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Phendrift

Member
Oct 25, 2017
32,417
Oh no Matt confirmed on stream that if you watch to switch to another devil breaker, you need to destroy the one you currently have.

Why.

Why.


whhhhhhhhhhhhhhhhhhhhhhhyyyyyyyyyyyyyyyy

lnwh.gif


giphy.gif


b6e6d0fb46c667d0d7688e11cc08748dbff7f491_hq.gif
Nooooo :(
 

Deleted member 21

User requested account closure
Banned
Oct 24, 2017
1,559
That new gameplay trailer looks absolutely bonkers

We are really getting a full Devil May Cry sequel y'all
jn2tplayyfjpsfmsy2.png
 

matrix-cat

Member
Oct 27, 2017
10,284
Nero is straight up flying through laser rings on his own detachable rocket arm while Dante's swinging two halves of a motorcycle around as a weapon. No game has ever GOTY'd this hard.
 

AgentLampshade

Sweet Commander
Member
Oct 25, 2017
14,363
Oh no Matt confirmed on stream that if you watch to switch to another devil breaker, you need to destroy the one you currently have.

Why.

Why.


whhhhhhhhhhhhhhhhhhhhhhhyyyyyyyyyyyyy
This is disappointing. I was hoping they'd at least be cyclical. Obviously I'll have to wait to see how it actually feels, but I don't like the idea of such a major component of the game being essentially a loot system. Hmmm.
 

TreIII

One Winged Slayer
Member
Oct 25, 2017
6,280
Columbia, MD
This is disappointing. I was hoping they'd at least be cyclical. Obviously I'll have to wait to see how it actually feels, but I don't like the idea of such a major component of the game being essentially a loot system. Hmmm.
I think of it less like "loot" and more like the "temporary weapon pick-ups" that were abound in any good side-scrolling brawler. Since it seems a lot of them offer very good effects, I think this is a nice way of balancing them out.

And seeing how there was such a good smattering of the things in the levels themselves (along with the idea of being able to call Nico for a hook-up for more), I don't think one has to be but so worried about running out.
 

JEH

Prophet of Truth
Member
Oct 25, 2017
10,274
Believe in Itsuno and the capgods. They know what they're doing.
 

AgentLampshade

Sweet Commander
Member
Oct 25, 2017
14,363
I think of it less like "loot" and more like the "temporary weapon pick-ups" that were abound in any good side-scrolling brawler. Since it seems a lot of them offer very good effects, I think this is a nice way of balancing them out.

And seeing how there was such a good smattering of the things in the levels themselves (along with the idea of being able to call Nico for a hook-up for more), I don't think one has to be but so worried about running out.
It's not that I'm worried they'll run out, It's more that I feel it's taken a bit of control away from the player. What you have is what you run over instead of what you chose to equip. I dunno, again it's really hard to get a feel for it without playing but so far it's the only thing I'm lukewarm on.
 
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Dahbomb

Dahbomb

Community Resettler
Member
Oct 25, 2017
13,669
Devil Breaker system is just bad as it is right now. Gonna be pestering Capcom PR folks for a long time over this.

Everything else about the game looks phenomenal though minus some less significant issues. The Devil Breaker system is a black mark on an otherwise stellar showing at Gamescom.
 

Neonep

Member
Oct 25, 2017
5,779
Devil Breaker system is just bad as it is right now. Gonna be pestering Capcom PR folks for a long time over this.

Everything else about the game looks phenomenal though minus some less significant issues. The Devil Breaker system is a black mark on an otherwise stellar showing at Gamescom.
What's the issue with the Devil Breaker system?
 

Deleted member 11093

User requested account closure
Banned
Oct 27, 2017
9,095
Devil Breaker system is just bad as it is right now. Gonna be pestering Capcom PR folks for a long time over this.

Everything else about the game looks phenomenal though minus some less significant issues. The Devil Breaker system is a black mark on an otherwise stellar showing at Gamescom.
We're gonna have to wait for DMC6 until Capcom develops the tech to allow seamless switching, it seems.
 
Oct 27, 2017
720
I honestly don't mind the devil breaker system. It finds a way of making Nero a lot more versatile (an issue i had with him) while not letting him get too OP.
 
Dec 13, 2017
577
Holy shit this looks amazing. I actually really dig the devil breaker system, my only question is based off the IGN footage, how the hell do you use it's like ammo I guess? Like I saw it had 2/4 or whatever, and I think one of the devil breakers gave him a coll ass air dodge, but it didn't use up any ammo? Is there just abilities IGN weren't using? I need some good gameplay man, so far the best is from the Inside Xbox feature where they use the buster.
 

J_ToSaveTheDay

"This guy are sick" and Corrupted by Vengeance
Avenger
Oct 25, 2017
18,952
USA
Holy. Shit.

I can't believe this is my gaming reality right now.

RE2R and DMCV both look... immaculately catered to my tastes.

I cannot believe the amount of excitement I feel towards the impending releases of these games.

This is unprecedented personal hype.
 
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OP
Dahbomb

Dahbomb

Community Resettler
Member
Oct 25, 2017
13,669
What's the issue with the Devil Breaker system?
The Devil Breakers are essentially cartridges that you equip. So you can multiple cartridges of the same Devil Breaker type, in the demo you have a maximum of 4 TOTAL cartridges.

Here's how it works:

*You can have only one cartridge equipped at one time.
*You cannot switch to another cartridge unless you break the one that you currently have.
*Once you break the cartridge, it goes to the next one in rotation which you also don't really have control over (you can probably have some control at start with the load out but once you start running out and need to reacquire, the order will be whatever)
*Cartridges can be manually broken by pressing L1 or hold B. They can also be broken by enemy attacks while you are using those attacks (so if you are holding down B and get hit it breaks the arm without giving you the powerful attack).
*The Hold B and L1 moves are specific to each Devil Breaker but you can only use them once before they cause the cartridge to break.

This is how it is in the demo currently.

There's no way to manually switch to the Devil Breaker you want without breaking your current one.

I will give you an example that actually appeared in one of the footage:

I have 3 Devil Breaker cartridges equipped. Gerbera, Overture, Buster in that order.

Gerbera gives you a very powerful aerial dodge that has a hit box along with a reflect/push back move as default moves. It gives the giant laser on the ground and the homing lasers in the air as special one time moves that break the cartridge if you use.

Overture is that lightning palm attack for knock back and even it has some invulnerable frames in that it can be used as a parry against the boss even. Leaves a stick bomb on the opponent if you hold B to break it.

Buster is basically Devil Bringer from DMC4 where you can grab enemies and smack them around as seen in the trailer.


Now imagine this scenario. You are against the boss and you are comfortable using your Gerbera to dodge around the boss in mid air. Great, air mobility in these games is great to have. You get the boss to stagger and he is open to a Devil Bringer Buster attack for big damage. However, in order to do that... you have to give up the ability to evade in the air (along with all attacks associated with that Devil Breaker) AND all the tools of the Overture just so you can Buster that boss in that instance. Meaning you have to break your arm twice to get that devil breaker in the rotation in order to use that one move. And once you have done this you no longer have access to stuff like an air dodge, a reflect and a parry/reversal move.


It's just questionable design all around and I am not quite sure why Itsuno went with this direction. What does this accomplish? Casuals get punished for using this too much as they are likely to get hit and they will never really get the nuances of each of the Devil Breakers because they are constantly breaking. High level players get punished for wanting to combo Devil Breakers into each other or use the full power of their toolset. I urge DMC fans who care about seemless, on the fly combat to give feedback on this.
 
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NediarPT88

Member
Oct 29, 2017
15,292
Yeah the decisions surrounding Devil Breakers are certainly questionable with the info we have atm.

On another topic, hopefully in 1 month we'll see some sexy Sparda Sword action together with Rebellion/Bike:

xxNfd1l.jpg
 

JumpCancel

Member
Oct 26, 2017
630
I'm hoping you can purchase the ability to switch breakers. Given their fragility, it would make sense from a narrative perspective to have the ability to switch on the fly to be acquired late game.

Also: This game is gorgeous.

rI3x7br.jpg
 
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Thorn

Banned
Oct 25, 2017
24,446
A better idea I think would be if you use one of the "blow up" skills, it sets it on a cool down, instead of being gone for good and you need to pick up a new one.

I doubt it'll be a huge fucking deal but, yeah, I would rather change that.
 

AgentLampshade

Sweet Commander
Member
Oct 25, 2017
14,363
The Devil Breakers are essentially cartridges that you equip. So you can multiple cartridges of the same Devil Breaker type, in the demo you have a maximum of 4 TOTAL cartridges.

Here's how it works:

*You can have only one cartridge equipped at one time.
*You cannot switch to another cartridge unless you break the one that you currently have.
*Once you break the cartridge, it goes to the next one in rotation which you also don't really have control over (you can probably have some control at start with the load out but once you start running out and need to reacquire, the order will be whatever)
*Cartridges can be manually broken by pressing L1 or hold B. They can also be broken by enemy attacks while you are using those attacks (so if you are holding down B and get hit it breaks the arm without giving you the powerful attack).
*The Hold B and L1 moves are specific to each Devil Breaker but you can only use them once before they cause the cartridge to break.

This is how it is in the demo currently.

There's no way to manually switch to the Devil Breaker you want without breaking your current one.

I will give you an example that actually appeared in one of the footage:

I have 3 Devil Breaker cartridges equipped. Gerbera, Overture, Buster in that order.

Gerbera gives you a very powerful aerial dodge that has a hit box along with a reflect/push back move as default moves. It gives the giant laser on the ground and the homing lasers in the air as special one time moves that break the cartridge if you use.

Overture is that lightning palm attack for knock back and even it has some invulnerable frames in that it can be used as a parry against the boss even. Leaves a stick bomb on the opponent if you hold B to break it.

Buster is basically Devil Bringer from DMC4 where you can grab enemies and smack them around as seen in the trailer.


Now imagine this scenario. You are against the boss and you are comfortable using your Gerbera to dodge around the boss in mid air. Great, air mobility in these games is great to have. You get the boss to stagger and he is open to a Devil Bringer Buster attack for big damage. However, in order to do that... you have to give up the ability to evade in the air (along with all attacks associated with that Devil Breaker) AND all the tools of the Overture just so you can Buster that boss in that instance. Meaning you have to break your arm twice to get that devil breaker in the rotation in order to use that one move. And once you have done this you no longer have access to stuff like an air dodge, a reflect and a parry/reversal move.


It's just questionable design all around and I am quite Itsuno went with this direction. What does this accomplish? Casuals get punished for using this too much as they are likely to get hit and they will never really nuances of each of the Devil Breakers because they are constantly breaking. High level players get punished for wanting to combo Devil Breakers into each other or use the full power of their toolset. I urge DMC fans who care about seemless, on the fly combat to give feedback on this.
This is a fantastic breakdown of why the system isn't very good, and it's frustrating because it seems like an easy fix. Give us the option to order them, and at the very least cycle through them so we can choose what arm we want to break. The d-pad is (as far as we know) unused...It's not as though we're lacking button space for it.
 

Butch

Member
Oct 27, 2017
3,439
The devil breaker mechanic sounds fun to me, I like what they are going for and it will require a good strategy when combining breaks. I also assume the system gets stronger as the game progresses and probably get ways of "breaking" faster.
 

moustascheman

Member
Oct 26, 2017
2,670
Canada
Yeah, having to break your breakers if you want to switch seems like a huge problem, especially with how many things each breaker can do. Also having the breakers switch in pickup order seems like it'll be absolute hell to micromanage. I really hope that there's a solution in game like an ability to manually switch devil breakers without destroying them.
 

Neonep

Member
Oct 25, 2017
5,779
The Devil Breakers are essentially cartridges that you equip. So you can multiple cartridges of the same Devil Breaker type, in the demo you have a maximum of 4 TOTAL cartridges.

Here's how it works:

*You can have only one cartridge equipped at one time.
*You cannot switch to another cartridge unless you break the one that you currently have.
*Once you break the cartridge, it goes to the next one in rotation which you also don't really have control over (you can probably have some control at start with the load out but once you start running out and need to reacquire, the order will be whatever)
*Cartridges can be manually broken by pressing L1 or hold B. They can also be broken by enemy attacks while you are using those attacks (so if you are holding down B and get hit it breaks the arm without giving you the powerful attack).
*The Hold B and L1 moves are specific to each Devil Breaker but you can only use them once before they cause the cartridge to break.

This is how it is in the demo currently.

There's no way to manually switch to the Devil Breaker you want without breaking your current one.

I will give you an example that actually appeared in one of the footage:

I have 3 Devil Breaker cartridges equipped. Gerbera, Overture, Buster in that order.

Gerbera gives you a very powerful aerial dodge that has a hit box along with a reflect/push back move as default moves. It gives the giant laser on the ground and the homing lasers in the air as special one time moves that break the cartridge if you use.

Overture is that lightning palm attack for knock back and even it has some invulnerable frames in that it can be used as a parry against the boss even. Leaves a stick bomb on the opponent if you hold B to break it.

Buster is basically Devil Bringer from DMC4 where you can grab enemies and smack them around as seen in the trailer.


Now imagine this scenario. You are against the boss and you are comfortable using your Gerbera to dodge around the boss in mid air. Great, air mobility in these games is great to have. You get the boss to stagger and he is open to a Devil Bringer Buster attack for big damage. However, in order to do that... you have to give up the ability to evade in the air (along with all attacks associated with that Devil Breaker) AND all the tools of the Overture just so you can Buster that boss in that instance. Meaning you have to break your arm twice to get that devil breaker in the rotation in order to use that one move. And once you have done this you no longer have access to stuff like an air dodge, a reflect and a parry/reversal move.


It's just questionable design all around and I am quite Itsuno went with this direction. What does this accomplish? Casuals get punished for using this too much as they are likely to get hit and they will never really nuances of each of the Devil Breakers because they are constantly breaking. High level players get punished for wanting to combo Devil Breakers into each other or use the full power of their toolset. I urge DMC fans who care about seemless, on the fly combat to give feedback on this.
Interesting. We'll see later on how this all pans out.
 

convo

Member
Oct 25, 2017
7,456
The Devil Breakers are essentially cartridges that you equip. So you can multiple cartridges of the same Devil Breaker type, in the demo you have a maximum of 4 TOTAL cartridges.

Here's how it works:

*You can have only one cartridge equipped at one time.
*You cannot switch to another cartridge unless you break the one that you currently have.
*Once you break the cartridge, it goes to the next one in rotation which you also don't really have control over (you can probably have some control at start with the load out but once you start running out and need to reacquire, the order will be whatever)
*Cartridges can be manually broken by pressing L1 or hold B. They can also be broken by enemy attacks while you are using those attacks (so if you are holding down B and get hit it breaks the arm without giving you the powerful attack).
*The Hold B and L1 moves are specific to each Devil Breaker but you can only use them once before they cause the cartridge to break.

This is how it is in the demo currently.

There's no way to manually switch to the Devil Breaker you want without breaking your current one.

I will give you an example that actually appeared in one of the footage:

I have 3 Devil Breaker cartridges equipped. Gerbera, Overture, Buster in that order.

Gerbera gives you a very powerful aerial dodge that has a hit box along with a reflect/push back move as default moves. It gives the giant laser on the ground and the homing lasers in the air as special one time moves that break the cartridge if you use.

Overture is that lightning palm attack for knock back and even it has some invulnerable frames in that it can be used as a parry against the boss even. Leaves a stick bomb on the opponent if you hold B to break it.

Buster is basically Devil Bringer from DMC4 where you can grab enemies and smack them around as seen in the trailer.


Now imagine this scenario. You are against the boss and you are comfortable using your Gerbera to dodge around the boss in mid air. Great, air mobility in these games is great to have. You get the boss to stagger and he is open to a Devil Bringer Buster attack for big damage. However, in order to do that... you have to give up the ability to evade in the air (along with all attacks associated with that Devil Breaker) AND all the tools of the Overture just so you can Buster that boss in that instance. Meaning you have to break your arm twice to get that devil breaker in the rotation in order to use that one move. And once you have done this you no longer have access to stuff like an air dodge, a reflect and a parry/reversal move.


It's just questionable design all around and I am quite Itsuno went with this direction. What does this accomplish? Casuals get punished for using this too much as they are likely to get hit and they will never really nuances of each of the Devil Breakers because they are constantly breaking. High level players get punished for wanting to combo Devil Breakers into each other or use the full power of their toolset. I urge DMC fans who care about seemless, on the fly combat to give feedback on this.

Now that we know that they are aware of the dmc discord you have the prime spot to make the big stink about this issue. I do wonder what the system gets to when Nero does get his arm back, i can't imagine it not happening at the very end at least.
 

Neonep

Member
Oct 25, 2017
5,779
One thing I'm noticing is a reload animation for Blue Rose. So I'm assuming that the bullets under his health bar are for Blue Rose.
 

alpha

Member
Oct 25, 2017
5,032
Other than the switching system for Breakers, everything looks and sounds fantastic. They did my boy Nero right.
 
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Dahbomb

Dahbomb

Community Resettler
Member
Oct 25, 2017
13,669
That's what people said about styles from Dmc3 to dmc4 yet they are not OP and they work. Gives playerd more tools doesnt make it OP, people still have to use the tools.
 

KarmaCow

Member
Oct 25, 2017
9,188
I guess the idea behind not being to switch arms is that they wanted balance the defensive abilities alongside the offensive ones. Like Gerbera's laser attack looks pretty shit but the massive boost to air mobility covers for that. Or looking at it another way, the air dodging is so beneficial 99% of the time they had to saddle it with a shitty power move.

Like DMC4, Nero will probably be the guiding hand to Dante's full arsenal though.