Sat, Jan 05, 2013 | 14:26 GMT
DmC has low entry level for new users, says Capcom
DmC: Devil May Cry is a reboot and therefore it has a tricky job of convincing long-time fans to return and to get a new wave of players through the door. How does one achieve such a tricky balance? Capcom believes the key is to make the barrier for entry low, but to retain a solid challenge. The publisher has discussed its approach in a new interview.

Speaking with OXM, combat designer Rahni Tucker said of the series challenging appeal, “When I looked at videos of pro-players playing the old DmCs, they’re always in the air, they’re always juggling enemies around, and doing stuff that most of us look at and think ‘I have no idea how that works’.
“We wanted to take that magic the pro-players could create and give more casual players a bit of that feeling. A bit extra hang-time, more aerial moves, the launch button is a single press without a lock-on.”
To be fair, we’ve played DmC at preview stage and while the essential fundamentals of Dante’s skill-set are easy to follow, stringing together mind-crushing combos that hit the top SSS rank is a different challenge altogether. It gets insanely tough to reach those high ranks once you factor in all of Dante’s weapons and varying enemy types.
DmC veterans will scoff at the idea of an accessible game in the series but make no mistake, this is still a difficult game once you flip the difficulty up and face tougher enemies.
Regardless, game director at Capco Hideaki Itsuno stated that he felt this balance was needed, as he felt DmC’s combat put many players off the franchise, “As the series has gone we’ve seen new users die out, as it took longer to get into it. When it came time to make DMC 4, with the new hero and new moves, new techniques and skills, not many new fans entered the series.
“But with this new DmC, you can take the techniques built up during the old series, and the bar to entry for new users is very low. Both old and new fans will be able to enjoy the game, and I’m very proud of them.”
Have you tried the DmC demo? What do you make of the combat? Let us know below ahead of the game’s January 15th launch.


93 comments
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#1
Greek God
04/01/13, 11:58 am
“stringing together mind-crushing combos that hit the top SSS rank is a different challenge altogether.”
yes its easier than never before LMAO
No seriously just demon dodge and use the axe and BAM SSS
#2
Dark
04/01/13, 12:06 pm
This games has a great level designs , too bad everything else looks average.
#3
Dave Cook
04/01/13, 12:07 pm
@1 have you played the full game yet? I have. I’m under embargo so all I can say is that you’re incorrect.
#4
Greek God
04/01/13, 12:17 pm
3#
tameem said the demo would be the final product and wont be fixed.
so everything i could do in the demo will be in the full game aswell
#5
Dave Cook
04/01/13, 12:18 pm
@4 sigh…as in the full game. The demo is an early stage. It gets so much harder from there. How anyone can think they can know all there is about a game from the demo is beyond me. Actually mental.
#6
Greek God
04/01/13, 12:23 pm
no its called logic
if im able to wreck everything with the axe and get SSS on enemys
it will be the same with harder enemys too.
yeah you re right im sure later in the game will be of course fast/harder enemys aswell but that doesnt change the axe problem to hit the highest rank with only 2-3 hits
but maybe NT/Capcom wanted that for newcomers so they dumped it down i dont know.
#7
bitsnark
04/01/13, 12:23 pm
I really can’t remember the last time a game was greeted by such an impenetrable wall of ignorance as DmC has been.
Honestly, sober the fuck up you bunch of silly monkeys and try to envision something else other than the worst case scenario.
#8
Dave Cook
04/01/13, 12:26 pm
@6 Those enemies that you fought are puny compared to what you fight later. Seriously, it gets much harder.
Yeah it probably is to stop gamers getting dumped on, but that’s what’s called a learning curve, it’s good game design.
#9
Clupula
04/01/13, 12:39 pm
I much prefer getting my ass kicked at the very beginning like DMC3 did to me. I loved that it took me three or four tries to kill the first boss in that game. It was a nice way of telling me that I better be ready to work for it if I wanted to progress. This one? The demo did not do the game any favors.
Ah well, soon this game will be out, it can underperform, and we can never hear about it again.
#10
freedoms_stain
04/01/13, 12:43 pm
@6, “I can beat easy enemies easily therefore I will be able to beat hard enemies easily” is shockingly poor logic.
#11
Ireland Michael
04/01/13, 12:44 pm
@9 Yeah, and that’s why all the games had Easy Automatic modes if you sucked at it.
All the Devil May Cry games have had cop-out difficulty options for those who couldn’t stomach the challenge. Don’t act like this is some new thing.
#12
KrazyKraut
04/01/13, 12:44 pm
I must say that I was one of the haters until e3 2012, but after that I was excited and after playing the demo I pre-ordered it. Yes, I am not a fan of dantes new look and for me its not a “Devil May Cry”, but I like it.
#13
Dave Cook
04/01/13, 12:44 pm
@9 “it can underperform”
I wouldnt be too hasty on that one.
#14
Greek God
04/01/13, 12:49 pm
10#
you dont get it …
im talking here about the Style meter
it doesnt matter for the meter if you fight weak enemys or late game super enemys because the S. Meter looks at the damage you make and nothing else.
And we all know the axe is Dontes strongest weapon
9#
agree with you
the SoS mode in DmC should have been normal-hard mode
the game is too easy for a DMC standard so im not interested in it..
#15
Dave Cook
04/01/13, 12:54 pm
@14 No it doesn’t. It’s all about style and variety. If you use the axe constantly you get lower points with each axe hit. You have to mix up each weapon, parries and dodge rolls to get higher ranks.
You are 100% wrong on this, seriously. Take it from someone who has played the full game for many hours.
#16
Gheritt White
04/01/13, 12:57 pm
Tbh, I found the demo too hard, so as much as I love the setting and premise, I won’t be buying it due to the gameplay.
#17
Deacon
04/01/13, 12:59 pm
@14 but don’t you think it might be somewhat more difficult to simply spam Dante’s strongest weapon without getting hit and/or mauled to death later in the game?
I’d be shocked if that weren’t the case. Your logic still seems pretty flawed. Judging an entire game from a demo is flawed, whichever way you look at it.
#18
ShowUsYourLunch
04/01/13, 12:59 pm
@15 tbh the only thing that i thought was “bad” in the demo was the frame rate etc, and that isn’t a deal breaker imo. Is it fix’d in the final copy?
#19
Greek God
04/01/13, 12:59 pm
lol you really think i dont know that?
why do you try to spinn this so hard? and ignore what i talk about the whole time?
the axe is unbalanced for the style meter because it the strongest weapon right? so why work hard like 20 hit combo to get to SSS when i can demon dodge + axe to get their instantly ..
from there on it doesnt matter if you still use the axe or any other weapon because the SSS rank doesnt drop anymore unless you get hit!
17#
not really because dontes dodge has in DmC a LOT of invincibility frames
#20
Faceless
04/01/13, 1:00 pm
Yeah, Dave, you’re misunderstanding here.
#1 was talking about the style meter, whereas you were talking about the actual difficulty of the encounters (i.e. enemy tactics, health bar vs. the player’s arsenal and skill).
Starting with 3, the Style meter became an integral part of the game and added a whole new dimension to combat in that you not only had tough enemies to worry about, but you could also choose to focus on being stylish (which required careful positioning and combo variation). It was a way to challenge yourself past the difficulty settings.
So far, the demo and all footage shown of DmC shows that the style aspect is an afterthought in this one. Jump cancels in particular are pretty badly done. Imagine a Street Fighter game with dysfunctional crossups or with a poorly done Super meter. It’s not exactly excusable.
#21
Gadzooks!
04/01/13, 1:00 pm
I thought the demo was actually okay, from a technical perspective.
It looks like NT have finally managed to produce an acceptable combat engine that isn’t sluggish and unresponsive, and their trademark tearing is practically nonexistant.
I’ve no interest in playing DMC, but it’s good that they have learned how to code a game instead of just idolising Andy Serkis in cutscenes.
#22
Ireland Michael
04/01/13, 1:01 pm
@19 He’s played the full game.
Have you?
#23
Dave Cook
04/01/13, 1:05 pm
@20 No I was talking about the style meter
Greek God said that it as based on Dante’s damage output. It isn’t, it’s based on move variety. He’s incorrect.
@18 yeah it’s much slicker.
#24
Greek God
04/01/13, 1:08 pm
yeah im incorrect ?
ok please watch this:
http://www.youtube.com/watch?v=7WvXYnDdnR4
lol
#25
Dave Cook
04/01/13, 1:10 pm
@24 Yes you are. I have the game. I’ve been playing it for hours. The tutorial even says in plain English that over-using a weapon or move will result in less style points. It’s based on variety, not damage output.
I can keep on repeating myself if that’ll help?
#26
Faceless
04/01/13, 1:11 pm
@23
It does take damage into account, much like earlier DMCs also took it into account. You were rewarded if you attacked multiple foes. The problem is that DmC puts too much emphasis on it and heavy-hitting attacking like the axe’s shoot the style metre up too quickly.
There are other problems. Mind taking a look until 1:03? The variety is there, the player is even good enough to show that jump cancels are broken, but the style climbs up too slowly. Note the ludicrously long-lasting Helm breaker frames at the end as an added bonus.
You can’t say that is not wrong, unless that’s fixed in the final build.
#27
Greek God
04/01/13, 1:12 pm
25#
ok you either ignoring me or you dont understand it at all
i give up
the video is proof enough good day to you
#28
ShowUsYourLunch
04/01/13, 1:12 pm
@24 im gunna go with the guy who’s played the final V. dont see why he’d lie. id say its a just a thing with the demo is all. like with the screen tearing and so on.
#29
Greek God
04/01/13, 1:15 pm
28#
the thing is Tameem said the demo will be the same as the final product no fixes. If i remember correct he said that on twitter
#30
ShowUsYourLunch
04/01/13, 1:17 pm
@25 anywho dave, 2013 is looking good for the hack n slash. DMC Bayonetta 2 and MGR:R YEEWWW!
#31
ShowUsYourLunch
04/01/13, 1:18 pm
@29 only a week and a half and we can all find out for ourselves
#32
Dave Cook
04/01/13, 1:20 pm
@29 Correct. But the demo is half of one stage of the final game. It’s not representative of everything you will encounter.
@26 That’s because the axe has moves that hit multiple foes and breaks through guards, so of course that would count for a higher style rating.
What I’m saying is that the style meter isn’t boosted by individual hit damage, and that every subsequent hit of the axe in a combo chain will reward you with less score each time. Variety is the key to keeping the tally up, not higher damage.
#33
Greek God
04/01/13, 1:25 pm
there is no variety needed once you hit SSS dude pls
the meter doesnt drop anymore only when you get hit
“@29 Correct. But the demo is half of one stage of the final game. It’s not representative of everything you will encounter.”
the style meter will stay the same no fix for the axe.
there ARE balance problems here but a lot of people here as i see just dont care..
#34
Dave Cook
04/01/13, 1:31 pm
@33 ‘once you hit sss’
You didn’t say that before, at first you were talking about hitting combos to reach SSS. Of course it doesn’t go higher once you hit SSS, that’s the top rank.
Once the enemies get more diverse – including enemies totally invulnerable to the axe – it gets much harder to hit higher ranks. Variety becomes vital as some enemies require a specific weapon to kill.
#35
Faceless
04/01/13, 1:34 pm
@32
But the point is that the axe shoots the style meter up even if it hits a single foe, even if it has no guard. Your claim about variety has already been addressed by the video I linked above, where crazy move variety and player skill either doesn’t nudge the meter or does so at a surprisingly slow pace.
You have the full game, fire it up, experiment. I understand you have to maintain an interest in the game before the embargo lifts, but there’s no need to read the back of the box to us. That’s Capcom’s job.
#36
Greek God
04/01/13, 1:36 pm
“including enemies totally invulnerable to the axe – it gets much harder to hit higher ranks.”
true
” Variety becomes vital as some enemies require a specific weapon to kill.”
and thats another downside of DmC the game limits my style of playing by saying you can only kill the fire dude with the axe or gaunlets or you can only kill the ice dude with the scythe or the rings.
for a game called devil may cry thats bad game design.
Because its all about the style i choose to play isnt it?
i dont have that freedom anymore in DmC
#37
Dave Cook
04/01/13, 1:39 pm
@35 It’s not my job to convince you that the game is good. It’s my job to tell you the facts, and the fact is that Greek God is basing his assumption of the game’s style meter on the demo.
There are enemies that take no damage from certain weapons about a third in. Once they appear you absolutely have to switch weapons constantly to hit SSS ranks. You’ll see what I mean when you try the full game. You cannot simply spam the axe to get SSS rank for the full game.
#38
Greek God
04/01/13, 1:43 pm
Faceless
thx for helping ha
#39
Dave Cook
04/01/13, 1:45 pm
@38 laugh all you want pal, doesn’t make me any less right
#40
Clupula
04/01/13, 1:45 pm
I love how at first when they told us about the game, it was, “Wait until you see some gameplay.” Then when we saw gameplay and weren’t impressed, it was, “Wait until you play the demo.” Then when we played the demo and weren’t impressed it’s, “Wait until you play the full game.”
I don’t know how many times it’s going to take to realize that the game just isn’t impressive to anyone who has been a long-time fan of the series. The gameplay, which is the most important part of it, is just as lacking as the story and characters. I gave it a chance. I played the demo with an open mind, fully prepared to buy the game if the gameplay outweighed everything else. It doesn’t.
If this weren’t a DMC game, it would still be mediocre.
#41
Greek God
04/01/13, 1:49 pm
39#
oh i wasnt laughing about you im just happy im not the only one trying to make some things clear about DmC.
#42
Dave Cook
04/01/13, 1:50 pm
@40 I’m a long time fan of the series. It has impressed me. We’ve just got to this stage now where anyone saying positive things about it is either:
a) being bribed by Capcom
b) not a real gamer
c) a troll
d) a fanboy
Are people not allowed positive opinions any more? (not aimed at you btw Clupula)
#43
Dave Cook
04/01/13, 1:51 pm
@41 I have to clarify as well that at no point in this thread was I having an actual go at you. We are all allowed our own thoughts about games here after all. Just some good, old-fashioned debate. It’s good for the soul, after all
#44
ShowUsYourLunch
04/01/13, 1:56 pm
@43 Are you playing it on 360 or Ps3?
#45
Greek God
04/01/13, 1:57 pm
sure i agree^^
#46
Deacon
04/01/13, 1:58 pm
I personally really enjoyed the demo (though I confess to not having had the time to try the boss battle). I struggled with the originals as I simply wasn’t that good at them and didn’t invest the time required, so I guess not being a hardcore fan has so far helped me enjoy the reboot.
The demo did seem a tad easy, but haven’t NT already said that there are going to be numerous difficulty levels and modes? Surely that should appease those claiming a lack of challenge?
Damned if you do and damned if you don’t these days ; p
#47
Faceless
04/01/13, 1:58 pm
@37
No, you don’t have to switch weapons to hit SSS ranks, you have to switch weapons in order to damage the foes. The SSS ranks come on their own. No one (at least not I) is saying you can spam one weapon to get SSS, people are (or at least I am) telling you it’s too easy to achieve high style ranks by playing like a brute, whereas high level play isn’t as rewarding any more.
You have been given facts, but you ignore them. You ignored the broken jump cancels, overly long offensive and defensive frames (that’s animations), and variety giving less stylish points than raw damage. Despite having the full game, you haven’t said anything that hasn’t been known for months or shown in the SoS Capcom stream, hence the impression that you’re just maintaining interest in the game.
We will have to agree to disagree, since we’re just talking past each other and going nowhere.
#48
Clupula
04/01/13, 2:00 pm
@42 – No offense taken. This isn’t Siliconera. You guys actually seem to enjoy a healthy debate.
#49
ShowUsYourLunch
04/01/13, 2:02 pm
@47 “Despite having the full game, you haven’t said anything that hasn’t been known for months or shown in the SoS Capcom stream” probably cause he’s under embargo.
#50
Dave Cook
04/01/13, 2:06 pm
@47 I’m not talking about most things as I’m under embargo, plus the issue here wasn’t jump cancels or whatever. I think you’re spinning this one out for the sake of winning an argument that never actually existed in the first place.
Here’s one last example:
You have an A rank that’s about to tip over into S. The meter is falling because you’ve taken too long to hit an enemy. Suddenly one of the enemies immune to axe hits appears. You then start trying to hit it with your axe. You take too long to realise what you’re doing is wrong and your meter drops to a B rank. What you should have done was switch to Osiris to keep the meter going.
How does that not encourage weapon switching to keep rank up?
I also don’t think we’re arguing by the way. It’s nothing more than friendly debate and as I said to Greek I’m not having a go at you or anyone, just saying what I’ve experienced.
But please never, ever accuse me saying things just to maintain interest in a game. That’s when I do start to really get angry and personal about it.
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