>include items in your game as a mechanic
>penalize you every single time you use them
ITT: Baffling Design Decisions in vidya
It's mark of the casual, you don't deserve good score but okay you can finish the game here you go peasant.
I already beat it desu, without using items
Sure faggot
>game uses guns as the primary means of combat
>character doesn't have any complex acrobatic movements
>game is set in tight indoor areas and corridors
>present it in 3rd-person view
absolute fucking retardation.
>2 different melee weapons
>can switch them on the fly
>the switch animation is so long you can't change weapons mid combo
They're so casual players can actually beat the game. High Scores belong to the skilled, faggot.
r/gatekeeping
Game has incredibly fun starting guns
At the middle of the game they are already shit and outclassed by newer and way more powerful weapons.
r/casuals can't stop being salty about scores telling them they're trash at a game they buy and dump after a week because they only buy games to prove they're hip and cool or some shit at a watercooler
If you suck, git gud. It's your fault that you suck.
>complaining about gatekeeping
kek
>>the switch animation is so long you can't change weapons mid combo
I guess they figured since you never fight multiple enemy types at the same time, it wouldn't be necessary to have to switch that quickly. But each weapon in DMC1 is also strong enough that you don't have enough time to use multiple weapons in a combo unless you switch every other hit since enemies don't have as much health as they usually do in later games, which I prefer anyway.
The game was less about combos and more about using certain approaches in certain encounters.
It penalizes your rank, not your progress, which nobody should be worrying about on an initial playthrough.
Ebony and Ivory don’t do as much damage as later guns but they’re the best for juggling and helping you stay in the air.
Also the best for fighting Shadows. Unless you're abusing grenade rolling, then E&I probably stay the most useful overall through the whole game.
>botw
>get awesome weapon after completing one of the four dungeons
>awesome weapon breaks in 20 swings
>requires you farm the rarest resource to replace
>master sword has power/durability mechanic
>inventory management
Enjoyed my playthrough but once I beat Ganon I had zero interest in all the other shit due to the above mechanics.
Personally the shotgun does the best, but I ended up missing it somehow in my first playthrough.
I thought 2 did that
There was literally nothing like DMC before DMC. Dante didn't even have both a sword and a gun at the start of development.
Rising Zan was a pretty primitive attempt I think. He used both gun and sword.
All the DMC games do it.
>provide items for people who need it or don't care about rank
>provide a challenge for people who want to forgo them
sounds like a good idea to me
It was a good idea. Most people criticizing it are probably only doing so because they think the game is hard even with items and would rather criticize it instead of just trying to improve.
Kamiya said a lot of his inspiration for DMC came from playing in arcades and people gathering around to watch the really good players. I wonder if he added the items as a way to simulate bad players pumping quarters into arcade machines.
I didn’t notice 1 had it.
I think most of your mission scoring in DMC1 comes from how quickly you complete the mission, so using items doesn't always drag your score down so much that it's obviously noticeable.
I never understood being obsessed with high scores. It seems like the complete opposite of fun to me. If I play through a game, I may end up enjoying it or not, but I know for a fact that any fondness I have for it would completely drain out if I were to keep replaying this same game over and over. I don't see how some arbitrary number going up is any incentive to do so. I'd rather just reach a conclusion and move on to play something else.
>game has a ranking system ranging from Pure Platinum down to Stone
>die once
>Stone
Then what are you complaining about, stupid
>didn't finish optional encounters
>stone
this, its a great way for appeal to both casuals who just want to get to the end and hardcore players who want git gud and be rewarded for higher scores.
That really depends on how the item is used.
If it's a get out of jail card because you're too casual to beat it otherwise, it's ok for the game to call you a scrub.
If interesting ways of playing are sacrificed because the devs want to railroad your experience for some reason, then that's indeed bad design.
IIRC it was due to memory limitations, the animation is there to buy time for the game to load up the weapon, they didnt even know how to implement both guns and sword at the same time during the early stages of development
>dont combo fucking enraged angels
>silver to bronze
This, trash game trash series, stop shilling this shit.
i both love and hate the ranking system at the same time, the fact that every fight is ranked individually means its not too punishing to fail since you can reload it (barring those specific verses where the game save before the score comes up for some fucking reason) but i absolutely hate the fact that you have to backtrack to find optional fights hidden in locations you have no reason to go back to and having to PP alfheims