Not at making the game but presenting it to us in any meaningful capacity.Alex Jones and Tameem more specifically:
"multi-hit 100 chain combos."
If any of that reassuring of the fanbase was actually true then these guys aren't showing it. They can't bring up one single salient feature of the mechanics that isn't reduced form of something in the previous games. When I first read the Platinum blog about dodge offset I realized how Bayonetta was using a fairly unique and well designed system to bolster itself. I feel like the DmC guys aren't focusing a building anything up, they did something new with the "tone" and "environments" but want to convince us they left the combat unchanged. But how can they convince us when they barely can demonstrate any knowledge about the games their emulating. That quote is an example, partly because 100 hits is nothing to brag about when theirs when there isn't hit stun deterioration or pushback or any real combo breaker the enemies seem to have access to and secondly, chains are relatively un-important compared to cancels. Jump cancel, guard cancel, special cancel and such, and these actually serve a more important place in the game's system. Here's the idiots guide to combo building:
A-A-B or worse A-A-A
That's what chain is, same as magic series, revolver action or target combos. So can these foolz answer some actually pertinent questions, "is there jump canceling?" a simple question yet the abscence of such a thing would likely expose this entire endeavor as a fraud. The journalists wouldn't recognize it of course because these things require a bit of knowledge on the series.
There is not a single jump cancel in any vid I've seen. This vid has the player canceling into a roll to pursue instead of an instant airdash, and dropping a juggle in order to evade when he normally would be able to jump, use the snatch equivalent, jump of the enemies JC hit box, and continue from a safe height.
How do Dante's options stack up to how he was in the previous games beyond ability to cancel moves? DMC4 Dante was one of the most complex characters in any 3D action game particularly in terms of input. ^ this guy uses a wild and unstructured style but it's not a bad example.
Before I even heard about this game I expected a degree of streamlining for the casuals. So far DmC is heading in that direction. In most games Dante's defensive skills are fairly vast; roll, jump, dash, airdash, teleports, guard, just frame guard, parry and invincible moves. Roll is safest but can only move you perpendicularly to enemies and leaves the shortest opening for a counter, jump is less safe and more offensive but limits options, teleport puts you in perfect attack position but requires better timing, just guards are most dangerous but leave the enemy in a recovery state and build meter ect. In this we've got a roll in any direction ( they even let you dash toward and away from enemies leaving out one of the core restrictions of rolls.) As noted before, a jump evade is never once used in any DmC vid. The Syles that are normally among 5 or 6 have been reduced to 3 and they seem to normally function as a weapon change system, in other words Dante's options seem more limited. Maybe these mechanics will be introduced later but Ninja Theory should if they want to assuage complaints at least allude to their existence.
Then there's the use of Devil Trigger. In previous games DT was a particularly elegant power up system and you could use taunts, empty jumps and evasion to build it, it was usually on the forfront of your mind while playing do to the useful abilties it offered. In this game it appears to be just another invincible powerup. The DMC series has a much more stragic system of meter management then most of 3D action games and this is a massive step down.
And finally the touted new living environment system can basically be summed up in a single phrase use of one of my patented descriptions:
CINEMATIC BULLSHIT.
This is when Sonic the Hedgehog does about about 100 loop-de-loops and hits a ton of speed boosters without the player doing more then holding forward. Well, you jump twice, and press the swing button a few times, but this really only amounts to environmental tourism with all compelling challenge and possibilities removed as the hand of God (aka the Devil (aka Tameem)) takes a hold of you Enslaved style. NT if you want show me what this new world can do don't show me this garbage!
In conclusion: these dev's have said faaaaaar to little of value to prove that this is a worthwhile game. Where's the ranking system, where's the style bar, where's taunts, just frame moves ect, these questions should have been answered near the star and yet still remain unknown. I hate this game because Dante has black hair!
"multi-hit 100 chain combos."
If any of that reassuring of the fanbase was actually true then these guys aren't showing it. They can't bring up one single salient feature of the mechanics that isn't reduced form of something in the previous games. When I first read the Platinum blog about dodge offset I realized how Bayonetta was using a fairly unique and well designed system to bolster itself. I feel like the DmC guys aren't focusing a building anything up, they did something new with the "tone" and "environments" but want to convince us they left the combat unchanged. But how can they convince us when they barely can demonstrate any knowledge about the games their emulating. That quote is an example, partly because 100 hits is nothing to brag about when theirs when there isn't hit stun deterioration or pushback or any real combo breaker the enemies seem to have access to and secondly, chains are relatively un-important compared to cancels. Jump cancel, guard cancel, special cancel and such, and these actually serve a more important place in the game's system. Here's the idiots guide to combo building:
A-A-B or worse A-A-A
That's what chain is, same as magic series, revolver action or target combos. So can these foolz answer some actually pertinent questions, "is there jump canceling?" a simple question yet the abscence of such a thing would likely expose this entire endeavor as a fraud. The journalists wouldn't recognize it of course because these things require a bit of knowledge on the series.
There is not a single jump cancel in any vid I've seen. This vid has the player canceling into a roll to pursue instead of an instant airdash, and dropping a juggle in order to evade when he normally would be able to jump, use the snatch equivalent, jump of the enemies JC hit box, and continue from a safe height.
How do Dante's options stack up to how he was in the previous games beyond ability to cancel moves? DMC4 Dante was one of the most complex characters in any 3D action game particularly in terms of input. ^ this guy uses a wild and unstructured style but it's not a bad example.
Before I even heard about this game I expected a degree of streamlining for the casuals. So far DmC is heading in that direction. In most games Dante's defensive skills are fairly vast; roll, jump, dash, airdash, teleports, guard, just frame guard, parry and invincible moves. Roll is safest but can only move you perpendicularly to enemies and leaves the shortest opening for a counter, jump is less safe and more offensive but limits options, teleport puts you in perfect attack position but requires better timing, just guards are most dangerous but leave the enemy in a recovery state and build meter ect. In this we've got a roll in any direction ( they even let you dash toward and away from enemies leaving out one of the core restrictions of rolls.) As noted before, a jump evade is never once used in any DmC vid. The Syles that are normally among 5 or 6 have been reduced to 3 and they seem to normally function as a weapon change system, in other words Dante's options seem more limited. Maybe these mechanics will be introduced later but Ninja Theory should if they want to assuage complaints at least allude to their existence.
Then there's the use of Devil Trigger. In previous games DT was a particularly elegant power up system and you could use taunts, empty jumps and evasion to build it, it was usually on the forfront of your mind while playing do to the useful abilties it offered. In this game it appears to be just another invincible powerup. The DMC series has a much more stragic system of meter management then most of 3D action games and this is a massive step down.
And finally the touted new living environment system can basically be summed up in a single phrase use of one of my patented descriptions:
CINEMATIC BULLSHIT.
This is when Sonic the Hedgehog does about about 100 loop-de-loops and hits a ton of speed boosters without the player doing more then holding forward. Well, you jump twice, and press the swing button a few times, but this really only amounts to environmental tourism with all compelling challenge and possibilities removed as the hand of God (aka the Devil (aka Tameem)) takes a hold of you Enslaved style. NT if you want show me what this new world can do don't show me this garbage!
In conclusion: these dev's have said faaaaaar to little of value to prove that this is a worthwhile game. Where's the ranking system, where's the style bar, where's taunts, just frame moves ect, these questions should have been answered near the star and yet still remain unknown. I hate this game because Dante has black hair!