I just wanted to point out, years after the fact, that DmC was followed up by Devil May Cry 4: Special Edition.
I guess somebody realized that the Devil May Cry series is not something to be carried on the shoulders of casuals.
Devil May Cry 5
-
Mischief Maker
- Posts: 4803
- Joined: Thu May 08, 2008 3:44 am
Re: Devil May Cry 5
Two working class dudes, one black one white, just baked a tray of ten cookies together.
An oligarch walks in and grabs nine cookies for himself.
Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!"
An oligarch walks in and grabs nine cookies for himself.
Then he says to the white dude "Watch out for that black dude, he wants a piece of your cookie!"
-
- Posts: 1758
- Joined: Mon Nov 01, 2010 2:00 pm
- Location: Massachusetts
Re: Devil May Cry 5
Well, Capcom released DmC: Definitive Edition just before DMC4SE, so it's not like they want to pretend the game never happened. Remasters are easy money.
I think they want to avoid western developers now, though. They put out a report a couple years ago that said their decline in quality was due to excessive outsourcing. Thanks for the brilliant ideas, Inafune.
I think they want to avoid western developers now, though. They put out a report a couple years ago that said their decline in quality was due to excessive outsourcing. Thanks for the brilliant ideas, Inafune.

Re: Devil May Cry 5
They forgot that people wanted Japanese flavoured games from Capcom, not some Capcom idea of what a Western audience wants - also letting Clover and Mikami go was insanity.
"A bleeding heart welcomes the sharks."
Re: Devil May Cry 5
Wow, almost wrote a reply to '13 Edmond and Roo.
What has really changed since then? Capcom's not sunk to Konami-levels of doom and gloom. Dragon's Dogma shows promise (and a lot of Capcom DNA), though that came out before this thread. (Hmm.) The Resi machine churns on, but there's actually some quality there - RE6 was a more noble experiment with the Western-style markets (notably, its Call of Duty style aspirations) but that mostly seems to be a thing of the past.
Oh, and I have to say that I generally find escort missions frustrating for the same reason I find inertia mechanics frustrating - it's usually an effort-free move by a lazy dev to reduce your flexibility. It's certainly possible to do it right (Capcom, or at least one of their former contributors, came up with one of the classic examples of escort missions that work), but from a mechanical standpoint it usually feels somewhat like (in shmups terms) having your ship hitbox balloon in size. Twin Hawk wouldn't be much fun if you had to keep the support planes alive, would it?
Of course, the "lazy devs" argument is abused, no doubt about it. I disagre with Obi in the SoF II reminiscences (over in the FPS thread) for saying that limited saves are inferior to checkpoints - perhaps lazier, but the game still has a certain intended flow and the levels are meant to be at least flexible enough for user-defined checkpoints. That system just asks a bit more out of the user, and the genre in general calls for more user control, not checkpoints, in my view.
What has really changed since then? Capcom's not sunk to Konami-levels of doom and gloom. Dragon's Dogma shows promise (and a lot of Capcom DNA), though that came out before this thread. (Hmm.) The Resi machine churns on, but there's actually some quality there - RE6 was a more noble experiment with the Western-style markets (notably, its Call of Duty style aspirations) but that mostly seems to be a thing of the past.
Oh, and I have to say that I generally find escort missions frustrating for the same reason I find inertia mechanics frustrating - it's usually an effort-free move by a lazy dev to reduce your flexibility. It's certainly possible to do it right (Capcom, or at least one of their former contributors, came up with one of the classic examples of escort missions that work), but from a mechanical standpoint it usually feels somewhat like (in shmups terms) having your ship hitbox balloon in size. Twin Hawk wouldn't be much fun if you had to keep the support planes alive, would it?
Of course, the "lazy devs" argument is abused, no doubt about it. I disagre with Obi in the SoF II reminiscences (over in the FPS thread) for saying that limited saves are inferior to checkpoints - perhaps lazier, but the game still has a certain intended flow and the levels are meant to be at least flexible enough for user-defined checkpoints. That system just asks a bit more out of the user, and the genre in general calls for more user control, not checkpoints, in my view.