Just how did Capcom manage to ruin what must surely be one of the best games this generation? You would have thought that a game centered around one of the best videogame characters Ive seen, following on from a game with sublime, intense and exciting gameplay like the original couldnt go far wrong? What we have is a dull, easy and bland romp through uninspired levels consisting of some very poor level design and unimaginitive adversaries. Dantes new moves cannot even compensate for the games shortfalls. For me the game is no better than average, and I expected a whole lot more from Capcom than what they delivered. Am I alone in feeling totally let down and deflated by Capcom in this instance, or do you feel the game is a worthy sequel to the original?
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Devil May Cry 2 - a rant
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Originally posted by marcusAm I alone in feeling totally let down and deflated by Capcom in this instance, or do you feel the game is a worthy sequel to the original?
The ultimate example that I always cite is level 5 - where the enemies consist of 3 tanks & a helicopter - which makes for one of the most inane & drawn out gaming experiences I've had.
In it's own right, DMC2 is an OK/average game - as a sequel to DMC it's a disappointment.
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Sir. I find your comments on Devil May Cry 2 to be horrifyingly accurate. This easily ranks as one of the most disappointing sequels ever. All the fun, the character and the cool of DMC1 has been chucked out the window in favour of boring, simplistic combat, a central character with less charisma than Gareth Gates, and IMO the game doesn't even LOOK as good as the 1st (usually graphical improvements are a given in a sequel. Hmmm).
Hatred.
Is anyone reviewing this crock for the site?
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I must admit, what started out as a promising game, considering I'd never really played the first one, quickly turned into a chore rather than a labour of love.
As mentioned earlier, Level 5 was enough to convince me that the experience was being strung out far too much and after the third helicopter battle, I'd had enough.
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The problem almost certainly stems from the fact that none of the original team (bar one I believe) were involved in the project at all.
It was these people that gave DMC its original essence and when you crowbar in a completely different team they are surely going to struggle recreating the work of others.
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I was well disappointed with DMC2
Dante is not the same character is was in the first game, none of the enemies pose a decent challenge to the player, there is no emphasis on style anymore - you can get S grade by simply attaking repeatedly.
Dante in DMC2 is not an evolution of the 1st design, he's overly simplified - none of the stuff he's known for connects properly anymore and I spent the whole tiome trying to working out something stylish - ANYTHING!! but so far have got nothing compared to the sickness I can pull of on the 1st game.
On the 1st game I can just stand in an area and fight constantly for hours without getting bored (racking up HUGE amount of red orbs) - on DMC2 I spend the whole time trying to find someone/thing that poses some form of threat (even on hard mode)
Could it be due to Capcom listening to people crying about the first game being too hard? - serious, I cant understand what they were thinking...I hate over simplified rubbish like this, games on the whole are too easy now as it is without them being dumbed down even further.
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Originally posted by ChadruharazzebBy my estimation, since it was made.
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Naah, it was a classic. IMO of course. Surreal end sections are all the rage with games these days. Look at Silent Hill (1 & 2), Onimusha (1 & 2), Metal Gear Solid.... 2
Devil May Cry beats them all (and the rest) by offering the perfect blend of in-yer-face precision combat, nice adventure elements, lush visuals, and groovy character design.
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Originally posted by ChadruharazzebNaah, it was a classic. IMO of course. Surreal end sections are all the rage with games these days. Look at Silent Hill (1 & 2), Onimusha (1 & 2), Metal Gear Solid.... 2
Devil May Cry beats them all (and the rest) by offering the perfect blend of in-yer-face precision combat, nice adventure elements, lush visuals, and groovy character design.
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Originally posted by CacophanusI just think that powering up sequentially through a game only to have that "training" amount to naff all, reeks of bad design. Lacks direction.
Precision? The rest I would agree with though.
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