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Deathman48
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total posts: 22904
since: Nov 2002
Jul 03, 04 at 11:34pm
Missions

We don't have a missions thread?

Anywho, what type of missions would you like to see in DMC3? Do you want long drawn-out missons? Quick 3 minute missions? Do you want linear missions or ones where there is more than one path to get to the end of it?

I got this thread from a comment HK007 made. There's one major thing I don't want and that's underwater missions. In both of the games these missions weren't terribly exciting and I just wanted to get past them as fast as I possibly could.
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BigBalla118
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since: May 2002
Jul 04, 04 at 12:33am
re: Missions

I would prefer more of the long maybe 2-part missions, where the missions are long detailed and difficult, with a lot of a little side bosses, to make it interesting. Especially in DMC2 the missions were a little easy to get past. In DMC1, there were a lot of good missions, but a couple of crap ones, especially the 1st mission in DMC1 was kinda pointless, but just entering the castle.


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The World Is Yours DMC NeoPortal Fifa 06
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Ultimate Gogeta
Don't blink.
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since: May 2003
Jul 04, 04 at 3:09pm
re: Missions

I wouldn't mind the normal missions where you gotta go to a destination collecting reb orbs and killing any enemies that pop-up.

Missions where you gotta just kill a boss would be alright.



U.G«.


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Incidnia
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since: Mar 2004
Jul 04, 04 at 6:06pm
re: Missions

Well, I definitely wouldn't like many linear missions, I would rather them being multiple-choice. I did sometimes have a thing for the type of linear missions where things just keep coming at you, or a long fight, but thats it, no missions devoted to a single boss fight.

I agree, the underwaters were a bit boring, but they introduced a new style of gameplay, same with "The Legendary Battle".
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The Dark Tyrant
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The Dark Tyrant's profileThe Dark Tyrant's neohomeNeoPM The Dark Tyrant
total posts: 3180
since: Mar 2003
Jul 04, 04 at 7:25pm
re: Missions

I'm with DM48 on this one. The underwater missions were pretty crappy. I just didn't like 'em.

Yeah, That Mundus/Dante battle and scene were both pretty kickass. In fact, that was my favorite part of the game. Oh and just after Dante turns in to his Sparda Form, and Mundus flies up and scrunched up, that he blasted his wings open and looked like this:



That's just a quick sketch though.

That was the coolest scene ever in a game.


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http://www.youtube.com/watch?v=CWNO5VY7ozE

rawr
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Incidnia
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since: Mar 2004
Jul 04, 04 at 8:53pm
re: Missions

Not in a game, but in this game I agree.

Anyway, I would like a lot of longer ones, that incorporate more action, cut-scenes and especially more enemies. I think the trouble with DMC2 was it was way to linear, and straight forward, hopefully we'll get some choice in this game.
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Deathman48
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since: Nov 2002
Jul 04, 04 at 11:00pm
re: Missions

Well DMC1 was fairly linear as well, just there seemed to be more freedom in where you could actually go and things. Underwater missions weren't a bad idea in principle, but they just weren't done that well in either game, so hopefully they'll leave all the fighting to go on land.

Also in DMC you seemed to go through many different environments. We had battles on boats, a Colloseum, something that felt like the inside of a body with the heart, to flying through space. In DMC2 all the missions appeared to take place either right outside some buildings, or inside a building, with not much variation, certainly not as much as in DMC1.
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Sphinx
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since: Mar 2003
Jul 05, 04 at 12:43pm
re: Missions

I would like to see some more freedom from the linearity of the past games also, but its a fine line to tread. You can go from being linear to meandering around aimlessly lost. Its good to keep a certain level of linearity just to help usher the gameplay along. As for the rest of the gameplay, I'd like to see a bit more "puzzling" like in DMC1 with the ancient artefacts and shit you needed. Sure it wasn't exactly mind boggling, but maybe a bit more would be a nice respite from killing demons, which could get boring.


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Incidnia
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since: Mar 2004
Jul 05, 04 at 7:22pm
re: Missions

quote Deathman48
Also in DMC you seemed to go through many different environments. We had battles on boats, a Colloseum, something that felt like the inside of a body with the heart, to flying through space. In DMC2 all the missions appeared to take place either right outside some buildings, or inside a building, with not much variation, certainly not as much as in DMC1.
True, DMC2 was like, on rooftops, in the streets, in an elevator, in corridors, nothing too interesting, I would maybe like a small part of the game in a city, but not the whole game. But we seemed to have seen quite a few interesting places to fight.
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Deathman48
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total posts: 22904
since: Nov 2002
Jul 05, 04 at 10:29pm
re: Missions

quote sphinx87
I would like to see some more freedom from the linearity of the past games also, but its a fine line to tread.
Many things are usually a fine line between being great and being lousy, but it was done so well in DMC1. DMC2 was almost an example of how not to do the levels. They were large yes, but they felt empty. If there were enemies around every corner or more stairs and tunnels etc... then maybe it wouldn't have felt so barren.

DMC1 was mostly contained in a building or a certain path. But you had the large open are where you first fight Griffon, but although it was large it didn't seem boring as several things actually took place in there. For one there was a boss and then Death Scissors if I remember rightly. In DMC2 you did have the boss who appeared out from the building wall, but that was only a small part of that rather large area.

If I had to choose I'd go back to having the game indoors like DMC1 was.
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BigBalla118
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since: May 2002
Jul 06, 04 at 3:10pm
re: Missions

The levels in DMC1 were amazing, compared to the levels in DMC2. The colosseum, was amazing, and that was a great boss battle, and it gave different ways to complete it also. Go to the top level and fight from up there, or stay on the ground and attack from below. Also the ship was another great battle, funny Griffon, had some great places to do battle, even though he definetly was not my favorite boss.

But it is just the fact that the variety in DMC1 was way better than DMC2. The levels, and especially the weapons. In DMC1, you had swords gauntlets, and the guns were a little different. In DMC2, you just had 3 swords, with the only difference is range and power. And the guns, and the missile launcher (which made the game boring really quick.

If they can keep the variety, and make the game difficult, I can guarantee it will be a much better game. Dante Must Die mode on DMC2 felt like Normal mode on DMC1 IMO. That should not be.


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The World Is Yours DMC NeoPortal Fifa 06
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Sphinx
QMUL '08
Relentless



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since: Mar 2003
Jul 06, 04 at 10:05pm
re: Missions

DMC had the best of both worlds. The gothic castle setting that changed as the evil increased was incredibly atmospheric and an awesome environment for the games genre and storyline, yet the outdoor environments were epic too, as BB said, the Coliseum as one example was amazing, the combination of the moody weather and (brilliant) rain and the big battle made it awesome to play in. Whereas like Deathman said, DMC2 got it all wrong. The indoor areas were "futuristic" and plain, there was none of the gothic feel of the last game in the main city. Admittedly the Village of Vie D'Marli managed to retain some of that gothic style, but it wasn't enough to just chuck a good background at you when it is sparsely populated with demons that are piss easy to kill anyway. As for the outdoor environments of the city...they had no character or atmosphere at all, big plain and empty. Wow, exciting backdrop. In DMC you had the foggy cliff side mission, the eerie woods where you met the Fetishes, the courtyard where you fought Nelo...it was a perfect mix of excellent gameplay and setting. Whereas in contrast DMC2 offered you a big old empty coty to run around in.


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Drinker of Styx
Someday...I'll create my own video-game
no-stoppin-me-now



Drinker of Styx's profileDrinker of Styx's neohomeEmail Drinker of Styx
total posts: 219
since: Jul 2004
Jul 12, 04 at 8:16pm
re: Missions

Well in DMC the castle wasn't only gothic but in a way it was alive. Pilars warped and shaped like trees, statues that broke away (forgot the name of the black cat thingies?)shadows?) and death scythes popping out of paintings. In DMC2 it was like here is the enviroment *poof* here is an enemy...fight! The city was lifeless. It would of been really cool if civilians ran around screaming and were killed by those ghost wolves. I'm looking foward to DMC3 as I see there is a club of some sort and Danta spinning and kicking an enemy on a pole. But there needs to be people, part of Dante's life is getting paid and protecting humans from devil's. Wheres the huge conflicts like: Dante runs into the middle of a street to find a riot of people running and screaming as a giant devil with mashing teeth tosses a human into a building. What do you guys think?
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Darkhawk42
Sewn Back Together Wrong
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total posts: 2924
since: Jan 2002
Jul 13, 04 at 7:46pm
re: Missions

Firstly, Deathman, it's the Sin Scythes in the courtyard of the Colloseum, not Death Scissors... Death Scissors is the annoying little bitch you fight at the end of the first mission in the sewers, just before you find the Guiding Light. Oh, and in Hard and DMD! modes, you fight one in the area with the fountain after smashing the lion statue, instead of a shadow. Also, to ... someone else... sorry, don't remember who posted it, it's Sin Scissors that pop out of the paintings, not Death Scythes... General rule of thumb: "Sin"s are the smaller, common ones; "Death"s are the ones that caused you horrific pain if you weren't on your game. Minor oversights, but I'm anal-retentive about stupid crap like this.

Anyways, as far as the missions, Styx, I couldn't agree more. I, for one, would REALLY enjoy missions wherein there are civilians to save, or some such. Relating back to the Styles thread, that could make your Style choice before the mission very important. Sure, there are a lot of demons to fight, thus Gunfighter or Swordmaster would help, but that might lead to you killing some of the people you're trying to save, or something... Maybe Royal Guard will be better at sparing bystanders or something, or Trickster can help you feint around them, and confuse the enemies or some such. Dunno what to expect out of it, but, yeah, civilians will give the game more life. It worked well in the original Jedi Knight.

As far as the length of the missions, I'd probably prefer they not make any of them too terribly long, if only because of the style issue. You can't switch styles mid-mission, that's apparently been established already. Thus, I'd like to avoid being stuck on one style for too long. Granted, I see myself using Swordmaster mostly, anyway, but maybe there's times I won't want to... I don't want to be stuck with it for thirty minutes, meanwhile, for the next area, I get to try out Trickster for a minute and a half.

And, yes, the environments for DMC worked incredibly well. Yes, the game railroaded you a good deal, but, frankly, that's what I want out of this style of game. It's an ACTION PLATFORMER, people. If you want to make choices with the plot, play an RPG. If you want to kick devil ass, play DMC. The occasional puzzle should be a bit more than DMC's constant barrage of "Should I use the thing that obviously goes here?", but it's not wholly neccessary. But, back to the environments, I think they worked so much better because most of them were small, and you went through most areas more than once. Hence, since you were likely to be looking at the same stuff multiple times, they took care when they designed it, to make it all look good. There's not a single area in DMC that doesn't look absolutely great. The artists knew what they were doing, right down to the tiny details. Apparently, though, the frequent small areas bugged people. So, in DMC2, they overcompensated by making most areas too big, and thus, entirely too empty. Bigger areas means more surface area to texture and detail, which means the artists don't care as much on any given wall texture. Which ends up with some (or perhaps, many) of them looking dry and lifeless. Hence, we have another benefit of being railroaded a bit: the level design artists are forced to care more.


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"Blacker than the blackest black, times infinity!"
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Drinker of Styx
Someday...I'll create my own video-game
no-stoppin-me-now



Drinker of Styx's profileDrinker of Styx's neohomeEmail Drinker of Styx
total posts: 219
since: Jul 2004
Jul 19, 04 at 8:55pm
re: Missions

I really strongly doubt there will be humans thoe.

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