@@darkvante2416 I appreciate the kind words thank you! Maaaan took awhile to get better at this bit by bit so I’m glad you’re enjoying what we have going on here
Don't know much about this series but the simplistic game design and that graphics style is super nostalgic, the PS360 gen had a lot of small games like these from all kinds of devs, which fizzled away as we went along the modern gens
@@kermitwithamustache3885 Dude yea. I mentioned this somewhere in the bouncer comments but quality aside there was always some unique game out there. Just some oddball stuff that are janky sure but man they'll make a lasting impression Can't think of much nowadays. But on the other hand indie games are such a Massive force of creativity. Feel like we can get something weekly. Again could be jank bc small budget or some other reason but dem the pure passion will be seen Instantly
@@marcgodley3064 Yoooo that’s awesome to hear thank you! N ooh yea I’ve always heard bad about it too n they were Definitely right. Fingers crossed for that upcoming GA game tho
It seems like the orange attacks are the ones you can dodge, and the blue attacks are the ones you can parry. But since the game at the start associates those colors with vertical and horizontal attacks early on, it can get confusing for a player on higher difficulties where the indicators are turned off.
@@harlannguyen4048 yup exactly, we were taught that soooon as we start the game. But oddly enough they change the rules over time. Imagine if in Viewtiful Joe an enemy's low atk actually hit you high even tho the animation says otherwise. The hit boxes we have to avoid here don’t match the actual action of our enemies. Cool idea to avoid vertical n horizontal atks here but those inconsistencies break their rules lil too much for me is all. But at least that hellboy game did it better tho
@@pogoacct8611 that sucks to hear - things just come up I suppose. But hey I'll try my best to fill that niche the best I can. So im glad you're enjoying what we have here
@@abiram3394 yeea seemed like this game was just put in a bad spot during development. But this is what we got n it didn't deliver sadly. Fingers crossed for the new game tho - I'll definitely be there to see what they have for us then
I haven't played BR because of all the negative sentiment but I've played the four beat em ups and to be honest they do mostly lean on the presentation, creative setting, and mount mechanic. III has some ideas but the controls are a little awkward, and Revenge of Death Adder is gorgeous and has some decent mechanical improvements but I wouldn't hold it in the same esteem as its best contemporaries. The first one is iconic but basic in a way even SoR1 isn't, and II is just kind of there.
@@goldglovegrappler1382 that’s the similar summary I’ve heard too. That overall they’re pretty standard mechanically but man their setting, characters, music, n just overall Cool factor to it all is why it’s such an awesome franchise. N that right there sounds pretty dem awesome to me! I’ll have to marathon the other games one of these days that’s for sure
@@Abdullah-hz9iq maaan that's been on my list to play for a good bit too. I tried it a lil n thought it was super fun. I miiight have to find a chance to play it sooner rather than later
@@pogoacct8611 oooh yup When I saw that reveal for all those new games I was hyped! Reason why I'm doing a lil theme of SEGA right now. Even tho this wasn't too strong of title I'm still interested in the series. So I'm looking fwrd to what's next
@@pogoacct8611 heck yea! I’m glad you’re hyped for it too bc seems some are worried which I can’t blame em. It’s a unknown how good it’ll come out but I’m hopeful
I saw that you've played two Onimusha games, and they're both not even close to being the best Onimusha game. The best Oni game is "Onimusha 2: Samurai's Destiny". It has the best parry/counter attack in all of gaming history. I'm not even joking. I've played many games but Onimusha 2 & 3 have the best parry system and it's not even close. No other game can touch it. The parry in Oni 2, 3 is insanely over powered. The Royal Guard from DMC 3, 4, 5 is based on the Issen mechanic from Onimusha. The only other game that's close to Onimusha 2 is "Unsouled", which the creator himself said is based on Onimusha 2. So the only other game that isn't an Oni clone that has chain parry is Katana Kami: A way of the samurai story (and AC Brotherhood but, it's not the same). If you love parrying or counter attacking you're going to love these games, with Katana Kami being the shittiest one.
@@destinyserrano2409 oooh interesting. That passion you have for 2 is Exactly how I feel for 1. It's the 1st one I played so it got to me first haha! That game is just fundamental it is to everything so it's definitely a strong game to me. But thing about 2 being the best is what I heard alot before playing these myself. So I'm excited to see what I'm missing. About Unsouled. That game has been recommended quiiiiite alot by you guys. Seems like this is something I need to check out n SOON Katana kami looks fine enough. I'll definitely keep it in mind
I'll say the og golden axe games where pretty solid beat em ups. One thing I don't like about em is the magic/specials are just a panic button thing similar to the rocket launcher cop in streets of rage 1. Also I'll say the sor games are just plainly better but it's still a good time especially in coop.
@@joshuaclements9327 I like that it gave ppl that variety tho. Seems like a sweet deal to have 2 kinds of beat em ups. One for that sword n sorcery setting w crazy looking monsters n the other being a more run down modern day thing taking down all sorts of gangs
I'm so sorry. Not just for you, but for the devs; Clearly they wanted to make something great, and they also clearly could have. But...Development hell. I'd love to get this from Sega and fix it up. The good work of the devs needs to come alive.
@@theblobconsumes4859 what makes it worse is that we can see their great ideas all there too. If only they had the resources to show their true potential. I know some are worried about the new game coming out n I can’t blame em. But I wanna give all their new games a chance bc its SEGA! I gotta see what they have for us - especially shonobi
This has the same problem as dmc 2 and is a prime example of why enemies are very important for action game you can have the most fun mechanics and moves in a game but if the enemies are not fun to fight or just sandbags what’s really the point the enemy should always be based around mechanics of a game and should pose an actual threat
I don't think enemy design on it's own is the issue in DMC2 (yes bosses are an another story but the overall lesser demons I mean) but rather the playable characters are just far too strong that they just steamroll through whatever comes in the way and yes even in DMD. DMC games always had a weird time in terms of balance esp. the more highly well regarded ones. Sure the enemy AI could and should've been more aggressive, polished up and what not but at least DMC2 suffered through dev hell situation. There is not a single excuse for DMC3/3SE which I consider to have the worst enemy design in the series to the point where it even holds back the potential of how great DMC3's young Dante can be.
@@rockman642 Yup exactly! No matter what type of action game it is - the 1 criteria that can be used on any of em is enemy design. It’s why I always make it a major to look at how they push the player to find some new strategy to approach em. So it’s no surprise why the games w the more layered n aggressive enemies are my favorite
@@ship05u I know this is a hot take but the enemy line up in 3 is pretty solid (besides the fallen). The reason why I think so is bc they do a good job to solve the problem you mentioned about dmc2 n that’s how Dante’s overpowered abilites arent kept in check by very demanding enemies. In 3 they get that done through hyper armor n that’s a smart idea. It will let enemies break through your hits punishing players for mindless mashing n not paying attention - which is sorely missed from dmc2 enemy design. I’ve been playing SOR4 a lot n I’ve noticed a lot of similarities to its encounters. We got the ifrsme jump n all which is hype but it’s more than that. Once you pay attention to the enemies n bosses - it hits you that they ALL have hyper armor. N it’s the same answer we needed to make players stop flailing w no thought n actually know who to prioritize, how to properly crowd control, n know what defensive option is possible to use in the current enemy grouping. You don’t want players always doing jump ins w no counters from enemies - so here’s Donovan. Then the big enemies like goro, sugar, n big bens all rushing you down w armor on. N of course bosses have armor pretty much at all times n are only vulnerable to hit stun after you punish specific atks which is Exactly how Vergil works in 3. So I think hyper armor is a very good way to make players think about what they toss out n actually learn enemy patterns. Bc once the player doesn’t have to respect their options - it becomes a mind numbing mash fest like dmc2.
@@o_uwu_o Oh not at all man, I wouldn't consider anyone calling DMC3 enemy design as pretty solid or good as a hot take but rather on the contrary I was the one giving a hot take there even though it might feel like you're on that instead because of how recently it's been somewhat in the discourse for DMC3 but I've been saying that for a very long time along w/ catching a lot of shit from DMC fans (read: Itsuno fanboys), most of whom likely have never stepped out of 3SE Normal mode (assuming they've even finished that). This is gonna be a long one and I hope you can get some sweet cookies going. Maybe get text to speech going and put it behind as ya do other shit or something Idk lol. I haven't seen your vid on DMC3 either so I won't be going over your take on 3s approach to enemy design. If you or anyone else for that matter enjoy the way things are in DMC3 then all the power to ya but this is coming from someone who has played this game mostly on DMD doing challenge runs over the years and only for the recent past 2 maybe 2 & a half years I've abandoned DMC3 altogether. That being said if I feel like it then I might go and put up an entire recorded run for a new game DMD perfect S run in 3 or maybe a simple NG+ perfect S run most preferably w/o using the top tier shit as I just find em boring plus depending on how much I wanna deal w/ 3s endless barrage of bullshit again. It's not that DMC3's Young Dante isn't overpowered either, in fact he is more OP than DMC2 version but in a very different ways even w/o Style Switcher or having access to his entire moveset. His framedata is significantly better (probably the best in the Itsuno Trilogy and yes I am not counting DMC2 as part of his games) where Dante has a lot of cancel windows in his moves which helps him to either retreat or continue his offense much more smoothly compared to DMC2 Dante who has heavy commitment on his move's recovery frames and even the start up frames. 3s Dante's guns on their own aren't even close to being as good as DMC2s counterparts but w/ GS and little bit of gunswitch cancelling tech, he can outperform DMC2 Dante in terms of sheer firepower. There's a reason why Artemis is S tier along w/ Shotgun in GS and I would consider Spiral as one of the best guns he's ever had to the point Itsuno and his team never gave Dante a long range quick shot piercing high damage option ever again. And this is the 2nd weakest overall but weakest Style/Stance of the Major 4. 3s Royal Guard is the most broken thing in the entirety of the series thanks to the Roll Guarding/Roll Release which can trivializes the entire game on it's own alone. RG was meant to be a dance b/w risk vs reward where high risk ballsy reads were supposed to be rewarded by being almost invincible (Dante can't block Acid waters from Leviathan that's it) while being able to dish out insane amounts of damage via releases even on DMD (Not to mention how easy it is build up Rage for those big time releases). The Roll tech completely skews the risk vs reward routine and makes the whole thing a low risk extremely high reward kind of situation. Itsuno and his team knew about I frames interacting w/ Guard allowing for perfect/royal blocks or releases which is why Jump Guarding/Releases stayed as I think that's much more fair overall as not all attacks connect for that as the window for even the most shallow jump guard/release is so short that you may as well do it as it was intended in the first place instead but rather Jumping unlike Roll isn't as safe of an option having as much I frames to it. Another instance of Iframes+Block/Release that remained after 3 is the 'Wake Up' residual I frames part where if Dante gets knocked down by an enemy hit then he can switch over to RG in 4 and easily get a Block/Release out as he wakes up and I'd consider that to be fair as well since it's such a situational thing. RG in 3 also makes 3s Dante's framedata in terms of adding cancel windows to his moves even much more better so it's just insane overall. 3s SM is alright. Overall I'd consider it as the most well balanced Style/Stance for Dante given the other ones where it's either RG levels of dumb OP or GS levels of meh pass. SM gives more options for the player in terms of not just more aggressive moves but also depending on the Devil Arm, more utility as well. Makes certain trash weapons much better like Cerberus and Nevan while not exactly pushing already mad broken tier weapons like Beowulf or AnR over the edge either though I'd say AnR gains a lot more w/ SM than Beowulf which might skew the edge for that weapon instead in terms of which one's the most stupid and dumbest weapon for Dante. Rebellion is the middle of the road, all rounder exceptional weapon that's always great to have in any loadout w/ or w/o SM so I think they've done a wonderful job for Dante's new signature weapon for players to flock to Rebellion when in doubt which shows that the team is very capable of understanding how to do weapon balancing right but they do drop the ball for other devil arms esp. Cerberus.. 3s Trickster is often highly regarded and is an extremely good high tier Style as well but what holds it back is that it lacks the offensive capabilities offered by the other 3 Major Styles/Stances. Though one may argue that TS safety would instead allow players to be even more aggressive just like RG but RG essentially does TS's job but better and then some as while having a lot of I frames on TS moves is insanely strong, every Perfect/Royal Block has it and on top of it Dante can almost block anything outside of the exception I've mentioned above. If Roll Tech wasn't a thing then TS would be valued higher. I still find this Style the most fun in the game as the mobility it allows is such a fun time to mess around w/. I don't even have to mention a whole lot about DT explosion/flux/bomb. It's dumb and even the devs recognize it as such that's why thankfully we haven't seen this awful mechanic return w/ one JUST ONE good thing going for it (that is it can juggle DT'd enemies allowing advanced players to link up relaunches or get specific set ups going). Only counterbalancing measure to DTE is that it requires a few seconds to cook it up and that DT gain for such which is piss easy as DMC3 showers DT gain even for doing dumb shit like just rolling near an enemy w/o the last second evade part. Imagine asking players to not just be holding on 1 button (Lock On) for most of the times but also telling em that hey you can also hold onto that DT button for a BIG BOOM which some Styles like TS or GS even need for how dumb DMD can get, oh and w/ GS you'd also be holding another button so that's a potential 3 fingers on one hand holding shit down.. how is that like even healthy for the hands at all in terms of ergonomics and how does a competent game dev even think that is Okay to do. Speaking of dumb design choices, there's no way to get rid of a charged up DTE unless you literally have to pause the game, let go of the hold and resume in an active fight... In terms of Balance overall, DMC3 is not exactly well balanced either not in the slightest. This is w/o even getting to the blueguy who's even more OP than Dante although arguably so but this isn't the conversation around him so I'm more than happy to leave him out. /P1
So 3s Dante is extremely capable and w/ the right loadout, he's even more broken than any other version of the character (yes even the Sin DT doesn't compare as that has it's clear limitations.. but the hat might be a different story though lmao DMCV and some might say DRI from 4s Dante also being up there). Then what about the enemy design that I find to be so bad that I call it out as such. Simply put, 3s enemies are not only the most annoying enemies I've seen in an action game but they also have stupid hitboxes going for their moves esp. on DMD. 3s enemy line up is basically either easy combo fodder or annoying dumb shit and there's little to no in between. You've only mentioned Fallen as being annoying and yes they are but also the worst example of Flying Bastard who goes through level geometry enemy type in the series. There's also dullahans who already has DULL in their very name as they feel so out of place in a fast paced game as DMC3 that they may as well be from a completely different game. Fans endlessly whine about CC enemies in DmC meanwhile enemies like Dullahans which cannot be attacked from the front at all regardless of any weapon and it bounces off everything is fine. They're the most boring enemy to fight as there's literally not much to do against them outside of get that ass approach and hope you don't get chipped by their BS spiny shield else say goodbye to the 'No Damage' part. Soul Eaters are an enemy which exists just to break one of the so called rules for DMC3 in 'Off camera pacification'. They also are an enemy which are very anti Lock On in a game that heavily revolves around Lock On as they want players to let go of lock on to look away from em then either use their attacks that hit in the back or DTE fart bomb em. The Arachnids are extremely annoying even though I do agree that enemies having armour isn't a bad thing at all but the problem w/ those bitches aren't that they got armour no it's that they are very mobile, attack fast and show up in groups w/ a potential big mama version of em in there. They also have stupid and lingering hitboxes on their attacks that makes it so that you'd be better off having double jump/Air Hike against em. As if those weren't enough already if you kill any of the little ones the WRONG way they spawn in baby spiders gang which if you get caught in and don't have any DT or are charging DTE or something then well say goodbye to that 'No Damage' again. Oh and on top of it all they got Armour which gets even more dumber when they DT esp the big mama and they can cling on walls to shoot a stunning web which also DAMAGES like WTF why. I hate them and no I do not care if they got elemental weakness to Fire as players shouldn't be shoehorned into picking specific loadouts just to deal w/ em and that is the issue I have w/ enemy design at large for DMC3 as some loadouts can absolutely trivialize certain enemies while for other loadouts well you do what you can boy. Enigmas are awful and that's all I have to say, they also are capable of breaking the offcam rule on a frequent basis. Speaking of breaking said 'rule', Bloodgoyles also love to do that. DMC3 enemies outside of the designated combo fodders are full of just one dimensional annoying ass enemies who get worse to deal w/ if they happen to DT so then the fight against those uninteresting enemies drags on EVEN LONGER. This makes the 2nd half of the campaign even more of a slog to go through because on both VH/DMD, the enemy waves gets remixed w/ less and less combo fodders showing up. I don't even wanna get to the bosses part of the equation. You thought I'd spare the combo fodder enemies? Abyss combo breaks, Pride can just block for a long ass time if ya let him so play on his rules plus they show up only to make everyone else DT faster as they're so squishy even DT'd so you're forced to ignore em in DMD to go for higher priority targets, Lust can kindly just go fuck themselves w/ their Lusticuts and dodges having I frames (THE most annoying enemy that should not exist in a game where Styling is a focus as this enemy exists solely to cuck Dante's attempts to do any cool shit if he's present), Greed can spawn more Lusts or even a gang of em for all you challenge enjoyers out there, Chess pieces are boring to fight against as they've got one maybe two attacks and fully armoured so I guess JC on their head for a half a min or 2 mins if they DT. The horse piece is the most annoying and has stupid hitboxes esp. on his jump attacks as well cause why not then on top of that one of them can even heal themself or the others along w/ a summoner piece who can just bring up chesspieces like COMEON DMC3 what the actual fuck dude. I didn't go too much into the Styleplay side of things as you know most of these enemies aren't even launchable or if they are then they are pain in the ass to juggle and do cool combos upon like the damn spiders and the stoned goyles. Literally only Sloth is that one enemy that is the least cunty of the bunch but even he is capable of just instantly Teleporting and attacking from offcam WITHOUT ANY CUE (yes I have it on tape). Audio cues in this game overall are fucked over by the Dev team's priority to force me to listen to the godawful 'Taste the Blood' for more than half of the game constantly (Divine Hate slaps hard though) on top Dante going 'EEEEYAA' 'HYAAA' 'HAHAHAHAHAHAHAA BREAKDOWN' 'ARE YOU READYYYY' 'WOOOO' and such like what the fuck was wrong w/ this dude just having normal but visceral grunts like in the OG DMC?? even the blueguy in the same fucking game has more grunts than voice lines.. So Audio wise it's a clusterfuck of noise to even focus properly on the audio cues at times. How about Visual cues for enemy attacks? Most of them are solid are very readable even among all the chaos so great job on that one Itsuno and team. We both know how important Cues are in both audio and visual for enemy design and DMC3 just says NAH to that spitting in the amount of work OG puts down in those regard while taking a lazy shortcut in offcam pacification mechanic instead which isn't even consistent in this very fucking game plus encourages shitty habits for the player. Some may say 'Oh it adds more strategy to the game' yeah it does but AT WHAT COST, you're encouraging players to pay less attention to the audio cues and visual cues so you can have enemies pacified if they're not on the screen?? Are they demons who want Dante's head on a platter or some fucking Diva who gets upset that the camera and the spotlight is not on them? It's not like I want the Vanilla NG2 off cam Exploding Kunai bukake treatment for DMC games but seriously this is still awful. I'm skipping a lot still but I understand this shit is long enough already and no this ain't my college thesis on this old ass game. Long story short, the biggest disappointment in terms of enemy design for this game for me is that they don't even facilitate Styleplay for Dante a whole lot despite DMC3's longtime reputation of being a 'CUHRAZYYY Stylish Action game which just shits out Combo Mads and FreeStyles on a daily basis' and as such hold him from shining (That plus the godawful loadouts and leveling system restricting Dante which thankfully have been abandoned since). Also, there's a reason why DMC3 combos or FreeStyle vids mostly go for those few combo fodder enemy types in the familiar same old missions and spots. Enemies in this game are not designed w/ JC and I'd say not even Aerial Sytleplay in mind and it shows which I should clarify as not exactly being a bad thing on it's own. Enemies in this game almost feels like they're trying to do their best to APE the OG's ideas on enemy design among others to recapture that same energy (3 loves to copy the idea behind Shadow's design of shooting enemy first then expose vulnerability) but unlike OG they miss the devil in the details so bad. So it's the worst of both worlds where DMC games after 3 have enemy designs ..well designed around JC in mind from the get go (most notably DMC4 & DmC) to allow/facilitate Styleplay more while the OG DMC still surpasses this game in terms of fair and reasonable challenging enemies. All DMC3 can do is carryover the DMC2's lazy western dev approach of inflating health values and their damage numbers for the sake of difficulty which can still work for Styleplay in a very limited capacity (Sloths) but sucks for literally everything else. Plus it's such an awful way to go about DMD when it's predecessor (The OG) has shown how smartly it can be done which thankfully DMC4 learns from along w/ DmC to a degree. Like who's out there going "you know what I actually wanted that Fallen to become 3x more tanky plus having armour on top of her angelic shielding cause that'd be really fun and challenging :)". It's the middle of the road uncommitted enemy design of DMC3 that makes DMC3 age the worst despite of just how great 3s Dante and his overall moveset is. Almost the entirety of enemy design (plus DMD) is dragging him down. DMC3 Dante deserves better than this and this is coming from someone who is not even the biggest fan of this version of Dante. DMC3 is a SSS game as in 'Sloth Style Simulator' game. Oh and lastly, I'd consider SoR4 as a much better designed game overall (yes even in it's current state) so I'd say comparing those 2 is just not very fair to DMC3 ya know ;). Just the amount of work and effort put alone in it's Mr. X's Nightmare DLC puts any DMC entry's DLC to shame despite being a much smaller studio having significantly much less resources to work w/ (only possible exception being DmC DE but that isn't exactly a DLC).
@@blumiu2426 I knoooow I know I have to fix that n SOON! I have the genesis collection n luckily the first 3 games are all there. So I’ll be sure to make a weekend out of it to marathon those games. Sounds like a pretty solid time to me
Man, this channel is a blessing, so nice to see this kinda content presented in such a nice way.
@@darkvante2416 I appreciate the kind words thank you! Maaaan took awhile to get better at this bit by bit so I’m glad you’re enjoying what we have going on here
Glad you changed the name of your channel man. You’re so much easier to find these days.
@@HeartbrokenHeartshooter ooooh yea man changing it has been a really good change. Well now you can find this place w ease!
What was it called before?
@@pogoacct8611 o_uwu_o is what it was called
@@pogoacct8611o_uwu_o according to the description
I have a feeling this is going to become one of my favourite channels.
@@cashstillrules well if it does - there's alot more stuff on the way! Glad you enjoyed
Don't know much about this series but the simplistic game design and that graphics style is super nostalgic, the PS360 gen had a lot of small games like these from all kinds of devs, which fizzled away as we went along the modern gens
@@kermitwithamustache3885 Dude yea. I mentioned this somewhere in the bouncer comments but quality aside there was always some unique game out there. Just some oddball stuff that are janky sure but man they'll make a lasting impression
Can't think of much nowadays. But on the other hand indie games are such a Massive force of creativity. Feel like we can get something weekly. Again could be jank bc small budget or some other reason but dem the pure passion will be seen Instantly
Found my new favorite channel! I see why this game got the review it got back in the day 😬
@@marcgodley3064 Yoooo that’s awesome to hear thank you! N ooh yea I’ve always heard bad about it too n they were Definitely right. Fingers crossed for that upcoming GA game tho
It seems like the orange attacks are the ones you can dodge, and the blue attacks are the ones you can parry. But since the game at the start associates those colors with vertical and horizontal attacks early on, it can get confusing for a player on higher difficulties where the indicators are turned off.
@@harlannguyen4048 yup exactly, we were taught that soooon as we start the game. But oddly enough they change the rules over time. Imagine if in Viewtiful Joe an enemy's low atk actually hit you high even tho the animation says otherwise. The hit boxes we have to avoid here don’t match the actual action of our enemies. Cool idea to avoid vertical n horizontal atks here but those inconsistencies break their rules lil too much for me is all. But at least that hellboy game did it better tho
This channel is such a good idea.
Theres another one like it called "CardADcgt- Building the deck" that no longer uploads :(
@@pogoacct8611 that sucks to hear - things just come up I suppose. But hey I'll try my best to fill that niche the best I can. So im glad you're enjoying what we have here
i remember been excited for this game but then the reviews came out and i was not excite anymore
@@abiram3394 yeea seemed like this game was just put in a bad spot during development. But this is what we got n it didn't deliver sadly. Fingers crossed for the new game tho - I'll definitely be there to see what they have for us then
I haven't played BR because of all the negative sentiment but I've played the four beat em ups and to be honest they do mostly lean on the presentation, creative setting, and mount mechanic. III has some ideas but the controls are a little awkward, and Revenge of Death Adder is gorgeous and has some decent mechanical improvements but I wouldn't hold it in the same esteem as its best contemporaries. The first one is iconic but basic in a way even SoR1 isn't, and II is just kind of there.
@@goldglovegrappler1382 that’s the similar summary I’ve heard too. That overall they’re pretty standard mechanically but man their setting, characters, music, n just overall Cool factor to it all is why it’s such an awesome franchise. N that right there sounds pretty dem awesome to me! I’ll have to marathon the other games one of these days that’s for sure
You should make a video on Midnight Fight Express!
Awesome.
You should make a video about kamen rider memory of heroez
@@Abdullah-hz9iq maaan that's been on my list to play for a good bit too. I tried it a lil n thought it was super fun. I miiight have to find a chance to play it sooner rather than later
They are making s mew Golden Axe btw
@@pogoacct8611 oooh yup
When I saw that reveal for all those new games I was hyped! Reason why I'm doing a lil theme of SEGA right now. Even tho this wasn't too strong of title I'm still interested in the series. So I'm looking fwrd to what's next
@o_uwu_o me too!!
I hope they knock the new game out if the park
Sega has so many unused IP
@@pogoacct8611 heck yea! I’m glad you’re hyped for it too bc seems some are worried which I can’t blame em. It’s a unknown how good it’ll come out but I’m hopeful
I saw that you've played two Onimusha games, and they're both not even close to being the best Onimusha game. The best Oni game is "Onimusha 2: Samurai's Destiny". It has the best parry/counter attack in all of gaming history. I'm not even joking.
I've played many games but Onimusha 2 & 3 have the best parry system and it's not even close. No other game can touch it. The parry in Oni 2, 3 is insanely over powered. The Royal Guard from DMC 3, 4, 5 is based on the Issen mechanic from Onimusha.
The only other game that's close to Onimusha 2 is "Unsouled", which the creator himself said is based on Onimusha 2. So the only other game that isn't an Oni clone that has chain parry is Katana Kami: A way of the samurai story (and AC Brotherhood but, it's not the same). If you love parrying or counter attacking you're going to love these games, with Katana Kami being the shittiest one.
@@destinyserrano2409 oooh interesting. That passion you have for 2 is Exactly how I feel for 1. It's the 1st one I played so it got to me first haha! That game is just fundamental it is to everything so it's definitely a strong game to me. But thing about 2 being the best is what I heard alot before playing these myself. So I'm excited to see what I'm missing.
About Unsouled. That game has been recommended quiiiiite alot by you guys. Seems like this is something I need to check out n SOON
Katana kami looks fine enough. I'll definitely keep it in mind
I'll say the og golden axe games where pretty solid beat em ups.
One thing I don't like about em is the magic/specials are just a panic button thing similar to the rocket launcher cop in streets of rage 1.
Also I'll say the sor games are just plainly better but it's still a good time especially in coop.
@@joshuaclements9327 I like that it gave ppl that variety tho. Seems like a sweet deal to have 2 kinds of beat em ups. One for that sword n sorcery setting w crazy looking monsters n the other being a more run down modern day thing taking down all sorts of gangs
I'm so sorry. Not just for you, but for the devs; Clearly they wanted to make something great, and they also clearly could have. But...Development hell.
I'd love to get this from Sega and fix it up. The good work of the devs needs to come alive.
@@theblobconsumes4859 what makes it worse is that we can see their great ideas all there too. If only they had the resources to show their true potential. I know some are worried about the new game coming out n I can’t blame em. But I wanna give all their new games a chance bc its SEGA! I gotta see what they have for us - especially shonobi
You ever get the chance, play Clash of the Titans: PS3
@@howlingwolffang2221 will do! I'll add it to the list. Feel like it'll be a fun time to play that next to something like rygar on ps2
This has the same problem as dmc 2 and is a prime example of why enemies are very important for action game you can have the most fun mechanics and moves in a game but if the enemies are not fun to fight or just sandbags what’s really the point the enemy should always be based around mechanics of a game and should pose an actual threat
I don't think enemy design on it's own is the issue in DMC2 (yes bosses are an another story but the overall lesser demons I mean) but rather the playable characters are just far too strong that they just steamroll through whatever comes in the way and yes even in DMD. DMC games always had a weird time in terms of balance esp. the more highly well regarded ones. Sure the enemy AI could and should've been more aggressive, polished up and what not but at least DMC2 suffered through dev hell situation. There is not a single excuse for DMC3/3SE which I consider to have the worst enemy design in the series to the point where it even holds back the potential of how great DMC3's young Dante can be.
@@rockman642 Yup exactly! No matter what type of action game it is - the 1 criteria that can be used on any of em is enemy design. It’s why I always make it a major to look at how they push the player to find some new strategy to approach em. So it’s no surprise why the games w the more layered n aggressive enemies are my favorite
@@ship05u I know this is a hot take but the enemy line up in 3 is pretty solid (besides the fallen). The reason why I think so is bc they do a good job to solve the problem you mentioned about dmc2 n that’s how Dante’s overpowered abilites arent kept in check by very demanding enemies. In 3 they get that done through hyper armor n that’s a smart idea. It will let enemies break through your hits punishing players for mindless mashing n not paying attention - which is sorely missed from dmc2 enemy design. I’ve been playing SOR4 a lot n I’ve noticed a lot of similarities to its encounters. We got the ifrsme jump n all which is hype but it’s more than that. Once you pay attention to the enemies n bosses - it hits you that they ALL have hyper armor. N it’s the same answer we needed to make players stop flailing w no thought n actually know who to prioritize, how to properly crowd control, n know what defensive option is possible to use in the current enemy grouping. You don’t want players always doing jump ins w no counters from enemies - so here’s Donovan. Then the big enemies like goro, sugar, n big bens all rushing you down w armor on. N of course bosses have armor pretty much at all times n are only vulnerable to hit stun after you punish specific atks which is Exactly how Vergil works in 3. So I think hyper armor is a very good way to make players think about what they toss out n actually learn enemy patterns. Bc once the player doesn’t have to respect their options - it becomes a mind numbing mash fest like dmc2.
@@o_uwu_o Oh not at all man, I wouldn't consider anyone calling DMC3 enemy design as pretty solid or good as a hot take but rather on the contrary I was the one giving a hot take there even though it might feel like you're on that instead because of how recently it's been somewhat in the discourse for DMC3 but I've been saying that for a very long time along w/ catching a lot of shit from DMC fans (read: Itsuno fanboys), most of whom likely have never stepped out of 3SE Normal mode (assuming they've even finished that). This is gonna be a long one and I hope you can get some sweet cookies going. Maybe get text to speech going and put it behind as ya do other shit or something Idk lol. I haven't seen your vid on DMC3 either so I won't be going over your take on 3s approach to enemy design. If you or anyone else for that matter enjoy the way things are in DMC3 then all the power to ya but this is coming from someone who has played this game mostly on DMD doing challenge runs over the years and only for the recent past 2 maybe 2 & a half years I've abandoned DMC3 altogether. That being said if I feel like it then I might go and put up an entire recorded run for a new game DMD perfect S run in 3 or maybe a simple NG+ perfect S run most preferably w/o using the top tier shit as I just find em boring plus depending on how much I wanna deal w/ 3s endless barrage of bullshit again.
It's not that DMC3's Young Dante isn't overpowered either, in fact he is more OP than DMC2 version but in a very different ways even w/o Style Switcher or having access to his entire moveset.
His framedata is significantly better (probably the best in the Itsuno Trilogy and yes I am not counting DMC2 as part of his games) where Dante has a lot of cancel windows in his moves which helps him to either retreat or continue his offense much more smoothly compared to DMC2 Dante who has heavy commitment on his move's recovery frames and even the start up frames.
3s Dante's guns on their own aren't even close to being as good as DMC2s counterparts but w/ GS and little bit of gunswitch cancelling tech, he can outperform DMC2 Dante in terms of sheer firepower. There's a reason why Artemis is S tier along w/ Shotgun in GS and I would consider Spiral as one of the best guns he's ever had to the point Itsuno and his team never gave Dante a long range quick shot piercing high damage option ever again. And this is the 2nd weakest overall but weakest Style/Stance of the Major 4.
3s Royal Guard is the most broken thing in the entirety of the series thanks to the Roll Guarding/Roll Release which can trivializes the entire game on it's own alone. RG was meant to be a dance b/w risk vs reward where high risk ballsy reads were supposed to be rewarded by being almost invincible (Dante can't block Acid waters from Leviathan that's it) while being able to dish out insane amounts of damage via releases even on DMD (Not to mention how easy it is build up Rage for those big time releases). The Roll tech completely skews the risk vs reward routine and makes the whole thing a low risk extremely high reward kind of situation. Itsuno and his team knew about I frames interacting w/ Guard allowing for perfect/royal blocks or releases which is why Jump Guarding/Releases stayed as I think that's much more fair overall as not all attacks connect for that as the window for even the most shallow jump guard/release is so short that you may as well do it as it was intended in the first place instead but rather Jumping unlike Roll isn't as safe of an option having as much I frames to it. Another instance of Iframes+Block/Release that remained after 3 is the 'Wake Up' residual I frames part where if Dante gets knocked down by an enemy hit then he can switch over to RG in 4 and easily get a Block/Release out as he wakes up and I'd consider that to be fair as well since it's such a situational thing. RG in 3 also makes 3s Dante's framedata in terms of adding cancel windows to his moves even much more better so it's just insane overall.
3s SM is alright. Overall I'd consider it as the most well balanced Style/Stance for Dante given the other ones where it's either RG levels of dumb OP or GS levels of meh pass. SM gives more options for the player in terms of not just more aggressive moves but also depending on the Devil Arm, more utility as well. Makes certain trash weapons much better like Cerberus and Nevan while not exactly pushing already mad broken tier weapons like Beowulf or AnR over the edge either though I'd say AnR gains a lot more w/ SM than Beowulf which might skew the edge for that weapon instead in terms of which one's the most stupid and dumbest weapon for Dante. Rebellion is the middle of the road, all rounder exceptional weapon that's always great to have in any loadout w/ or w/o SM so I think they've done a wonderful job for Dante's new signature weapon for players to flock to Rebellion when in doubt which shows that the team is very capable of understanding how to do weapon balancing right but they do drop the ball for other devil arms esp. Cerberus..
3s Trickster is often highly regarded and is an extremely good high tier Style as well but what holds it back is that it lacks the offensive capabilities offered by the other 3 Major Styles/Stances. Though one may argue that TS safety would instead allow players to be even more aggressive just like RG but RG essentially does TS's job but better and then some as while having a lot of I frames on TS moves is insanely strong, every Perfect/Royal Block has it and on top of it Dante can almost block anything outside of the exception I've mentioned above. If Roll Tech wasn't a thing then TS would be valued higher. I still find this Style the most fun in the game as the mobility it allows is such a fun time to mess around w/.
I don't even have to mention a whole lot about DT explosion/flux/bomb. It's dumb and even the devs recognize it as such that's why thankfully we haven't seen this awful mechanic return w/ one JUST ONE good thing going for it (that is it can juggle DT'd enemies allowing advanced players to link up relaunches or get specific set ups going). Only counterbalancing measure to DTE is that it requires a few seconds to cook it up and that DT gain for such which is piss easy as DMC3 showers DT gain even for doing dumb shit like just rolling near an enemy w/o the last second evade part. Imagine asking players to not just be holding on 1 button (Lock On) for most of the times but also telling em that hey you can also hold onto that DT button for a BIG BOOM which some Styles like TS or GS even need for how dumb DMD can get, oh and w/ GS you'd also be holding another button so that's a potential 3 fingers on one hand holding shit down.. how is that like even healthy for the hands at all in terms of ergonomics and how does a competent game dev even think that is Okay to do. Speaking of dumb design choices, there's no way to get rid of a charged up DTE unless you literally have to pause the game, let go of the hold and resume in an active fight...
In terms of Balance overall, DMC3 is not exactly well balanced either not in the slightest. This is w/o even getting to the blueguy who's even more OP than Dante although arguably so but this isn't the conversation around him so I'm more than happy to leave him out. /P1
So 3s Dante is extremely capable and w/ the right loadout, he's even more broken than any other version of the character (yes even the Sin DT doesn't compare as that has it's clear limitations.. but the hat might be a different story though lmao DMCV and some might say DRI from 4s Dante also being up there). Then what about the enemy design that I find to be so bad that I call it out as such. Simply put, 3s enemies are not only the most annoying enemies I've seen in an action game but they also have stupid hitboxes going for their moves esp. on DMD. 3s enemy line up is basically either easy combo fodder or annoying dumb shit and there's little to no in between. You've only mentioned Fallen as being annoying and yes they are but also the worst example of Flying Bastard who goes through level geometry enemy type in the series. There's also dullahans who already has DULL in their very name as they feel so out of place in a fast paced game as DMC3 that they may as well be from a completely different game. Fans endlessly whine about CC enemies in DmC meanwhile enemies like Dullahans which cannot be attacked from the front at all regardless of any weapon and it bounces off everything is fine. They're the most boring enemy to fight as there's literally not much to do against them outside of get that ass approach and hope you don't get chipped by their BS spiny shield else say goodbye to the 'No Damage' part. Soul Eaters are an enemy which exists just to break one of the so called rules for DMC3 in 'Off camera pacification'. They also are an enemy which are very anti Lock On in a game that heavily revolves around Lock On as they want players to let go of lock on to look away from em then either use their attacks that hit in the back or DTE fart bomb em. The Arachnids are extremely annoying even though I do agree that enemies having armour isn't a bad thing at all but the problem w/ those bitches aren't that they got armour no it's that they are very mobile, attack fast and show up in groups w/ a potential big mama version of em in there. They also have stupid and lingering hitboxes on their attacks that makes it so that you'd be better off having double jump/Air Hike against em. As if those weren't enough already if you kill any of the little ones the WRONG way they spawn in baby spiders gang which if you get caught in and don't have any DT or are charging DTE or something then well say goodbye to that 'No Damage' again. Oh and on top of it all they got Armour which gets even more dumber when they DT esp the big mama and they can cling on walls to shoot a stunning web which also DAMAGES like WTF why. I hate them and no I do not care if they got elemental weakness to Fire as players shouldn't be shoehorned into picking specific loadouts just to deal w/ em and that is the issue I have w/ enemy design at large for DMC3 as some loadouts can absolutely trivialize certain enemies while for other loadouts well you do what you can boy. Enigmas are awful and that's all I have to say, they also are capable of breaking the offcam rule on a frequent basis. Speaking of breaking said 'rule', Bloodgoyles also love to do that. DMC3 enemies outside of the designated combo fodders are full of just one dimensional annoying ass enemies who get worse to deal w/ if they happen to DT so then the fight against those uninteresting enemies drags on EVEN LONGER. This makes the 2nd half of the campaign even more of a slog to go through because on both VH/DMD, the enemy waves gets remixed w/ less and less combo fodders showing up. I don't even wanna get to the bosses part of the equation.
You thought I'd spare the combo fodder enemies? Abyss combo breaks, Pride can just block for a long ass time if ya let him so play on his rules plus they show up only to make everyone else DT faster as they're so squishy even DT'd so you're forced to ignore em in DMD to go for higher priority targets, Lust can kindly just go fuck themselves w/ their Lusticuts and dodges having I frames (THE most annoying enemy that should not exist in a game where Styling is a focus as this enemy exists solely to cuck Dante's attempts to do any cool shit if he's present), Greed can spawn more Lusts or even a gang of em for all you challenge enjoyers out there, Chess pieces are boring to fight against as they've got one maybe two attacks and fully armoured so I guess JC on their head for a half a min or 2 mins if they DT. The horse piece is the most annoying and has stupid hitboxes esp. on his jump attacks as well cause why not then on top of that one of them can even heal themself or the others along w/ a summoner piece who can just bring up chesspieces like COMEON DMC3 what the actual fuck dude.
I didn't go too much into the Styleplay side of things as you know most of these enemies aren't even launchable or if they are then they are pain in the ass to juggle and do cool combos upon like the damn spiders and the stoned goyles. Literally only Sloth is that one enemy that is the least cunty of the bunch but even he is capable of just instantly Teleporting and attacking from offcam WITHOUT ANY CUE (yes I have it on tape). Audio cues in this game overall are fucked over by the Dev team's priority to force me to listen to the godawful 'Taste the Blood' for more than half of the game constantly (Divine Hate slaps hard though) on top Dante going 'EEEEYAA' 'HYAAA' 'HAHAHAHAHAHAHAA BREAKDOWN' 'ARE YOU READYYYY' 'WOOOO' and such like what the fuck was wrong w/ this dude just having normal but visceral grunts like in the OG DMC?? even the blueguy in the same fucking game has more grunts than voice lines.. So Audio wise it's a clusterfuck of noise to even focus properly on the audio cues at times. How about Visual cues for enemy attacks? Most of them are solid are very readable even among all the chaos so great job on that one Itsuno and team. We both know how important Cues are in both audio and visual for enemy design and DMC3 just says NAH to that spitting in the amount of work OG puts down in those regard while taking a lazy shortcut in offcam pacification mechanic instead which isn't even consistent in this very fucking game plus encourages shitty habits for the player. Some may say 'Oh it adds more strategy to the game' yeah it does but AT WHAT COST, you're encouraging players to pay less attention to the audio cues and visual cues so you can have enemies pacified if they're not on the screen?? Are they demons who want Dante's head on a platter or some fucking Diva who gets upset that the camera and the spotlight is not on them? It's not like I want the Vanilla NG2 off cam Exploding Kunai bukake treatment for DMC games but seriously this is still awful.
I'm skipping a lot still but I understand this shit is long enough already and no this ain't my college thesis on this old ass game. Long story short, the biggest disappointment in terms of enemy design for this game for me is that they don't even facilitate Styleplay for Dante a whole lot despite DMC3's longtime reputation of being a 'CUHRAZYYY Stylish Action game which just shits out Combo Mads and FreeStyles on a daily basis' and as such hold him from shining (That plus the godawful loadouts and leveling system restricting Dante which thankfully have been abandoned since). Also, there's a reason why DMC3 combos or FreeStyle vids mostly go for those few combo fodder enemy types in the familiar same old missions and spots. Enemies in this game are not designed w/ JC and I'd say not even Aerial Sytleplay in mind and it shows which I should clarify as not exactly being a bad thing on it's own. Enemies in this game almost feels like they're trying to do their best to APE the OG's ideas on enemy design among others to recapture that same energy (3 loves to copy the idea behind Shadow's design of shooting enemy first then expose vulnerability) but unlike OG they miss the devil in the details so bad. So it's the worst of both worlds where DMC games after 3 have enemy designs ..well designed around JC in mind from the get go (most notably DMC4 & DmC) to allow/facilitate Styleplay more while the OG DMC still surpasses this game in terms of fair and reasonable challenging enemies. All DMC3 can do is carryover the DMC2's lazy western dev approach of inflating health values and their damage numbers for the sake of difficulty which can still work for Styleplay in a very limited capacity (Sloths) but sucks for literally everything else. Plus it's such an awful way to go about DMD when it's predecessor (The OG) has shown how smartly it can be done which thankfully DMC4 learns from along w/ DmC to a degree. Like who's out there going "you know what I actually wanted that Fallen to become 3x more tanky plus having armour on top of her angelic shielding cause that'd be really fun and challenging :)". It's the middle of the road uncommitted enemy design of DMC3 that makes DMC3 age the worst despite of just how great 3s Dante and his overall moveset is. Almost the entirety of enemy design (plus DMD) is dragging him down. DMC3 Dante deserves better than this and this is coming from someone who is not even the biggest fan of this version of Dante.
DMC3 is a SSS game as in 'Sloth Style Simulator' game.
Oh and lastly, I'd consider SoR4 as a much better designed game overall (yes even in it's current state) so I'd say comparing those 2 is just not very fair to DMC3 ya know ;). Just the amount of work and effort put alone in it's Mr. X's Nightmare DLC puts any DMC entry's DLC to shame despite being a much smaller studio having significantly much less resources to work w/ (only possible exception being DmC DE but that isn't exactly a DLC).
How does one dodge Golden Axe on the Genesis??
@@blumiu2426 I knoooow I know I have to fix that n SOON! I have the genesis collection n luckily the first 3 games are all there. So I’ll be sure to make a weekend out of it to marathon those games. Sounds like a pretty solid time to me