Quick Clicklist of Matthew's Rambling 0:40 DMC Backstory and Influence 4:17 DMC's Camera 6:19 Marionettes and Juggling 8:54 The Combo System 9:56 Barriers of Progress 10:46 NG+ Changes to Enemies 12:00 Weapon Swapping 13:47 Using Stinger for Speed 15:00 Ruined "No Damage" Run :( 15:44 Sound Balancing 16:33 Phantom & Boss Longevity 19:24 Secret Missions 20:18 Swapping Enemies in NG+ 21:26 Audio Cues 23:10 "Nelo" Angelo and Mistranslation 24:39 Taunting 26:14 Dante Must Die? 27:33 Shadows 29:49 Dealing with Plasmas and Bat Form? 31:45 Enemy Variety 33:05 Alastor's Pause Combos 35:54 Phantom Instant Kill 37:45 Items as Keys 39:17 Ifrit Gloves 40:42 Satisfying and Stylish Gunplay 45:46 Tension Affects Play 47:17 Inspired by Games 49:22 No Combinations of Enemy Types 50:40 Be Still 51:45 Grenades vs Blades 53:00 Building Devil Trigger 53:57 Music Talk 56:50 Level Design for Action Games 58:45 Swimming... 59:26 Animation Talk 01:02:31 Exploiting Enemy Weaknesses=Depth 01:04:42 Split Missions 01:07:11 Slash Cancelling and canonized mechanics 01:09:44 Honoring Players with a Fair Challenge 01:11:50 Measuring Fairness by Metrics 01:16:45 Learning Through Extremes 01:19:00 Great bosses despite repetition 01:22:17 Matthew's Favorite Cutscene 01:23:41 Matthew's Strategies to Stay Cool 01:24:45 Dante's Platforming Skills 01:25:48 Absolute Zero isn't low enough + Shop 01:29:19 Intricate Nightmare 01:32:27 Distinct Enemy Design 01:35:01 Gotta Go Fast! 01:35:46 Jump Cancelling 01:37:21 Cutscene Transitions 01:39:42 Training for later playthroughs 01:41:27 Final Virgil 01:43:50 Maximizing Devil Trigger 01:46:39 Story Speculations 01:48:32 Bosses' Irregular Pacing and Emotion 01:50:13 HD Re-releases and Preservation 01:55:05 Charging Gunshots 01:57:02 Dodge Cancelling (Depth in Decisions) 02:01:36 Benefits of Offline Ranking System 02:06:22 Letting Dante be Dante 02:08:40 Dante's Inferno 02:09:48 Juggling Nobodies and Random Dodges 02:11:29 Round Trip 02:11:57 Length vs Price 02:14:34 Inverted Controls 02:16:16 Rail Shooters and Challenge by Varied Game Types 02:18:39 Mundus 02:24:25 Dante's Melodramatic Scream 02:27:03 Victory Lap 02:29:20 Demonic Climax 02:30:35 It's what you do that counts 02:32:10 Plane Bit 02:32:54 The Devil in the Details 02:34:46 Bonus Trivia! 02:38:35 Difficulty is Your Friend :')
What are you talking about? Don't you remember how Capcom infamously named the second game DMC 3, totally skipping over the number 2? And also had an unusually long gap between releases? Luckily 3 was great and 4 too so they have a great trilogy without any bad games.
Two and a half hours of non-stop commentary with no unnecessary repeats or ramblings, consistently interesting analysis of the game's design, trivia of the game's development (with sources in the description), good audio balancing/editing on the commentary track itself, AND it's all on top of a near flawless playthrough on the hardest difficulty. There are very, very few people who can complete an S-Rank/No Hit/Dante Must Die run of Devil May Cry, but there's even fewer people that could have this video itself, let alone made it this well. I thoroughly enjoyed this Matt, thank you for taking the time to make it.
Me: Aww man! Awesome! I wonder why it took him so long this time? Matthew: " S Rank, No Damage, No Items, Dante Must Die playthrough." Me: Ah, y-yeah that'll do it.
One thing I remember was that someone once asked Kamiya why did he make players search for red orbs at the beginning to open the gate and Kamiya said it was to make players get used to playing 3D game. People nowadays probably had no idea the significance of this tiny design at the beginning of the game as it was a transition between 2D and 3D games with platforming and jumping starting to be implemented into 3D games back then. I'm always impressed by how thoughtful Kamiya is as a game designer.
That makes a lot of sense. The outside section and the castle hall is a cleverly designed tutorial level. The way the orbs are scattered requires coming to grips with platforming somewhat so you'll be somewhat prepared movement wise when you encounter your first enemy. Also I like how there is a quick way to grab the orbs for subsequent playthroughs, so you don't have to go through the tutorial each time you play. A lot of thought and care went into this game
It was actually the standard of Let's Plays back then. The concept spawned from the Something Awful forums and the aim was for people to showcase games they loved, similarly to this video. It's a shame the concept was taken by idiotic teenagers that don't even know shit about the game they're filming themselves, screeching as they play.
Check out the TV tropes page on Let's plays. It links to a ton of let's plays in this style, most notably the Jurassic Park Trespasser playthrough by ResearchIndicates.
This is not a Let's Play. It's a commentary. I learned more about it than I ever could from a Let's Play. Most people who do Let's Plays often go off on tangents that don't even have anything to do with the games in question.
I always thought of Matt as a respectable and worthwhile voice on the vidya in general but I had no idea he was this fucking good at video games. The mere thought of doing a no damage DMD run on DMC1 makes me reach for the bottle.
I'm a pretty average gamer and I think DMC 1's DMD with no damage is more doable than you think. It's only way harder in the later games that become more action heavy .
@@holynarwhale8729 what is he supposed to do? make a short and precise guide how to no damage dmc1 dmd in a youtube comment? anyway i agree with him after doing a hard mode run of dmc1 recently, you can no damage this game pretty easily until griffon and its very doable until nightmare. nightmare and mundus are bastards though and they make me hesitate to do the no damage dmd run, its possible but tedious.
@KivaNChips Which should be expected as it came out 7 years and a generation later. Still in terms of overall originality and design DMC1 is still best in the series.
"Yes but you do realise that the DMC video was entirely scripted, right? It was by far the biggest, most involved project I've done so far which is why you haven't seen another one yet. When I do another commentary I want it to be on par with that video." The answer was taken from his ASKfm feed. This is his most ambitious project yet just so you guys have some context.
So just to touch on why we react to audio faster than visuals: As we all know, light waves travel much faster than sound waves. The reason we don't respond to light stimuli first when its from the same source as the audio is because of the way our neuron system works. The neurons that are receptive to sound actually transmit the signal to the brain a lot faster than those in our eyes, completely mitigating the differences in wave speed. I forget the exact distance, but if you sit a few meters~(perhaps more, I forget) from the source, then the difference in wave speed is greater than the offset created by your neurons and you would actually begin to respond to visual stimuli before audio stimuli. Hope that made sense and my apologies for any inconsistencies, it's been a while since I read up on the subject. Great video as always Matty.
Yeah the speed difference between light and sound would eventually close the gap. It's a surprisingly small distance since light is so much faster but it doesn't seem relevant for games unless you're playing on a cinema screen or something.
+Matthewmatosis I'm not a specialist by any means but if I had to guess why we react faster to sound from an evolutionary point of view, it could be that it's more important to react faster to a danger that's coming from anywhere around you since we perceive sound from any angle, while it's a bit less important to react to something that is already in front of you and which you don't need to turn around to confront or analyse. Not sure if that makes sense
So to the best of my ability I've done my best to slow down that bit of sped-up cutscene at 2:14:49 and make it somewhat legible, and this is the closest interpretation from what I could hear: "Apologies to the people who [created?] this cutscene and anyone else who wanted to see it, although you were supposed to have played the game before watching this video anyway so you should already know what happens, I don't want to hear any complaints. Hopefully nobody will slow down the audio for this part and actually make out what I'm saying or they might find out that I'm already working on a Viewtiful Joe commentary. Let's keep that between you and me, eh? I hope the Joe video sees the light of day but I gotta admit I have my doubts. I figured this one would be easier but apparently it's incredibly difficult because of how compact everything is. Turns out blasting through the game as quickly as possible doesn't leave much room for commentary. At least I had some fun along the way." Sorry for betraying our little secret, but it's been long enough since this videos release and I'm probably not the first person in your comments to do this anyway. At least I had some fun along the way too.
That mindset of looking stylish to impress an audience in the arcades would later evolve into a similar aspect where players now create combo mads and style tournaments for other players to watch online. Hideki Kamiya was truly ahead of our time.
I come back to this video at least once a month. It's just that good. The level of detail put into this video is honestly mindboggling and deserves all the praise it receives.
Matthew talks about how leaderboards can be discouraging because they show the absolute elite of a particular game's players. A player may look at it and think that it isn't worth it to attempt a good run because you'll never be as good as that person on the top of the leaderboards. If you take a look at the leaderboards for the HD remaster of the RE1 Remake, you'll see that the fastest clear time is 00:00:00, obviously through the use of hacking, mods, or glitches. You literally can't compete with those, only use them yourself. But then you already lost the point. More discouraging than attempting a difficult challenge, is attempting one that is literally impossible, at least in my opinion.
"I should have been the one to fill your dark soul with liiiight!" - Dante ...goes right up there with... "Some motherf***ers are always trying to ice skate uphill." - Blade
You clearly don't follow his twitter as closely as a lot of us if you think this was random haha. A lot of us were patiently waiting for this project, even though he only revealed it to be DMC 2 weeks ago.
Nick F I try to follow Twitter accounts, I really do but most of the time my mind never thinks to open up Twitter and see what's going on. It's probably why I'm so behind on everything on the Internet :P Congrats to you though for knowing about this and I do hope you enjoy what you've been waiting for :)
+Nick F Not all of us follow twitter/social media--so it was very Michael random (and awesome) surprise to see this pop up in my sub box when he has only uploaded one video in the last ~6 months :). (No complaints about that, though, as I'm well aware top notch quality content takes time--I'm simply making the point that not all viewers follow content creators on social media, and Matthew's upload schedule is far from routine)
People think DMC is too short? It gives you two higher difficulties that are balanced for NG+ and some good incentives to beat those. Replay value trumps length in action games IMO.
These days, if your game isn't open world with dozens of sidequests then your game is too short. Gamers are ignorant of replay value and are more concerned with the dollar per hour of guarenteed gameplay. Hence why UbisoftEavision are still in buisness.
I don't really get that either, if the game is hard then...theoretically...it would take a lot longer than 20 hours to beat even if its technically "short" or whatever...
Alienrun Yeah, plus if the gameplay is fun it doesn't matter how long the actual story is because you'll keep playing them. There's many long games that have sub par gameplay and you just get bored halfway, even if the story is amazing.
Yeah, people today would maybe complain about Mario 3 being shit because it's "too short". I still play the classic Mario games most days, beating them over and over and over, because they're endlessly repayable, even if the hour length of one play through is very short People complained about the recent Switch platinumgames game Astral Chain because it's only 20 hours for 1 playthrough, despite the ENTIRE point of their games being to play them over and over and get better ranks and new characters to play through. The games get better and better the better you get at them. It's also like the classic sonic games, if you never played them as a kid and tried them decades later, you might not get the big deal about them, because they only get truly fun once you're good at them, having played them over and over to learn the stage layouts and momentum and physics based controls. In classic sonic speed is not just handed to you on a plate, you have to EARN speed, earn the right to go fast, which in a sonic game is the whole point. It's not like modern sonic games where to go fast you just press the boost button. Once you're good at sonic you'll understand why they're so popular
To be fair this game was very short you could beat this in a hour or 2 but imo had alot of replay value due to the unlockables and difficult but most people especially casual don't care for that mess
43:08 "All the special effects in the world can't save poor gameplay" if only that were true and people stopped buying and hyping up shit games based on the bells and whistles
I feel the same way about game decisions. In MGS games, I love learning about the main characters by seeing what they would do instead of forcing them to do what I would do in their situation. I would rather learn about an interesting character than ruin it with all of these choices that ultimately result in the devs trying to stitch the pieces together of an incomplete and inconsistent character.
You are the only RU-vidr I’ve watched that truly understand all the intricacies of this game. Nobody understands me when I say this is the best game in the series but you clearly do. Subscribed. Also love your director commentary style too, it’s something I thought about doing as well. Tired of let’s plays being labeled as “commentary”.
Agreed. While DMC1 doesn't have a whole lot of interesting tools in Dante's kit for him to seamlessly transition into, it makes up for it with nearly everything else. It's got a great lineup of bosses, tightly designed arenas for interesting fights, near flawless pacing, and an extremely smooth difficulty curve. This doesn't mean that the other DMC's (3, half of 4, and 5) don't have these things, but DMC1 juggles them the most consistently.
@@Kullen64 I think it would be cool for him to return to the series. He always keeps referencing Dante in Bayonetta, whether it be dialogue like "Flock off, feather-face!" him showing up in concept art, or just the existence of Enzo. With all of these references, its almost like he's been waving his hands at Capcom to bring him on board for a collaboration. I think it'd be cool, as long as he keeps those two universes seperate.
Kullen64 yeah man I want Kamiya and Itsuno to work together Kamiya was done dirty with DMC2 (well for the best actually) since they didn’t get permission nor did they ask advice or consultation; not only that even Itsuno was done dirty with DMC2 he was brought in as their producer months before release and he had to make due with the shit the American team left behind and by sweet fortune he got inspired and made 3,4 & 5
This is the first upload I've seen since I subscribed to the channel months ago. I'm very glad I did - I'm only ten minutes in but this is great. Well researched, passionate delivery - it really makes me want to go back and play DMC. Right, back to the video.
"I think the more challenging a part of a game is, the more care needs to be taken to ensure its completely fair to the player at all times. Players should always have a chance to react or at least plan ahead so they're not relying on luck to get them through" shit, you could be a game designer, also i'm subbing for that
Inspired by your speech at the end I gave DMC a playthrough on Dante Must Die difficulty, going for all S ranks (not a no damage run I'm not that hardcore). After weeks of playing the game I finally managed it! Can't put into words the satisfaction I had after beating the likes of Nero Angelo or Mundus.
I think game designers should definitely playtest their own games on the hard difficulties, because if that's fun for them, then the other difficulties will probably be fun for regular players.
I've beaten God Hand once a year since like 2011 and this video inspired me to try beating it on the hard mode, but I really doubt I'd have any insightful commentary to add, but here's hoping he does something like that for God Hand, I'm obsessed with that one.
Because its a fantastic game under the guise of a terrible one, and it'd be fascinating to dissect. Everything about it: the limited peripheral vision of the camera, the minimal ost, the garbage graphics, should make it a terrible game - maybe one of the worst - but the sum of its parts form the complete opposite. It's one of the best games I've ever played and it's not a tottering self-parody, it's great because it's great, and it's fucking bizarre.
I finally learned how to deal with all of the enemies properly by watching this video. I know the point was to make commentary and analysis but not even the walkthroughs that I've seen have these good of no damage strats.
Your final thoughts at 2:38:34 really motivated me to finish my first playthrough. I thought I was going to give up at the final Nightmare fight but I persisted and tried a bunch of other tactics to get through to the final boss. Even though I will live to the end of my days thinking that fight is really unfair, I live with no regrets. Thank you for this video!
The camera never bothered me too much, it would only be bothersome when you were trying to jump around or jump somewhere you couldn't see, but they used that to their advantage too because there were secret areas you were rewarded with if you explored beyond your camera's view. Love this.
You could also assume that Mundu's design was an inspiration for the enemy design of Bayonetta, in that his angelic looking form cracked apart to reveal his true grotesque form
No way I'd have gotten into DMC if not for this video. DMC1 is really fun but I'd dropped it so many times in the past because I didn't really know how to play it
I'm stuck on Mundus second phase on DMD which as we all know extremely difficult. I hope i can overcome this final battle by learning from this amazing guide/commentary!
This is fantastic work and a great way to analyze and literally "review" a game. I love it. Would watch this for later installments as well, in particular 3 and 5!
Dude, these commentaries gave really grown on me, even more than your critique videos, even when I know they obviously take up much more time. And about the arenas, the only thing I could say is that back then I really enjoyed the boss areas, because they were really interesting compared to the "big open space that screams boss" areas in other games (even later entries in the Devil May Cry series), I know that when they go wrong it can come by as artificial difficulty if the point was to get the player stuck, but I never found some areas tiresome in the game even when I completed it in Dante Must Die difficulty (even if I didn't go for the S rank; I'm too casual for DMD S run). A boss design should be focused in movement and techniques, alongside some gimmick that they sometimes put in, but this game showed me at that time that an irregular arena could also be implemented, although the boss design should be established with it in time. Good video as always, keep up the good work!
I loved dmc prior to this video, but it is a testament to Matt's ability as a commentator that I love it even more now and every time I put this video on on the background, I itch for a quick play and getting that S rank.
"But I recently played a game released over a decade AFTER Devil May Cry where *proceeds to name something rather descriptive and damning*." I wonder if Matthew was taking a dig at that godawful reboot from Ninja Theory.
I hope. Mathew is a smart guy. Smarter than all of us when it comes to video games. I think he'd have a lot to say about DmC and what a misstep that was. Absolutely baffling that game critics made fun of DMC fans for disliking the reboot, going as far as to make up reasons for why the fans disliked it.
+WaddleDee105 Before the game released, a large portion of the community wrote the game off due to the "reasons made up by reviewers". The only people who hate DmC are those who think DMC was a high quality polished series. Which it wasn't. DMC2 and 4 are bad games. 4 is "saved" by it's complex battle system, but that doesn't change the fact that it is a poorly paced half finished game that forces you to backtrack and relearn how to play at the half way point. Just when Nero and his story were coming into their own. Stop acting like DmC is the worst thing ever.
HIGHSCORE AAA DMC 2 is easily the worst game in the series but DmC is simply a bad hack and slash. DMC4 had some very obvious flaws but that doesn't make the game bad. There are plenty of games out there like Super Mario Sunshine or Metal Gear Solid 4 that have huge flaws but they;re still good since they get the core gameplay right to a degree few other games in their genre have. That;s the case with DMC4, too. DmC doesn't even get the basics right. It's such a huge step back from 3 and 4 in terms of your move set, enemy AI, performance, and replay value. It's an absolute mess in all the areas that matter most. The only thing it has above DMC4 is that it has a finished campaign but that doesn't really matter when it's gameplay is such a drastic step back.
It was the worst thing ever. It was shit that I had fully mastered in the span of a single rental, including full SSS scores on every difficulty on every level. And I've still yet to get full S ranks on a single difficulty in DMC4.
Jack Daone Yeah, I got all the achievements in DmC in a week despite not putting too much time into it. It's just so damn dull. I've owned DMC4 since it came out and it took me years before I was good enough to get all S ranks in Dante Must Die. I can't even beat the Bloody Palace mode with anyone except Nero and Vergil in the new Special Edition. It's a very challenging and rewarding game, despite it's problems.
The stinger camera transition trick is probably my favorite bit demonstrating how well you know the game. You’ve mentioned elsewhere that you prefer figuring these things out yerself and I think it shows here.
That second Phantom fight with the glass floor blew my mind. I played this game extensively as a kid but never did I discover that. It's a real Metal Gear moment.
This was the first video game I ever played that got me interested in video games. I played with my then boyfriend at the time on PS2. I was hooked on video games since. We had a blast playing it all night until we finally beat the game. It's one of my fondest memory's with my then boyfriend. I was so against video games until I played this game. Been hooked on video games since. I think the next game we played was Onimusha.
Metal Gear Rising on Revengance difficulty is perhaps the most satisfying way to complete that game. It ended up being that when I reached Sam's boss fight the game completely floored me with its ability to deliver satisfying gameplay. Knowing that I could only survive two attacks from him (without healing items) before having to retry it made that boss fight in particular really special to me. It made me *feel* like the badass ninja/samurai Raiden is purported to be, fighting tooth and claw to win at all costs in a one on one stand-off with who is essentially your main rival... And then the music starts, and all hell breaks loose, it was the best test of all of my skills and absolutely the most satisfying in the end. You really feel the moment when realizing that it really is all or nothing.
I really love these deep reviews; so many secrets revealed and overlooked aspects carefully combed through. I hope that subsequent entries are also looked into.
Something interesting i noticed, Dante's light that he gives off is very obviously shaped as if it was coming from an RE flashlight, they likely just left in their original character light and dropped the flashlight model.
I havent played this game but I played the 3rd one and the 3rd one goes full on dante's divina commedia refferences. The tower is the purgatory, the entrance of the tower is guarded by a 3 headed dog (the entrance of purgatory is guarded by 3 different beasts) and a lot more
Bearing in mind this game wasn't originally THIS game (it was going to be res evil 4), it hasn't done too badly to set the scene. Story is lax, but the later titles, especially 3, do better there.
Only people who have actually beat or played Devil May Cry on Dante Must Die! will understand how impressive this video is to beat it with an S Rank, no damage and no items.
Dude, this is awesome! Fucking two-and-a-half hours of interesting commentary on the design of one of my favorite 3D melee action games. Would absolutely love to see similar commentary videos for other games. Great job!
The rewind and fast forward stuff made me immediately think of Viewtiful Joe. Mat has shown how much he loves Kamiya games already in various ways. Could just be a reference... or foreshadowing. Either way, while I do love 3 a LOT more, I can see why this game would be chosen for sure. It's influential. It started not just the DMC series, but the entire 3D hack-n-slash genre. It was a huge historical landmark, so of course DMC1 deserves the spotlight. Loved it. Can't wait for the next.
Just a small correction: the tracking camera movements were introduced in Resident Evil: Code Veronica (which also had 3D modeled backgrounds) almost 2 years before DMC. Fantastic video, one of the best I've seen.
I'm sure a lot of people annoy you about this but I would really love more of this kind of content, I rewatch this and the Demons Souls one every couple of months, love ya anyway big M
Great commentary probably the most in-depth look on this game I've ever seen as people usually overlook this in favor of the later iterations of the genre,shame about most of the commentaries bellow here though that being said it would be cool to see you do a similar thing with God Hand.
1:01:27 that is actually called overlapping action but the 12 principles of animation are often frustratingly vague and unhelpful so it is an easy mistake to make. Secondary action is an extra flair a character adds to their movement. If a character is angrily walking, the walking is the main action and the angry arm motions are the SE. It is very easy to get them confused. We really need an animation book for the modern day.
If you're playing on Hard or Dante Must Die mode and go to the fountain room in mission 5 or the interlude between missions 7 and 8, there's actually another exclusive Phantom fight
@@moonraven6145 your comment also just happened to me but with that one mini boss in MegaMan Zero 2 from the forest stages where I didn't know that you could pull its "nose" towards you with the Chain Rod
this is probably the best gameplay commentary I have ever seen that is not from the creators. edit: I just finished watching this and I gotta say thank you for doing this fantastic and informative bit on the best action game of all time!
Wow this video is old, but this is genuinely one of my new favorite videos on the internet! Despite being not very good at games, I’ve always loved more difficult games like Touhou and Devil May Cry. However, because of my own lack of skill, I’ve never ventured far beyond easy or normal mode on many of the games I like- mostly because of how daunting it is. Seeing this video though, I feel really motivated to try to push myself to play on harder difficulty modes! Thank you for this behemoth of a video!
I can't state how happy you made me with this video. I watched it after I was starting the game for the first time, but had to take a long break. My hands needed all the rest they can get from a work-intensive animation job. So I could sit back and enjoy the game in another form. You give so many varied insights in this game, how it came to be, all the details of the mechanics... especially the parts about the Nero Angelo music track, the animation of Ifrits attacks, and the feedback of firing the two guns stuck with me. It is really rewarding for me to put a lot of effort into something an see beautiful things happen as a result. This is what got me into Dark Souls, and now DMC, and it is why I can draw frame by frame animation, I suppose ;-) You encouraged me to continue playing, even if it is only the occasional game session. I can't play longer than an hour at a time, but I have finally beaten Vergil in the last fight. It took me more than three hours to do so (that was more than half the playtime up to that point) but i loved every second of it. And this was on normal mode... you have my high respects for showing off such an amazing Dmd run! You produce my favourite content on youtube. Never change, please.
I've waited until I've finally played Devil May Cry to actually watch this, as I thought I had to experience it for myself first, but also to truly understand the finer points I assumed you'd bring. And, as always, I was not disappointed by the quality of Matthew's work. It also helped me appreciate a few things the game did that I just didn't even think about.
Viewdiful Joe Review: Go watch my DMC review first DMC review: go play DMC first I almost expect DMC to start up with a message to watch Matthewmatosis's Viewdiful Joe review.
Congratulations on this awesome playthrough. This has always been my favorite game in the series because of its closer relation to the RE franchise and the tone it evokes. In later releases the focus was always more on Dante's attitude and feeling like a badass, especially 3, and that has its merits, but the experience of this game always stuck with me more because Dante felt more relatable, even with the cheesy dialogue. The tension was accomplished with both atmosphere and difficulty in mind, rather than just the latter. I hope to see plenty more from you. Well done!
DMC 1 is probably my favorite in the series because I'm pretty bad at character action style games, like I'm dreadful at 3 and just ok enough at 5 to mostly S rank Son of Sparda, but I can enjoy 1 more as just a fun exploration sort of game. It's almost the great 3D castlevania game we never really got considering it's setting imo. But I've loved this video of seeing it get perfected for a long time lol, much as I don't really understand the mindset of being really sweaty at single player games, it's always cool to see in action. And it clearly does teach you a lot.
"This is would turn the simple act of attacking into 3 button presses" and 18 years later we got DMC5 Nero who, between exceed and buster punches, has turned the simple act of attacking into 3 button presses :)
I love the fixed camera in this game. It’s caused me a lot of unnecessary deaths and it’s constantly a problem, but you adapt to it eventually. In a game that emphasizes styles much, I think the fixed camera is kind of fitting even if it clashes with the game’s design. It gives it a cinematic look that I immediately associate with this series just as strongly as I do Resident Evil and I’ve always appreciated it’s inclusion despite it’s countless drawbacks.
I really enjoyed your insightful commentary and respect the time and effort it took for you into making this video. Devil May Cry is one of my favourite games out there and having you cover it was everything and more I could have hoped for, so thank you. Hope to see more of you in the future.