the time
where is the action game

>they're actually worth replaying now
I find several missions kind of boring to replay because of how sparse the level design can be sometimes. At its best the level design is pretty good, but at its worst it's pretty fucking bland. Said missions being spread across three characters when many said missions are comprised of boss fights alone also means the game feels pretty thin. I wouldn't say it feels as unfinished as DMC4 or anything, but it does feel under-cooked. And that's not even touching how much it recycles from previous games.

I saw people complaining about the loading times so I went and bought an SSD before installing it. Best gaming decision I ever made because even on an SSD I found the loading a tad excessive, but not deal breaking.

Action games are really shitty when the enemy design is really weak. 6/10 game I'd rather play a fighting game if I wanted to knock around sand bags

I really like the way the missions are structured. There's always 3 to 5 big fights with smaller spats inbetween and it's all very well paced out. Don't miss the platforming and running around switching keys at all because honestly it never made sense past 1 where everything took part in the same castle.

The enemies in 5 are great though. I can't believe I fell for the DMC5 is easy meme because holy shit were missions 11 - 20 on DMD just hell. I was stuck on Urizen 3 for days and the antenoras went from inconvenient to weapons of mass destruction.

Yeah, and it clearly had a lot of heart put into it. I think working on a new engine and a lack of time was probaly the fault with most if not all of those issues. When DMC6 comes they'll alredy have a lot of it worked out with the RE Engine so it's just a matter of refinement.

The game rarely involves any kinds of obstacles at all, though, which makes the game's frequent hallways feel like padding -- especially when they're removed from real-world environments. At least you can justify running through empty urban streets as setting the tone. It's not like they forgot what obstacles were, since Nero's grapple points show up, now and then there are platforming sections, and one of Nero's late-game missions even involves avoiding spikes. Why didn't the game do more of this stuff?

DMC5 is at a fundamental level a shit game. The game disappoints in almost all aspects of game design and culminates in what is a trainwreck game where nothing is as fulfilling as the devs probably thought it would be. To list some severe flaws:

-The level design is repetitive, ugly and low-effort. DMC4 got shit for its backtracking. But truth is that in most of DMC5 you go through copypaste ugly corridors that aren’t even as nice to look at as the stages in DMC4. On top of this, the levels are all just glorified arenas. There is nothing that connects
them to gameplay. It’s like level design was made completely separate from rest of game. And before you fags say this is intentional, it’s not. This by the fact that early levels have actual level design and a
semblance of art direction. It screams rushed production later on in the game.

-The gameplay, while having combat depth, gives you barely any incentive to learn it. The game on the starting difficulty is piss easy. So, you’re button mashing your way through the entire game because the game never ever punishes you for doing it. In fact, it’s almost promoted. And then you unlock hard difficulty and you can continue to just repeat the button mashing. To make things even worse, it’s actually impossible to game over in this game because the game hands yout free revives like candy. This is in contrast to previous DMC games that forced you to actually learn the game proper before beating them and also didn’t give out free revives not to scare off casuals.

-The lack of puzzles and platforming makes the button mashing even more obvious and also removes the variety that they used to provide in older DMC games. Now the entire game is basically Bloody
Palace and there is never any change of pacing or anything to give the game a pause-and-beat momentum.

part 1/3

-The story and gameplay is divided in three characters. Since the game is so short on top of this, you can barely unlock the full potential of Dante and Nero before beating the game. So throughout theentire first run of the game you’re playing gimped versions of Dante and Nero because the dumb idiotic devs insisted to include a Kylo Ren knock-off to appease to gays and women. V is also
extremely boring to play and promotes a play style that is anti-DMC and again meant mostly for casuals who don’t appreciate the melee fast-paced combat of the other two.

-The story is the lowest level of fanservice schlock. It’s embarrassing how a multi-million production can have writing and direction this poor. None of the DMC3 icons are portrayed in a satisfying manner here. Characters are reduced to satires of themselves and you realize halfway through that the devs simply can’t do more with these characters than what they did in DMC3. Instead we have endless fan nods thrown at us as the game desperately tries to put together a coherent plot that is redundant, unsatisfying and goes nowhere but up its own ass.

-Cutscene direction is a significant downgrade from DMC3/4. Gone are the overly stylish fight choreographies and instead replaced with sloppy exposition and the dumbest ass date sign ever present in a game. Here’s another area where the devs thought its players sub-50 IQ. The game has to actively tell you the time of the day over and over again for no real purpose. And this completely
breaks cutscenes as all sense of momentum is lost when the game pauses everything to show you what the time is.

-Soundtrack is a huge disappointment. Gone are the religious influences and instead the entire soundtrack consists of three songs with two of them being completely repulsive and the third being
way overplayed. This is the game’s biggest shortcoming because it actively hurts to listen to.

Part 2/3

-While not related to the game itself, it bares mentioning that the DMC5 fanbase consists of overly sensitive fag-homos that refuse to accept any shortcoming of this trainwreck game. Instead any
argument is met with a passive-aggressive reaction image and dismissal. Or worse, they start to jerk off to the game’s male cast.

-Conclusion to the saga is hugely unsatisfying. And bosses are all forgettable or blatant fanservice.
Gone are the likes of Beowulf and Credo. Instead we have spider boss woman. And then knight with shield boss. And then a rehash of Cerberus. These are not worth remembering or replaying the game
for.

-Co-op is a huge disappointment and further DLC is likely not even happening making the game feel even more disappointing.

-Character models are absurdly redesigned to look like completely different people. Dante is now a hobo. Nero is now some jock kid that plays Fortnite. Lady is now a middle-aged Asian with a malignant jaw. Trish is now a back alley crackwhore. And the two latter have no bearing on the game story and are just included for the sake of fanservice.

-Animations lack the punch of DMC4. Instead the obsession with realism has left the game feeling less satisfying to play. Not to mention that most levels are dark so it makes it even harder to make
out enemy moves and your own attacks.
Don’t fall for the shills claiming DMC5 is GOTY or best in the series. It’s a huge disappointment.

Part 3/3

The gimmicky stuff never put me off replaying levels in past games, what did was the enemy, and sometimes boss, design, which thankfully is largely a lot better in 5. I don't want to replay 3 even though I like it a lot when I'll have to put up with The Fallen and Dullahan's and shit, and the same goes for 4 with Chimeras and Blitzes. Judecca's are kind of shit in 5, but they're the only ones I don't really like, DMC1 has good enemies across the board.

Most of your gripes are just straight up BS.

>The lack of puzzles and platforming makes the button mashing even more obvious and also removes the variety that they used to provide in older DMC games

Jesus Christ did you even play previous DMCs? The "puzzles" and "platforming" were dogshit. DMC5 removing almost all of them was not a loss by any means.

didn't read but still based

You showed up

part 4/4

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>worst physics in the franchise other than DmC
This meme is exhausted, DMC5 has great physics. I fucking hated the way air time and momentum worked in 3 and 4, you “jumped” like someone lifted you straight into the air, held you for a second, then slapped you back to earth. Frankly, DMC5’s movement is STILL too stiff and over-tuned, but it’s a god damn sight better than past titles.

>worse gamefeel and visual/sfx than 4 in particular
The VFX in 5 are great, the only noticeable downgrade is Judgment Cut having a retarded bubble effect. SFX I guess are hit or miss but shit like dynamic music and the style rank announcer and such are all really nice touches of polish.

>weapons and styles much better than 4
Though, I wouldn't've minded more weapons or styles. They really want to only give you as much as you can take rather than giving you a plethora of weapons you can mix and match.

>enemies are much more fun to fight
Maybe on higher difficulties but I beat it on normal and 'hard' and it was not fun.

>no gimmicky bullshit on levels, they're actually worth replaying now
Gimmicks get a bad rep. If a gimmick works it's called a mechanic, if it doesn't it gets a condescending name. It's making the gimmicks that takes work and it's their implementation and lasting appeal that adds to the game.

.
>only 4 exclusive missions for each character
Which is why I advocate for a DMC with a single character, not this spit bullshit they've done for 4 & 5.

>worst physics in the franchise other than DmC
I need to make a video of this because people keep saying it's fine.

>worse gamefeel and visual/sfx than 4 in particular
The graphics are pretty but the weird abundance of particle effects and the way the engine works makes the characters look hit &/or miss and the creatures look meh. Very, meh.

>visual clarity is a mess most of the time
I think it's the lighting, color pallet and the visual style. It looks and feels like playdough.

>soundtrack for returning bosses(other than the mallet island trio) has no callbacks to previous games
I just plain old don't like the soundtrack.

>no playable Vergil despite the game being all about him
>despite the game being all about him
That's rather a fair point but already the game is too crowded.

Honestly, I don't like this game as much as everyone else does. It looks, sounds, acts and, most importantly, feels nothing like the DMC I fell in love with, not on screen and not in my hands. It's so foreign now and, worst off, everyone else loves it. This is probably the way all DMC games will be from now on, seeing how well it's doing, and it's just not what I signed up for.

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>le funny sand bags meme
>enemies can breakout your combos
>some enemies are difficult to juggle
>enemies can parry you
>you can't juggle big enemies
>enemies have superarmor
>send beg dxxx
???

>retarded kamiya purist arrived
>old good new bad
Right on schedule.

You're a brainlet who doesn't get the series. I'm glad Itsuno didn't pander to you morons and stayed true to his vision.

Cainas and Empusas are definitely juggling bags, of course, but then they’re meant to be. That’s more or less why they exist.

MAYBE there’s some grey are with the Scudos, Riots and Chaos, as they’re definitely “more threatening” but can still be combo’d from full to death in a string if you know the mechanics. But those complaints straight up don’t apply to Antenora, Judecca, Fury, Proto, Baphomet or Lusachia, Queen, and Nobody.

Should've made more enemies have anti air tools, considering how easy to stay in air now. I dunno give Proto Nelo's orb or Chaos use it's spit

>Antenora
Still can't get used to its swings. Whole knockback mechanic is very good

Forgot a few: Scissors also can’t be juggled to death, and neither can Behemoth.

Hellbats kind of can (they can escape juggles because they’re airborne but they’re still easy to keep stunned) and Pyrobats are in a sort of middle-ground between Hellbats and the actual bruiser enemies.

So that’s 2 straight up juggling bags (Empusa and Caina), 3 gimmicky but not particularly dangerous enemies (Hellbat, Green Empusa, Red Empusa), 3 enemies which are dangerous but can be made helpless if you are good at endless juggles (Scudo, Riot, Chaos) and then everything else (Baphomet, Lusachia, Behemoth, Scissor, Queen, Nobody, Proto, Fury, Antenora, Judecca, Pyro) is a credible threat whose degree of “oh shit”ness varies based on difficulty setting and player knowledge of their attack patterns.

I’d say that’s a decent ratio honestly.

>Pyrobats
These fuckers can fight back with some of blast if you stay too close to them.

>I'd rather play a fighting game if I wanted to knock around sand bags
but you never have done it which is exactly why you seem retarded enough to think that you can aimlessly "knock around sand bags" in an actual 1vs1 game which is the entire appeal of DMC post 2 because it lets you access fighting game like execution and combos but without the effort of playing against or defending against a real human

If you don't want to hear from people who disagree with you then you're better off going somewhere else because here no one is going to not say what they please just because you're a bitch who can't deal.

And you are an infection. You're the kind of retard who gets mad when people remind you that Itsuno no only worked on DmC but it was one of his proudest works. Was he pandering to YOU then? You think he's like you? You think he likes the same things that you do? You probably get mad when people point out that Nero looks like Donte and make pics trying to disprove it.

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Yeah but Pyrobats (and arguably Baphomets) can still be killed with a sustained juggle pretty reliably.

I don’t put them with Riots/Chaos/Scudo though because they can enter a state where they are extremely threatening and mobile if you don’t keep pressure on them; a good player can basically ignore a Riot/Chaos/Scudo until he feels like dealing with it, as long as he has an eye on its attacks/movement, but that’s not true of Pyros or Baphos.

I guess Scudo kind of fits this description too IF it’s in a Proto formation but they often aren’t.

All the rest can just straight up nullify your combo with teleportation or have super armor.

>disagree
>musings of a kamiyafag
>not muh dmc
Flock off

>short hair = Donte
This is your brain on coom

Nigga there are absolute brainlets... and then there's you. BAKA.

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>Riots
Unironically can be very dangerous in small rooms and get you punish in air.

I like DMC5 but I don't know why any criticism of it gets dismissed the way it does. It's not a perfect game. It's okay to recognize this, or to at least allow different opinions on it. Not even Ninja Gaiden Black-fags are this bad.

And actually, having written all that bullshit out, now I feel like maybe Chaos belongs in the same class as Antenora, since it can nullify your combos at will with the spin attack. The only distinction is an Antenora ALWAYS has super armor after knockdown, but a Chaos can’t parry out once you hit it enough to shatter its spines.

Man, the taxonomy of DMC5 enemies is really interesting.

>soundtrack for returning bosses(other than the mallet island trio) has no callbacks to previous games

?

Both Vergil and Cerberus has callbacks to their DMC3 themes in their music.

Okay you braindead schlomo let's hear some "criticism". I wanna see what you come up with.

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Such as.
The physics in 5 are not terrible but they're not great either. Since you alredy said you don't like them in 3 and 4, let's take 1 as a comparison point. The jump is snappy and you're back on the ground as fast as you're out of it. Sure it's not great for platforming, but it's incredibly consistent and fast which makes it work both as satisfying dodge and positioning tool. In 5, there's almost not commitment when you jump, your character floats in the air for way too long and the positioning is now based on what direction you're pushing the movement stick in while you're on the air rather than it's position the moment the jump started. This makes it way harder to predict where you land, gives the player way too much leeway in the air and ironically makes getting back into the action harder since a lot of attacks will just stop you dead on your track mid air. You can be 1 inch away from the ground but if you start an air rave Dante will just float there like an idiot until the whole animation is done. This isn't even getting into how floaty and weightless just moving around feels.
>The VFX in 5 are great, the only noticeable downgrade is Judgment Cut having a retarded bubble effect
I never said they were bad visual effects, just that they're inferior to 4's, which they definetly are. Prop and shredder in 4 feels like Dante is turning Rebellion into a helicopter blade but in 5 the flair is all gone, there's large dash of air around him and Rebellion doesn't even power up. Stinger and million stab got hit hard by this in particular, the spark at the end of the animation makes no sense and almost feels like a joke compared to the red burst of energy it let out in 4.

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Criticism of DMC5 doesn’t get automatically dismissed, it’s just the degree and kind of criticism that appears on Yas Forums is fucking stupid bullshit.

Talk to me about how Style Point scaling is broken on M10, or how the addition of cooldown frames on Enemy Step makes certain tech combos harder, or shit even how you got tired of Qliphoth environments by the 9th consecutive tree mission.

Don’t roll in here bitching about sandbag enemies and shit and expect people to take your “opinion” seriously.

Vergil has no callbacks to his previous themes kek, neither ultra violet nor sibling showdown. It's a real shame. The Duel is a fine track though, I just they threw in the ultra violet organ or the sibling showdown chorus in there at some point.

>Don’t roll in here bitching about sandbag enemies and shit and expect people to take your “opinion” seriously.
Luckily I've never made that criticism.
>Pepe-posting
Pretend a knife is Rebellion and stab yourself with it. You might get better shitposting powers.

Get over it.

And what's your excuse for why it's not? It's combed slightly differently and that's why it looks nothing alike? You know what it's called when you refuse to admit the blatantly obvious as hard as that, right?

And then there's you, at the very bottom of the barrel, where the sticky black shit that doesn't actually have anything to say nor know how to respond and resort just trying brush everything they can't defend with insults lie. Not even good ones. Did you really say 'baka,' you fag?

Is Urizen just plain tougher in the prologue and when he stands up in Mission 8?

I don't really like how Million Stab looks in 4, I'd probably say I prefer 5's, although it does look a bit slower. I prefer 3's version to either for certain though.

Nobody cares about that autistic shit you absolute genuine retard.

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>nobody cares how stylish a stylish action game looks
>nobody cares how good the gameplay is in a game where gameplay is king

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What you call “good physics” I call a joke. “Falls to the ground fast” is not some high water mark, it’s not aspirational. Why would I WANT my character to leap up to the apex of their jump, with no lateral momentum, like they got kicked into an invisible ceiling, and then careen back down to earth like they were wearing a hat made of gunpowder and four-stage rockets? Why is a nice, parabolic curve suddenly bad for jumping now?

Forget about the fact that DMC1-4’s jump physics are 500x gravity nonsense that defies not only real world expectations, but also the “fake” expectations hammered into us by every game with jumping since Mario. Forget about the fact that you have moves like Helm Breaker whose whole function is to send you straight down fast. Why, in a game largely about knocking things into the air and staying up there beating them to death would “longer hang time” be a detriment?

>Vergil has no callbacks to his previous themes kek, neither ultra violet nor sibling showdown. It's a real shame. The Duel is a fine track though, I just they threw in the ultra violet organ or the sibling showdown chorus in there at some point.

I'm about to blow your mind friend.

youtube.com/watch?v=1Mi11pfUUrk
1:01 mark

youtube.com/watch?v=rYn0PpvYTas&t=94s
0:43 mark

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5 is the best game in the series. Get over it.

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Not the same instruments so it doesn't count kek

>Not the same instruments so it doesn't count kek

It actually used the same exact instruments but the sound was changed in post-processing, my dad works at Capcom.

It qualifies sorry.

It's a fanboyism thing. Go to any Sonic thread and you'll see similar behaviour. It doesn't help that we just got back from the whole DmC affair where we were barated from all sides by some asshole treatment regarding the game with a general 'fuck you, you entitled fanboys' campaign from the press and the developer.

>Criticism of DMC5 doesn’t get automatically dismissed
Yes they do, to a great extent. Take a look at the fagot posting all those pepes as a response. People get angry when you say anything slightly negative about the game. The people who are willing to admit any issues the game has are so limited I've never seen anyone admit to them. Even the obvious ones get a big reaction from these cunts in denial.

Yes, I literally ended the OP saying just that.
>Why would I WANT my character to leap up to the apex of their jump, with no lateral momentum, like they got kicked into an invisible ceiling, and then careen back down to earth like they were wearing a hat made of gunpowder and four-stage rockets
Because it makes it getting into the face of the enemies after a jump way faster and avoids awkward shit like trying to start combo during airtime where both you and the enemies keep missing each other. Hanging in the air that long when you're jumping for dodging or positioning makes no sense and enemy step was alredy a perfect tool for keeping in the air, especially with the buff it got in 5.
>Forget about the fact that DMC1-4’s jump physics are 500x gravity nonsense that defies not only real world expectations
Really, I figured Dante jumping 10 feet in the air and doing a backflip would be more defying to those expectations but apparently that's secondary to strong gravity.

Yeah I'm not hearing it, maybe they tried to do a homage there but the tempo is way off

>leitmotifs have to use the same instrumentation for it to count because i said so

Genuinely retarded

>play the two at the same time
>sound synchs up perfectly, you can't even hear that it's two different tracks making the same melody
Are you deaf?

>Yeah I'm not hearing it, maybe they tried to do a homage there but the tempo is way off

It's the same melody. It's the classic Vergil theme that plays in all his themes, Vergil 3 has the sad chanting version of it in DMC3.

Yeah that's what DMC5 was really missing. More platforming. I mean really no cube room callback? Real shame.

The rythm of the riff in The Duel is way slower, the notes do sound similar though

>Because it makes it getting into the face of the enemies after a jump way faster and avoids awkward shit like trying to start combo during airtime where both you and the enemies keep missing each other.
I never invoke this, but git gud, holy shit. The smooth curve at the top of a jump/launch parabola leaves the enemy in close enough to “the same place” for a decent duration and you can hit it easily, its vertical movement doesn’t have to be the top of a fucking rectangle, especially with DMC’s forgiving hitboxes and the fact that ANY air attack instantly cancels your vertical movement AND the enemy’s, making it even easier to “sync up”.

I have never had the problem of being unable to hit an enemy I launched because I missed them on the way up jumping, what the fuck.
>Really, I figured Dante jumping 10 feet in the air and doing a backflip would be more defying to those expectations but apparently that's secondary to strong gravity.
I’ll accept “superhuman strength” with a wink and a nod for the height of his jump, that doesn’t mean he shouldn’t move like any other body would move when accelerated by gravity.

>Yes, I literally ended the OP saying just that.
Yeah, but he can't see that. He doesn't care about that. They're all in defence mode. All he cares about is the negative things you said and those are the only things this faded lot respond to. You're better off pretending he doesn't exist because he really doesn't. Look at all of his responses. You can basically narrow it down to 'don't say anything bad about the game'/'there is nothing wrong with the game'/'this game is perfect' and some kind of insult thrown in there. There is no debate here. They have nothing to say so don't try to say anything to them.

Yeah, you're hearing things mate. Not only are they not the same melodies, at all, no of them were the same notes. The only thing they had in common were that they were held notes.

>Geryon doesn't have a chariot in 5
Absolute proof that the game is BAD

I wasn't thinking much of juggling enemies in the air as I was the numerous times where I'd expect to be on the ground only to find Dante doing aerial rave instead of a ground combo or stinger. In 5 he'll float there for the entire duration of the attack even if the model visually touching the ground, and you can can press attack multiple times without continuing the combo before he actually falls downs. This was never a problem in the other games because 1. the jumps where too snappy for me to even initiate an attack 2. the animation would just cancel if he got too close to the ground. Honestly I'm not even sure what they were thinking with this because it also happens with Rainstorm and a few other aerial attacks. With rainstorm it's a bigger offense really because Dante will just stop shooting and do a flip when you get close to the ground, but if you press style again he'll float up and restart the animation, do the flip and then fall to the ground. I'm starting to think I'm gonna have to do a video comparison between them to get the point across.

He's got a rider instead. I think that's a really cool twist on the idea.

youtu.be/inZMgW9k7u4