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It gets really overwhelming between the constant character switching, getting new skills and unlocking weapons. It's ridiculous that you get a new weapon for Dante shortly before the finale. They should've spaced it out better.
I agree. It really feels like the game would have benefitted from being more like 20-25 hours long if they were going to do the whole 3 character thing. I never felt like I got enough time with any of them.
On the flip side, it highly encourages subsequent playthrough on higher difficulties. DMC 5 will be one of the few games I start again directly after beating. Did not get nearly enough on my first time through and can't wait for a real challenge. The first time through really does seem like an extended tutorial more than any other DMC before.
Like all character action games it's made for multiple playthroughs, but DMC5 has just so much shit going on, that your first playthrough doesn't even feel like an adequate showcase run. I don't say this often, but the game is too short. By the time you get into the groove with one character, you're thrown into the shoes of another and when you finally get back to the other, the game introduces a bunch of new shit, probably even before you're comfortable with the old control scheme.
Of course this is barely a problem on multiple playthroughs, but the structure just feels super weird to me. By the time the credits rolled, I actually felt like I got noticeably worse with Nero compared to my playstyle with him halfway through the campaign.
Granted, Rising isn't as deep as DMC, but once I was done with my first run, I felt like I had a good grasp on Raiden's abilities and was ready to dive into more complex mechanics. This is not the case for DMC5.
It took around 4 hours but I finally beat the prologue boss and now I can start on hard mode from the get go without any character upgrades. People who are complaining that the game is too easy should do the same (unless they're bitches).
It took around 4 hours but I finally beat the prologue boss and now I can start on hard mode from the get go without any character upgrades. People who are complaining that the game is too easy should do the same (unless they're bitches).
Glad to be finding a number of alternate routes and extra fights in my second playthrough. With the added difficulty (heavier encounters with higher level enemies) of Son of Sparda, it feels like a whole new game, and honestly, the game I should have been playing from the beginning. Good thing I enjoyed myself so much the first time, cause it just adds to the enjoyment of this second playthrough. I feel bad for the people who played this once and will maybe never play it again.
Also, for those having trouble with V and getting his summons close to the enemy, you need to get V near the enemy first with you B attack, then utilize his dodging capabilities. Think of V as the center of your attack radius. It made a lot more sense after facing more difficult opponents. It creates a sense of risk that accentuates his character and makes for intense SSS battles.
It's obvious that V is a first iteration on the idea of summoner. It's not bad, but not near close toNero 2.0 or Dante. Maybe one more switchable pet, or the ability to mount any pet for especial attacks could be cool. I'm sure they will nail it next time.
Nero is improved a lot.
Dante is crazy. I should practice more Gunslinger and trickster, I'm always using Swordmaster or Royald Guard.
I mostly used Swordmaster and Gunslinger. Since I found a hidden Kalina Ann, every time he was charging up his sword I would use a charged rocket to punch out some nice chunks of HP.
Also beat that guy with Royal Guard. It's just a lot easier than dodging his combo just to get a few hits in. Though for some reason it gets harder to perfect guard him as the fight progresses even though his moves don't seem to change. Like visually they are the same but I guess they start having different frame data and other properties.
Royalguard is really powerful in this game. I just slapped M17 and M19's bosses ass like no ones business using it.
Edit: Is there any in-game way to keep track what fragments you've found? I'm missing one blue and one purple so good luck to me figuring out which ones it is that I'm missing otherwise.
Finished Mission 12 yesterday.
It was a pretty fun and well paced level. Kinda made wish for more of these backtracking and quiet moments. Dante even makes a jab about it: "I haven't used my brain this much is quite awhile."
I also since I am still starting Mission 13 so far I don't get all the "locations are repetitive" complaints.
So far the levels took place in the Demon Tree, catacombs, various buildings and streets of a city that has a mix of multiple European architectural styles, a ship factory, a subway, a train station, sewers and with this mission a sort of "Dungeon". This so far has been the most diverse the series as gotten with locations.
Do the levels beyond Mission 12 start to get samey?
DMC5 has just so much shit going on, that your first playthrough doesn't even feel like an adequate showcase run. I don't say this often, but the game is too short. By the time you get into the groove with one character, you're thrown into the shoes of another and when you finally get back to the other, the game introduces a bunch of new shit, probably even before you're comfortable with the old control scheme.
Sadly I have to agree with this. This Mission was a perfect example of it.
In the beginning you get the motorcycle. Right at the start of the Boss fight you get a new sword and a new Devil Trigger. And at the end you get the Faust Hat. All in the spam of 30 minutes.
I guess the Devs intention is, if you want to master anything go to The Void.
This is more of a nitpick but, regarding weapons I am a bit disappointed with the Sparda in this game, because it functions and has the exact same moves as Rebellion.
I don't know if the damage is higher, but that isn't the point. The Sparda is an iconic and unique weapon it should have a few moves unique to itself - specially considering the sword was shown to be able to transform itself to other types of weapons in previous games.
I do think the change in art style has a good choice tough:
I was actually pretty surprised by the reveal that V is in fact Vergil's Human Half.
I really thought he was a manifestation of Mundus, because of his familiars, his reserved demeanor- it seemed to me like he wanted to have Dante and Co. stop Vergil so he could take the fruit for himself (there was even a line of dialogue where he stated that he was but a shadow of his former self) - he's apparent hatred for Dante (shown in the cutscene where finds him knocked out at the bottom of the cemetery) and fact that Mundus didn't die in the first game but only sealed back again (and he had promised revenge on Dante).
But they caught me by surprise with this one and when does make a lot of sense, so it's overall a well done twist.
I kinda wish there was a more non-linear mission, I'm only on Mission 10 so not sure if this changes. I'm imagining something like the 3rd level in DMC 3 or the opening of DMC 1. We'll see.
I kinda wish there was a more non-linear mission, I'm only on Mission 10 so not sure if this changes. I'm imagining something like the 3rd level in DMC 3 or the opening of DMC 1. We'll see.
Ya, as much as I love the game rn, it's level design is pretty lacking. Very few hidden areas off the main path, no puzzle, levels don't bring you back previous areas so the game feels like a bunch of combat corridors after each, no combat adjudicator (whyyyyyyyyyyyyyyyyyyyy). The only "barrier" is putting a bug into tree vagina and walls that Nightmare can destroy by simply summoning him, pretty lame.
On Mission 15.
I still don't get the locations are repetitive complaints. Mission 14 was spent mostly in a sort of limbo dimension. And the rest of mission 14 and 15 are set in a visually pretty part of the Demon Tree. Both very distinct looking places.
Mission 15 also seems to have a bit non-linearity in it's level design, a whole lot of side roads, challenges and secrets. I do hope the rest of the levels are like this until the end of the game.
Mission 13 was pretty fun to play, despite being a just a linear set of arenas. Managed to get some cool combos with the other 2 players.
Also I noticed Dante has a pair of motorcycle goggles when Cavaliere is equipped. And his air taunt is a Lucifer rose (makes wish for that weapon back).
I know this actually makes sense and this was probably the reason they decided a more linear approach in 5.
But like all things moderation is the key. Some non-linearity and backtracking as seen in Mission 12 and 15 is a good thing to the campgain's pacing and replayability.
It's basically what Ninja Gaiden 2 was to Ninja Gaiden Black. Both are great games.
I like the adventure and exploration aspect mixed with action more than action alone. NG Black and Dark Souls are my favourite games, because they got the combination of these aspects perfectly put together.
When we are talking about gameplay with Ninja Gaiden 2 or DMC5 level of quality it doesn't matter. The games are pure bliss. But I miss a bit the other aspects, that's why I have enjoyed a lot the mission with the fountain puzzle.
I mean, it's hardly a puzzle if you just keep going up and hit a thing a couple of times every few minutes. I don't see how the fountain section adds anything to the game or the pacing. If anything, I wanted to be done with it, so I could get to more combat arenas.
Gives you a bit of quiet time, and level design that isn't just a corridor plus a few "secret" areas.
And it's aesthetically pretty and different to other areas of the game.
But it was just a corridor plus one or two "secret" areas. And the only quiet time you get are the short cutscenes, because you're still fighting trash mobs on your way up.
I don't hate that section or anything, I just don't think it's that much different from the other parts of the game.