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Old 09-14-2002, 09:03 PM   #1
Overlord
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New Devil May Cry 2 Pics!

New scans from Famistu, some are a little dark.

-Pic.

-Pic.

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-Pic.

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-Pic.

-Set 1. | -Set 2. | -Set 3.

Your Thoughts?
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Old 09-14-2002, 09:50 PM   #2
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Without a doubt, Capcom have one of the most best and original characters design line-up ever in the industry. Lucia look absolutly beautiful, and Dante look even cooler.


I only hope they didn't put the puzzle element such as the original. Devil May Cry was mean for pure adrealine rush non stop ass kicking action!

They should develop more on the story also.
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Old 09-14-2002, 10:21 PM   #3
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I can't wait for this game.The 1st one kicked ass.Hopefully the second one will be just better!
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Old 09-16-2002, 01:02 PM   #4
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I think Capcom said DMC2 will be twice the size of DMC ..meaning the game will be 2 times longer than the first one! And also they said there's more places to go now and alot more to explore!
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Old 09-18-2002, 11:08 PM   #5
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Yes, the game wll be over twice as long! And the levels already look like a huge place for exploring.

Heres some more pics, plus a updated preview from GameSpot!

Pic 1.

Pic 2.

Pic 3.

Pic 4.

Pic 5.

Pic 6.

Pic 7.

-GS Preview.
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Old 09-18-2002, 11:16 PM   #6
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The game look so huge.

Capcom should add a two players for this one

Imagine Dante and Lucia togheter!
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Old 09-19-2002, 01:04 AM   #7
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Thats a really cool idea!

I might as well paste the preview here, here it is:

Mistakes sometimes find their way into games. In the realm of console gaming, it's an all too-common phenomenon that haunts--if not outright ruins--otherwise fantastic products. As illustrated by Enclave's half-finished animations and Army Men 3D's embarrassingly poor artificial intelligence, among others, even the tiniest gaffe can sink an entire ship. Only in certain cases, positive side effects may occur. Take, for instance, the case of the "body juggling" bug discovered early on in Onimusha's development cycle, which some at Capcom say inspired Resident Evil designer Shinji Mikami to commence work on last year's flashy Devil May Cry.

Despite hilariously humble origins that Capcom employees are quick to gloss over, Devil May Cry shipped to mass acclaim last holiday season and quickly reached million-seller status. Casting players as Dante, a half-man, half-devil son of the dark knight Sparda, Devil May Cry successfully blended the free-flowing action of 2D side-scrolling games with puzzle solving and adventure elements more common to products like Silent Hill. In doing so, the development team inadvertently ensured the product's place in history as one of the foremost franchises on the PlayStation 2.

Considering that no publisher knows the survival horror genre quite like Capcom, it was a match made in heaven--or hell, technically. Over the years, the company has had plenty of opportunities to become intimately acquainted with the ins and outs of this particular genre. It's a legacy that began with Biohazard, evolved into Dino Crisis, mutated to become Onimusha, and ultimately reached its peak in Dante's first outing. But fame has its price. Audiences now expect more than just the traditional shock-horror experience from this gothic-styled franchise--they expect a glimpse of raw terror the way John Woo might have imagined it. And that's a big responsibility. Thankfully, as a recent trip to Capcom's Japanese headquarters revealed, that's exactly what fans will be getting come the end of January 2003, when Devil May Cry 2 finally releases.

To call the token successor twice the game the original was is a bit misleading--it's much, much larger. In fact, producer Tsuyoshi Tanaka brags that environments are "nine times as big as in the first adventure." Although divided into distinct missions once again, a design detail Tanaka concedes was a point of contention among certain players, he feels that the adventure's all-new layout will atone for any conceptual failings. "The length of the initial game's missions was troubling...some were short, others lengthy," Tanaka said. "Here, we've created a game that you can play for hours or just a little bit, if you'd rather stop and watch TV instead." While the levels will still be monstrously large, they're being designed to offer quick routes through each scenario for impatient players (20 minutes, on average), with longer paths, shortcuts, and secrets available for experienced comers who'd rather kill entire evenings combing every nook and cranny for special goodies. Some stages are linear, others not. But however you look at it, there's no one set path to the game's finish.


Sinning in Style

Those aren't the only meaningful changes, either. For one, the button layout is completely configurable. Kiss the first game's ergonomic woes goodbye, as you can now create a control setup that suits your own needs. The puzzles have also been reduced in size and scope, whittled down to improve the action's flow. Expect a more combat-driven challenge this time, complete with healthy camera angle shifts that follow the game's antiheroes with remarkable accuracy. This is just one of many trouble spots patched by the development team, who passed out surveys all over the world following the launch of Devil May Cry in an effort to determine where the first game succeeded and where it failed. Surprisingly, recorded suggestions had a direct influence on the title's design. Hence the players who chimed in with their opinions have in a sense become project contributors themselves. Their greatest reward? A new difficulty modeling routine that scales itself to match your skill level. That's good news for newbies, as it means there'll be no more getting mauled by groups of Edward Scissorhands wannabes over and over again.

Point being, frankly, that most of the mauling will be done on your end. Dante is back, and he's returned in good company. In addition to shotguns, a gargantuan sword, and the signature pistols the gun for hire always packed, he'll also receive help from Lucia, a flame-haired femme fatale. Described by Tanaka as a "protector," Lucia is a fully playable character who can be selected instead of Dante at the story's beginning. While you stick with the same alter ego all the way through, both available personas feature a host of special moves, making them both viable choices for new fans and longtime series stalwarts.

Dante will have some new abilities in the sequel, including one that grants him the ability to run straight up walls, Matrix-style. He'll also have an improved flying combo system that lets you snipe away and juggle foes while bobbing up and down in midair for certain intervals. Being grounded is no less advantageous, as it's here he'll adopt amazing stances, cleaving enemies up close with a brilliant flourish or simultaneously shooting creatures behind him and in front of him. The gunplay isn't just effective, it provides great visual feedback too--tight leans coupled with horizontal "gangsta" finishes and quick leaps that see you fly heals over head while your upper torso remains targeted on the earth must be seen to be believed.

And it's a good thing that you'll have these moves as part of your repertoire, as enemies sport improved artificial intelligence and hunt in packs. Running vertically up the wall is as often a means of escape as it is chance to get the jump on foes. During battle, opponents strive to encircle the man, feinting and swiping as necessary to force openings in his guard before pouncing for the kill. All too often, confrontations see the lone swordsman squaring off against three or more rivals working in conjunction.

That said, be happy that Lucia is no less effective a contender from a technical standpoint. Though Tanaka confesses that she's in the game "to appease the loads of people who were upset Trish wasn't a playable character in the original game...and to make Dante more James Bond-like in nature" (in that he'll have a different female sidekick in each installment in the series), she isn't just here to serve as eye candy. Armed with twin, curved blades and an as-yet undetermined projectile attack, she plays more fluidly than her male counterpart. The lethal lady's move set is firmly ground in the martial arts, with handstand spin kicks and rapid, vicious thrusts. Unlike Dante, who survives mainly via brute force, Lucia should establish herself as a less robust yet swifter ally who powers up much like her masculine counterpart.

Selecting your particular combatant of choice also has a lasting effect on the storyline. Each character's tale features a unique beginning and end. During play, these plotlines will periodically coincide, giving you a sense that the other star isn't simply idling while you're doing battle with half the underworld's denizens. It also gives you incentive to go back and try the other character's portion of the game, as the other character will regale you with tales of his or her adventures when you meet in the game, and different NPCs will say different things based upon what's happened to Dante or Lucia. The gang at Capcom just can't envision anyone will play through the tale only once--it doesn't do their handiwork justice.
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Old 10-03-2002, 11:04 AM   #8
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OOOh I cannot wait to get my hands on this game. But I have to wait till March (PAL)
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Old 10-05-2002, 09:59 PM   #9
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*sobs* If only this game could make it to GameCube...
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Old 10-06-2002, 02:26 PM   #10
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purty:cool guy:
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Old 10-07-2002, 03:22 PM   #11
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Quote:
Originally posted by baratus
*sobs* If only this game could make it to GameCube...
:2happy: :2happy: :2happy:

thanx Overlord
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Old 10-07-2002, 05:03 PM   #12
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DMC is one of the few games that I played over and over again...I even got Super Dante! The game is just too fun...it looks and feels sooo good. If DMC2 can maintain the flexibility and speed of the original, it'll be a blast. I mean, who can forget those amazing fights where one must be able to think in the air? This game truly seperated the skilled and unskilled gamer...

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Old 10-08-2002, 12:29 AM   #13
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There is a very good Dante wallpaper now a

http://www.capcom.co.jp/devil2/wp/d02_svga.jpg
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Old 10-08-2002, 06:53 AM   #14
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Thumbs up

This is the best wallpaper I have ever seen:cool guy:
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