What's more, the cutscenes themselves raise the bar for the franchise. The game retains the series' traditional structure of cutscene, mission, boss, cutscene, but you're never out of the fight for too long. Simply put, this is a masterfully designed release, and the pacing is absolutely on-point as well. Just from this site (and PushSquare's review was part of the better ones, putting a lot more emphasis on the fighting mechanics than other reviewers, even making the same comparison with fighting games) : I completely respect people loving the game for that, and from that point of view, the game is not for me. If only the "professional" reviewers at the time did their job and described the game as well as you did, I wouldn't have been misled into thinking it was an epic action adventure with good combat mechanics, but a very technical fighting game with a very weak storyline. Tue 3rd Nov You know what, that was a wonderful post, thank you for that.I think level design is universally agreed upon to be a weak point, but hopefully with SSD this won't be the case anymore! Hope I helped clear up some of it from the players that much prefer the original installments of the game over what NT did with the IP. This is a game with missions after all, not a ND epic. It could be improved IMHO with better comedic writers and storytellers, but I overall don't have much issues with it. Having a nonsense whacky story is part of the series' history, it may not be everyone's preference, but the story doesn't take itself seriously. It also rather overtly, Americanized Dante, in a series that's known for being "anime corny". It took away from mastering the combat, and therefore the sense of accomplishment and player agency for doing so. Along with other changes like color coded enemies, easier timing on counters, etc. The game initially released at 30fps, and while a more causal person might not notice the community that appreciated the gamplay of the series certainly did. You just can't complete DMCV on higher difficulties without understand the combat engine, particularly with Dante and weapons switching.Īs for the DMC reboots comparison and its initial negative feedback (it garnered a lot of goodwill with the re-release), it came down to not respecting the essence of what makes DMC adored. There is a large sense of player agency and accomplishment over simply getting good at the game which excuses or at least overshadows its flaws. Mastering Nero, V(although I dislike him) and Dante is basically the equivalent of learning to play a character well in a Street Fighter game. What it is praised for, and what many of it's shortcomings are ignored for is simple - the combat engine. Tue 3rd Nov I don't see how anyone can call DMCV boring lol, but I will put my input in it cuz this is something I'm passionate about, it gets into that 'gamepla'y over 'story' debate (style over substance would fit better here I guess) especially since my man sammyb said he doesn't quite 'get it' either.įirst off, DMCV level design IS lousy, it's one of the main critiques of the game, alongside loading, and to a lesser extent it's sub-par cookie-cutter story.
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