What is Devil May Cry?Devil May Cry is an action series developed and published by Japanese company Capcom, beginning with Devil May Cry 1 in 2001 for the Playstation 2 (Here's an advert showing it as part of Sony's holiday lineup that included landmark gaming titles such as Final Fantasy X, Grand Theft Auto 3, Metal Gear Solid 2 and... Baldur's Gate Dark Alliance). The game series began as a prototype build for Resident Evil 4 that had more of an overt action focus than the acclaimed horror franchise was known for. Rather than scrap the build, Capcom saw potential in the idea of a stylish action game, and gave director Hideki Kamiya permission to make it a full title.
The build up to 2010With DMC 4's release in 2008, Capcom set the sales expectation that the game would sell 1.8 million units by the end of the fiscal year. DMC 4 would sell two million units in under a month, but Capcom were a bit unimpressed. They were hoping that now that DMC was on a wider range of platforms that the sales would correspondingly go up, but instead the game just saw a modest increase over DMC 3. The cost of game development had also shot up in the new console generation, making Capcom more concerned about DMC4's sales just being fine, especially coming off of huge sales juggarnauts from 2007 such as Halo 3, Call of Duty Modern Warfare and Bioshock. (It doesn't help that DMC 4 had a very rushed development leading to the now infamous case of Dante's playable chapters just being Nero's but backwards)
The TGS TrailerFor those unaware of DMC, I should stress that by 2010, it had a reputation for a certain flair and theatics. Dante was known to be a goofball in cutscenes, taunting enemy demons and making a mockery of them. He has an entire cutscene in DMC 4 where he acts like he's on the stage of a theatre with how grandious he is. People liked Dante for this reason, he was a breath of fresh air in a time when most protagonists were stotic, gritty jerks who only talked in curse words and gravelly shouts. And his flowing white hair was also certainly iconic.
The developmentSo Dante got a new color palette, a darker jacket and black hair. But at the time (this news only came out two years after the redesign was revealed), people didn't know about Capcom explicitly telling NT to go off the rails, and what they saw... was Ninja Theory going off the rails in the wrong way.
While Capcom Japan kept a close eye on Ninja Theory’s work on DmC’s characters, story and world, its greatest focus was, naturally, on the game’s combat. Itsuno and other key personnel would visit the studio in Cambridge every few months to check in on its progress, Ninja Theory staff would often make the trip out to Japan, and in between those times there would be regular video conferences and daily email updates. All that communication helped to unify the two companies, despite a fundamental split between their approaches to game development: Ninja Theory liked to start with the visual design, and Capcom with the mechanics. Modestly, Itsuno admits he learned a lot from the collaboration; Tucker believes she picked up an awful lot more. “I learnt so much,” she says. “Itsuno would speak philosophically about how he approaches combat and enemy design. They build most of the player’s set of actions first, and then think about the things they can build to allow players to exploit particular elements of the system they’ve designed. They really put the emphasis of the baddie design back onto the player’s actions. It’s kind of obvious, but just the way that he spoke about it was inspiring, and it made a lot of sense to me.”The damage however, was long done. Even with the post-TGS revisions, DmC was facing an uphill battle from the community, with a minority waiting to give it a try themselves before casting judgement, but the majority either being apathetic or downright hostile to the game, not helped by Tameen's attitude creating the idea that Ninja Theory inherently hated what made Devil May Cry good (again, keep in mind most players wouldn't learn that Capcom were pushing for the radical Dante changes until years post-release). Ultimately though, Capcom themselves are to blame for the choices that impacted DmC: Ninja Theory were only doing their jobs to the best of their abilities and for the most part many of the staff clearly loved getting to work on such a popular franchise and boosting their studio's name. It came down an unfortunate blend of Capcom misreading what people wanted from future projects, an attempt to appeal to a Western market that fell on its face, and a director unprepared for the mass backlash his product got.
The game itselfEh, it was OK.
"It's a good game, but it's not a good Devil May Cry."The fanbase were willing to concede to the good aspects of the game- especially in audiovisual aspects. Enemies now got a subtitle during their first appearance, weapons getting a slight glint when the player pauses to let them know they can launch a pause combo attack, the soundtrack was now dynamic and evolved up the higher your style rank got, alongside the killing blow at the end of a fight getting a cinematic camera angle. Ninja Theory's sense of style itself was something that impressed the Capcom team, as all of these aspects were modified and adopted into the mainline games come 2019. The game was also very beautiful in places, leaving the Gothic archetecture of the main games for a more European feel in Limbo City. Madrid in Spain and Genoa in Italy are clear influences on the archetecture, and the design team adapt them well in making Limbo a city that is itself a weapon trying to kill Dante through compressing alleyways, closing off paths or mocking him through writing on the walls, Splinter Cell Conviction style. Combichrist and Noisia's collaberations for the soundtrack were also praised between their licensed work and new music composed just for the game, especially the songs Never Surrender and Throat Full of Glass.
(While I'm on the topic of weird fighting game trivia, Donte actually also got a full fighting game appearance in the "classic," Playstation All Stars Battle Royale as an attempt to market DmC ahead of its release. Yes, Donte technically didn't even debut in his own game. This story is so weird to me! In the trailer he even fights the protagonist of previous Ninja Theory game Heavenly Sword)In 2015, Capcom re-released the game for the new consoles as DmC: Devil May Cry: Definitive Edition. This was largely helmed by the Capcom team in Japan who modified the game to make it more in line with DMC's series standards of gameplay. And you know what? It's really good! Genuinely, it actually makes the game and takes it from "A good attempt" to "one of the best Western attempts at action games period." 60FPS on consoles, all DLC included, Turbo Mode was back, a new mode called Must Style where you have to get an S Rank in combos before your attacks do damage, all alongside an insanely detailed changelog penned by Rahni Tucker. The one downside? It never got released on PC for unsaid reasons, presumably that most of the new gameplay additions... were based on mods made by the PC fanbase. Mods you can no longer find as the site storing them has gone down.
Additional reading if you'd like more words on this reboot:
Good tidings, all!submitted by Red-Heat to AfterTheEndFanFork [link] [comments]
This is part 2 of a multi-part dev diary. Part 1 can be found here:
I'm going to be writing part 2 of this development diary. Thank you for writing part one, u/vivyshe! I apologize in advance for the lack of screenshots - I have been exceedingly busy recently, and getting screenshots of everything takes a surprisingly long amount of time. I'd also like to apologize for not being able to implement the Mayan changes that were teased in the last dev diary - those took a little longer to implement than we expected.
Now, let's get into the remaining changes:
We've made some pretty big changes to the two West Coast colonizers in terms of religion, culture, and the general way the event works. Most of this is courtesy of Gsonderling, particularly the changes to cultures and mechanics. Let's get into it!
First of all, the mechanics used for both colonizers have been completely changed, with the goal of making them more resilient. First of all, both colonizers are given more tech points once they invade. This is both to better demonstrate their technological superiority to the locals, as well as to give them an overall buff once they successfully land. Second of all, the event troops that the colonizers spawn with are reinforcing, allowing them to regenerate over time. In order to compensate for this, the size of the colonizer forces have been reduced somewhat. Additionally, the makeup of these forces varies depending on who is invading (Japanese forces get more Knights/Samurai, for instance.)
If the colonizer's troop numbers fall below a certain threshold while fighting a defensive war, they will call upon reinforcements from home. It will take at least three months for these forces to arrive, so once they send the call, you better finish them off during that time. If you do manage to defeat the colonizers, they take much longer to return. Finally, the colonizers have been weighted to prioritize estuaries, natural harbors, and existing trade centers during their initial invasion.
That about does it for the changes to both colonizers. In terms of changes made to individual colonizers:
The Sibir culture group has been split in two - Vlodivostockiy, representing more urbanized Russians, and Petropavlovskiy, representing more rural Russians. The Vlodivostockiy will be the main force leading the invasion, but a few Petropavlovskiy courtiers have tagged along as well. The group as a whole has also been renamed to Novorusskiy, to preserve the old name.
The Shinto religion has had religious branch traits added, based on this excellent suggestion post. They are as follows:
Religion heads have been added to numerous religions, mostly in the Muslim group (but not exclusively!) Here is a full list:
Now, for the last religion, I actually have a screenshot and a more detailed explanation. Here it is:
The new Falling Star religious head.
Falling Star now uses autocephaly - in theory, any Falling Star kingdom can appoint its own religious head using the Court Chaplain council title. However, at the start, all Falling Star rulers answer to the Unity Province, who is under the direct control of the Kingdom of Moskitia. Hopefully this will make all of the religions listed above more interesting to play!
The Revivalist Uprising
Remember how I mentioned before that certain religious heads can be formed by event? This is that event. A Muslim ruler living on the Atlantic coast can get reports of a shipwreck in their realm...
A curious event.
What happens next? I don't want to completely spoil the event chain, but the survivor does arrive at your court...
What happens next is up to you. I hope you look forward to finding out what happens!
Mexican Warrior Lodge
This next feature was coded almost exclusively by TechKing465. I would like to thank him for all of his hard work - this was a particularly difficult feature to add.
Society screen for the Luchadores. Thanks to Deds for the art!
Mexican rulers now have access to a special warrior lodge. Although this society is best suited for followers of El Santo, membership is not exclusively reserved for them. This society gets numerous special events, decisions, and traits that aren't used by other warrior lodges, so this will be a new experience even if you're already familiar with warrior lodges (whether from vanilla or AtE). I hope you look forward to playing as them!
Changes to Hinduism
We have made some highly extensive changes to Hinduism based on the suggestion post referenced earlier in this dev diary. First, god names have been altered:
New deity names.
Secondly, the vanilla religious branch traits have been replaced with AtE-specific ones. They are as follows:
These changes to the map come courtesy of Lahom and BoneLorde. As you may expect, they are mostly in Canada. Here are a few of the most obvious ones.
An additional county has been added to Newfoundland.
The county structure of southern Nova Scotia has been overhauled.
A new county in Sinaloa.
A new county in Colombia.
In addition, a truly epic amount of work has been done on CoAs in Canada, as well as name lists for the Gallomerican cultures. These come courtesy of Lahom and frederico83. Thanks, guys!
Also, a major change has been made to the layout of the northern Great Plains region. Based on suggestions from Lahom, the ruler Maskwa Ironside, ruler of the Cree, has been moved further west to the new duchy of Chinook. Saskatchewan proper is now a Prairielander horde. (This horde is currently Neognostic, but consider that a placeholder - I intend to change it before v0.6 releases.)
New de facto setup in the northern Great Plains.
New culture setup in the northern Great Plains.
That about does it for this dev diary. I hope you're all looking forward to v0.6!
EDIT: I forgot to mention that we've determined the winner of this subreddit's writing contest. Congrats to u/Softboyanarchist and their story, Shadow over Boston!
I'll be doing all my esper and trial battles without any outside information. That means no reading of the wiki or trial megathreads on this sub. I'll be relying on what little information is provided in-game, my knowledge of previous battles (especially for esper and scorn fights), general FF lore, and knowledge of Alim's/Gumi's trial gimmicks. The goal is to figure out all the fight mechanics not just simply clearing the fight.
Due to being pretty active on this sub, I'll accidentally pick up bits and pieces of information. Whenever that happens, I'll document it so it'll be obvious what I figured out and what I learned from outside sources. I might occasionally confirm some of my deductions in the daily help thread but I'll keep that to a minimum. If you see me asking a question there, please don't spoil anything for me.
The purpose of this is two-fold: I get to enjoy the challenge and I get to help others learn how develop their own strategies. This is NOT a clear guide so I will not go into the nitty gritty details of rotations and builds. I will however call out the key skills.
Also, I am putting a few extra requirements on myself. I cannot simply overpower the boss. I need to develop a strategy that allows me to survive indefinitely. Unless there is a damage race element to the fight I will always whittle down the boss. I'll also require myself to try using at least one unit I haven't used before (I won't necessarily clear the trial with that unit though). Lastly, all unit builds will be done manually. No unit builds from FFBEequip! (using it to search for gear is allowed, just no automated builds).
|Event Trial||Esper (3 star)||Fallen||Scorn of...||Arms (10-man)|
|NEXT: Folka Extra Stage||2-Headed Dragon||Vindemiatrix|
|.||Fenrir & Leviathan||Beasts||Brachium|
|.||.||Venomous Vines of Death||.||Shaula|
|.||.||The Mad Doll||.||Nunki|
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