

Except that sometimes when you press R1, you might be locked on to the wrong enemy, like a Gladius and it pulls the camera away from the enemy you were looking at, due it whizzing around fast. Run around the field and only lock-on when you're going to perform a special move. Keep enemy locked on but have movement slowed down at all times and the only way to move quickly from one place to another is to jump repeatedly (not every character has Dash) and randomly do side rolls depending on where the locked-on target is.Ģ. It's a bit of frustration wanting to see DMC become something better that I know it can be, instead of kinda stagnating, almost refusing change in ways that can just make the game feel better and be more accessible.Ĭlick to expand.If I want to fight a horde of enemies but focus on one specific unit, I have two methods:ġ. I've never felt any benefits from being restricted in the way DMC does it, so it's always a big question mark for me in regards to why it's never improved. It's just that for as much as I love DMC's action, it feels like so many other games that came after it are making so many improvements, and doing so much to not make me feel so restricted while still delivering exciting action - it's why I prefer a lot of what DmC has done because it all feels very smooth. It always felt a liiiittle weird to do that, given the directional inputs based on lock-on usage (like with DMC), since like, muscle memory using R1 is different when not using it.ĭo you think it might also help if they just made Snatch an R1+Back+O input, given the feel of "pulling a target," so that Buster could be used with the hard Right, sorry. I'll just agree to disagree.įFXV had those two locks, using R1 to hold and then if you clicked R3 (center camera) while locking onto an enemy, it became a hard lock toggle so you could let off R1. I suspect my reply to that would just be me repeating myself so I tried to condense my thoughts in a long-ish single post to spare myself the tedium of having to say the same things over and over. Now if you wanna go ahead and go on a long tirade about how I'm completely objectively wrong or something like that, be my guest. We shouldn't have to resort to overriding scripts just to be able to use our mouse.Īnd with this I said my piece. People always say a controller is a must in games like these, but DmC actually was really comfy to play with K&M.
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Speaking of which, if there's one thing I want from DmC in terms of controls, is actual support for keyboard AND mouse in the PC version. In all fairness though, I have to mention that playing DmC on PC slightly alleviated the problem because pressing an actual key on the keyboard twice rather than double pushing a stick felt less inconvenient and the mouse is far more accurate than a thumbstick can ever hope to be but that's only because of the peripherals. You may disagree and that's fine but you're not gonna change my mind, the experience I had controller in hand counts more than anything you might type. I just don't think that input fits hectic 3D action games is all, calm down. It's just a personal preference of mine, I can't do anything about it and the same applies to you.

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If you liked it, then you're free to gush over it but I don't see why you're getting angry at me just cause I hated it.

I'm stating what I didn't like about that kind of input. Note how my post was worded as completely subjective. It just felt awkward all around and I don't want it back.Įxcuse me if I have certain preferences when it comes to controls, I guess. Or, when I wanted a Stinger like, really quick, a couple times it would not come out because in trying to push the stick forward the second time, the game would not recognize the input because, in the haste, I didn't get the stick to the neutral position all the way before the second push. In DmC, that was not the case, obviously and, sometimes, the second push would be slightly off compared to the first one so Dante would Stinger like, an enemy just next to the one I actually wanted. When I play Street Fighter, I have no problem with double tapping to dash forward or backwards for example, as the radius in which the game recognizes the horizontal input is pretty huge since it's only two dimensions. General feeling of awkwardness and lack of precision for that specific kind of input in a non 2D game.
