Devil May Cry!

Well, to be honest my problem was as you said on that last point, but I understand why they did. I’m just mad they wasted it on a main series title. I can understand being like “Okay, we have multiple different playstyles for this franchise, let’s put them all in one game, see what the fans do and don’t respond to”. I just wish they didn’t waste RE6 on that concept.

You should add Angry Joe to that list. He’s not a ‘professional’ like the other you mentioned, but his reviews are honest and always very detailed in what he likes or dislikes about the game’s. Plus he’s independent so no biased bullshit.

QTEs are cancer. They need to get rid of that shit.

QTEs aren’t inherently bad. They can make a scene stand out more. The problem is devs are often stupid with them. “QUICK, MASH X TO OPEN THIS DOOR” is stupid.

I’m no fan of Angry Joe. I remember watching his MvC3 videos and cited unfamiliar characters has a negative. Lack of fast travel drops Dragon’s Dogma a few notches. Can’t take that guy seriously

I could see lack of fast travel driving me fucking nuts depending on the game. I’d hate Borderlands 2 without it for example. Okami on the other hand i go out of my way not to use fast travel systems. I haven’t played DD so I can’t say with that one but I could see that being something I’d rank as a negative.

But still, he’s very honest and he goes into alot of detail most of the time.
I agree with you on the MvC3 point. But I can see where AJ is coming from with DD’s lack of fast travel.

A slight tangent: Halo 4 did the bullshit QTE thing as well.

QTEs need more thought and less shoehorning. Mario RPGs have great “QTEs.”

Thankfully Halo 4 did it like…twice and that was it.

thats exactly why i believe the story is bad, and i stand by my statement

If you want decent reviews, Polygon is like, the only mainstream choice.

They’re cancer because they’re fucking everywhere. Games are better without them at this point. It was pretty funny to mash buttons to make Chris punch a fucking two ton boulder into lava though.

You believe it’s bad because it’s simple and clear cut and the characters are well defined?

I don’t think the lack of fast travel was a problem with Dragon’s Dogma. The real problem was there was no convenient way to quickly travel the game’s world. Fast travel isn’t needed for this. If you could mount horses, ride a carriage, tame a dragon and fly on it’s back or whatever could have resolved the issue.

Easy fast travel in Dragons Dogma would break the atmosphere a bit IMO. Things like mounts though would eb cool. Still sad we didn’t get the BEastmen race they originally wanted to put in.

I think the game should have given you more port crystals in the first run. In my new game + I crafted my own waypoint system and put the crystals in spots in between important places. So for example after you exit witchwood near Selene’s house, I put the port crystal right on that ledge, so I can easily go to Cassardis or go to Selene’s house without venturing through witchwood.

There are some qtes done right in some games. I don’t like it when it is just done for cinematic flair but rather as a contextual means to make your character do something outside of their limits (this does not mean you need to make every interaction a contextual action). For example in the RE4 fight with the U3 boss, he would climb on the scaffolding and try to choke you out. Before he grabs you, you hear the grate fall and see it, then you can contextually dodge. In this case you know it’s coming and gives contextual evasion move. Against Verdugo the same thing happens and you can tell when he is gonna emerge from the rocks falling or the El Gigante you can see the tell when the qte for them swinging a tree or ramming you is about to happen. Another example is in Godhand when Azel points at you, he wants to go HNK on you and get in a pummel match. Here you can decide if you want to go against him by going against him or if you don’t want to pummel, just evade him.

well defined characters in dmc 1?
and vague doesn’t mean simple, it means vauge

It’s from the digital release of the magazine so I’m probably not allowed to show pictures of it.

I do wish MGR:R would have less QTEs. At this point DmC has less QTEs than MGR:R… But the QTEs (or button prompts) do feel like God Hand where they supplement the experience and don’t take away from it. Still would prefer if they weren’t in there though…

Bayonetta’s QTEs were hilarious. Out of nowhere and instant death if you fail.

Yea. Everyone’s personality is fleshed out and understood, no ones murky or as you like to say vague. Their personalities, motives and objectives are clear cut and defined. What about the characters in DMC1 aren’t well defined?

And the story isn’t vague either, it’s incredibly straight forward, so straight forward it’s predictable as hell. The only thing they don’t blatantly explain to you is the Vergil angle, a minor aspect of the overall narrative, and left undefined on purpose as minor back story to Dante’s obviously tragic past. You keep using the word vague when it doesn’t apply at all, and your critique on characters and characterization is completely off.

Only a couple of them tho…Most of them are in battle prompts for finishers. Those insta death ones aren’t so great and pretty left field tho yea.