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DmC Devil May Cry for PCs Next Month

Capcom Unity has word that the Windows edition of DmC Devil May Cry will be released on January 25th, offering not one but two videos showing off PC gameplay, some screenshots from the Windows edition of the action/RPG, along with these details and system requirements:

Yes, the gorgeous PC version of DmC is coming on January 25th, 2013, just ten short days after the console versions. It'll be available at retail across Europe, and digitally via Steam and EA Origin for both North America and Europe.

As you might expect, the PC version will be compatible with both keyboard and mouse, Xbox 360 controller and all third party direct input controllers. It will also be capable of running at 60 FPS and beyond, for those counting. DLing via Steam will allow you to take advantage of Cloud saving, achievements, friends support, and leaderboards.

Hit the jump for required specs and some screenshots!

Minimum System Requirements:
OS: Windows Vista®/XP, Windows 7, Windows 8
Processor: AMD Athlon™ X2 2.8 GHz or better, Intel® Core™2 Duo 2.4 Ghz or better
Memory: 2 GB RAM
Hard Disk Space: 8 GB free hard drive space
Video Card: ATI Radeon™ HD 3850 or better, NVIDIA® GeForce® 8800GTS or better
DirectX®: 9.0c or greater
Sound: Standard audio device

Recommended System Requirements:
OS: Windows Vista®/XP, Windows 7, Windows 8
Processor: AMD Phenom™ II X4 3 GHz or better, Intel® Core™2 Quad 2.7 Ghz or better
Memory: 4 GB RAM
Hard Disk Space: 9 GB free hard drive space
Video Card: AMD Radeon™ HD 6950 or better
DirectX®: 9.0c or greater
Sound: Standard audio device

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29 Replies. 2 pages. Viewing page 1.
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29. Re: DmC Devil May Cry for PCs Next Month Dec 17, 2012, 15:11 Zill
 
The Magician wrote on Dec 16, 2012, 12:57:
I would contend that a better way to do it would be to actually design and build the game around a control scheme that is completely customizable, and includes support for keyboard/mouse and Xbox 360 controllers. Devise a control scheme that can do everything you want to do sensibly on a Xbox controller (none of this "hold A and pull right trigger, then tap left shoulder button" crap I found in one game recently), map the controls on PC to standard, let the player remap them all, and make sure that everything in the game that may involve controls is designed so that it understands that there may be a different device running as the controller.

This is exactly how things are done nowadays. The concept you're describing is called "virtual controller". There is one tricky part to it and one shortcoming.

The tricky part is that there is no such thing as standard gamepad or standard keyboard in the PC world. There are dozens of keyboard layouts and dozens of generic controllers that tend to differ in very confusing and obscure ways. There's also the challenge of handling keyboard exceptions such as what if someone binds one action to Alt and another to Tab, and then tries to use both at the same time. It's all manageable, but costly.

The shortcoming is that the real challenge with porting the controls from gamepad to mouse/keyboard is all about user convenience. Conventions differ wildly. For the sake of brevity, let's just consider a single example. Controller has four "modifier buttons" - LB, RB, LT and RT - all of them conveniently available. But the regular keyboard/mouse setup has only two - left Ctrl and left Shift. Both are reachable using the weakest of your fingers, which basically means relatively long reaction times (and no button mashing). Note that you can't use other keys as modifiers, because the player's fingers are busy handling WASD and Space, i.e. the movement buttons. In some cases you can use RMB as modifier, but LMB is almost always reserved for player's primary action (shooting, using, talking, etc.).

So what if a game has three of more modifiers and two or more core actions, in addition to movement that involves both walking and jumping? Remapping won't suffice. You need to invent a new control scheme.
 
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28. Re: DmC Devil May Cry for PCs Next Month Dec 16, 2012, 12:57 The Magician
 
That sounds like a fantastic improvement.

I would contend that a better way to do it would be to actually design and build the game around a control scheme that is completely customizable, and includes support for keyboard/mouse and Xbox 360 controllers. Devise a control scheme that can do everything you want to do sensibly on a Xbox controller (none of this "hold A and pull right trigger, then tap left shoulder button" crap I found in one game recently), map the controls on PC to standard, let the player remap them all, and make sure that everything in the game that may involve controls is designed so that it understands that there may be a different device running as the controller.

I can't even think of how many Capcom games that I've tried would tell me "Press [A]" for a quick event thing (quick events are just crap parts of games anyway), while I'm using a keyboard. "A" is not [A]. Or the tutorials would onyl give instructions on how to operate the game using xbox controls on the display .. and there was no way to see what the keyboard keys were bound to.

It's no wonder they have thought in the past that PC games weren't worth making because of piracy . . they make games people want, but then the PC versions turn out so bad that they are unplayable.

 
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27. Re: DmC Devil May Cry for PCs Next Month Dec 15, 2012, 07:08 Zill
 
The Magician wrote on Dec 14, 2012, 20:16:
Will the PC version tell me which buttons I'm supposed to use with a keyboard control, rather than trying to force me to figure out which button on the keyboard corresponds to the [x] [y] [a] [b] buttons on a gamepad, like all of Capcom's other shit-tastic ports?

Yes, the game detects whether you're using controller or mouse/keyboard based on which device was used last time you did something. Hints are provided accordingly.

Keyboard controls have also been expanded in order to fit into PC conventions. In addition to entering/leaving supernatural mode with a push/release of a button, you can simply press another button that sets you in a given mode indefinitely (these are bound to 1,2 and 3 by default, but you can reconfigure them).

Part of difficulty with making controls custom-tailored to a new device is the fact that the original version and the port are developed almost in parallel. Basically, you get a batch of incremental improvements to the game from its developer, and then you need to finish your porting tasks on it before the next batch is delivered. Everyone is well aware of how important the controls are, but controls will be no good for you if the game doesn't run, which is why stability always takes precedence. Another way to do it would be to delay the release of a port, but fans tend to disagree as to whether or not this is a good idea. Theoretically, you could also add more people to team so they can get more done in the same timeframe, but that actually doesn't work very well.

Historically, a common mistake on part of portigng teams was the assumption that you only need programmers and testers for this sort of project. Here at Qloc, we're taking a different route in that we have recently created our own team of artists and designers. I'm pretty sure it's going to help a lot in the long run.
 
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26. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 22:56 Prez
 
Those without controllers need not apply. The higher difficulties make. the AI extremely vicious and the dodging/spacing moves in this game are already very fiddly.

I prefer using a mouse and keyboard. I have 2 360 controllers but I just don't like using them except for driving and flying in open world games like GTA and Sleeping Dogs. I tried action platformers like Darksiders and Batman with both and greatly preferred the m+k scheme. Unless the PC controls are just plain broken I'll always use them.
 
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“The greatness of a nation and its moral progress can be judged by the way its animals are treated.”
- Mahatma Gandhi
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25. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 21:37 The Half Elf
 
I agree Academy was the weaker of the two, but had more saber options/combat.  
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"I've never seen a feature like this before. It warms your ass. It's wonderful" -Walter Bishop
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24. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 20:47 Steazy
 
Rigs wrote on Dec 14, 2012, 17:59:
Shineyguy wrote on Dec 14, 2012, 15:09:
The Half Elf wrote on Dec 14, 2012, 14:07:
Domgrief wrote on Dec 14, 2012, 11:03:
And I never understood the draw of giving subsequent games in a franchise stupid and non-sequential names.

I don't care if they're "reboots" - it really isn't that hard to accept that Doom 3 was a re-imagining of Doom 1.

You mean like Star Wars: Dark Forces 4 Jedi Knight 3 Jedi Academy?

This has to be the best break down of the naming of the Dark Forces/Jedi Knight/Jedi Academy games I've ever seen.

I wish they'd release a newer Jedi Knight game along the same lines as Dark Forces 2 Jedi Knight. Far and away the best of the series IMO.

Actually, I thought it was Star Wars: Dark Forces 4: Jedi Knight 3: Jedi Outcast 2: Jedi Academy? Or is it a non-issue after the second colon?

I loved Outcast, played it to death. Jedi Academy? Not so much... *shrugs*


=-Rigs-=


Was about to post the same thing, me and a buddy got in an argument about this a few months ago. I could have sworn it was 4:3:2:1 but he insisted that Jedi Academy was a sequel to Jedi Knight and not Jedi Outcast... though it was definitely on the Jedi Outcast (ie: Quake 3) engine.

Ditto on the not playing jedi academy too much... all the pieces were great, I loved outcast and the general gameplay... but something about academy just didn't do it for me :/
 
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23. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 20:20 Cyanotetyphas
 
That name has to come from some translation grammar issue. The first one was really a dissonant mess of "baditude". It opens with Trish impaling and electrocuting the main character and then hiring him for a job. I think they just were trying to be metal.

DMC3 was really the peak, I loved playing as Vergil. The game basically rewards you for using all the moves at your disposal to string together combos and explode out with crowd control moves. You can also play it by jumping around with the shotgun which is not satisfying at all. I thought DMC4 improved Dante by letting you use all the styles together, the menu hopping in DMC3 made it so I only ever used swordmaster.

Those without controllers need not apply. The higher difficulties make the AI extremely vicious and the dodging/spacing moves in this game are already very fiddly.
 
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22. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 20:16 The Magician
 
Will the PC version tell me which buttons I'm supposed to use with a keyboard control, rather than trying to force me to figure out which button on the keyboard corresponds to the [x] [y] [a] [b] buttons on a gamepad, like all of Capcom's other shit-tastic ports?
 
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21. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 19:15 Prez
 
Trashy wrote on Dec 14, 2012, 18:52:
The Devil needs to man up...

Yeah, judging from the number of "DMC" games that have been made so far it does seem as though he spends a lot of time on the verge of tears. What a STUPID name for a game.
 
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“The greatness of a nation and its moral progress can be judged by the way its animals are treated.”
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20. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 18:52 Trashy
 
The Devil needs to man up...  
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19. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 18:51 The Half Elf
 
LOL Rigs I almost went back and edited that back in

If you could take Academy's Saber Combat, with Battlefront 2 I'd be a happy camper. Every once in a blue moon I load up Outcast and get the survival mod where it's just you and waves of Saber wielding Remnants and see how far I can go. Chivalry and War and Band just aren't getting me my saber combat fix that I require.
 
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"I've never seen a feature like this before. It warms your ass. It's wonderful" -Walter Bishop
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18. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 17:59 Rigs
 
Shineyguy wrote on Dec 14, 2012, 15:09:
The Half Elf wrote on Dec 14, 2012, 14:07:
Domgrief wrote on Dec 14, 2012, 11:03:
And I never understood the draw of giving subsequent games in a franchise stupid and non-sequential names.

I don't care if they're "reboots" - it really isn't that hard to accept that Doom 3 was a re-imagining of Doom 1.

You mean like Star Wars: Dark Forces 4 Jedi Knight 3 Jedi Academy?

This has to be the best break down of the naming of the Dark Forces/Jedi Knight/Jedi Academy games I've ever seen.

I wish they'd release a newer Jedi Knight game along the same lines as Dark Forces 2 Jedi Knight. Far and away the best of the series IMO.

Actually, I thought it was Star Wars: Dark Forces 4: Jedi Knight 3: Jedi Outcast 2: Jedi Academy? Or is it a non-issue after the second colon?

I loved Outcast, played it to death. Jedi Academy? Not so much... *shrugs*


=-Rigs-=
 
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'I know what you think you are, what you want us to believe! But I don't buy it! For three years now you've been pulling everyone's strings, getting us to do all the work, and you haven't done a damn thing except stand there and look cryptic.'
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17. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 16:46 jdreyer
 
Ugh, this looks worse than Darksiders. No physics to speak of, nothing has any weight, weapons seem to have little impact or effect requiring probably 3 times the number of strikes I'd expect, enemies don't seem threatening, etc. It does have nice graphics but game play and motion is much too consoly for me. Not for me, I think.

If I'm honest, this game isn't that much different from Diablo or Torchlight (gameplay, I mean not perspective), but I have no idea why I enjoy those while this looks like so much drudgery. Does this game of loot and skill trees?
 
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"It's just a bunch of mystic bovine scatology to me." - 1badmf
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16. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 16:31 Zill
 
Dr. D. Schreber wrote on Dec 14, 2012, 11:18:
DMC3 was awesome and had a worse PC port than Resident Evil 4.

DMC4 had a great port but wasn't nearly as awesome as DMC3.

This looks like DMC3 turned up to eleven; just hope the standard of Capcom's ports since they started doing them in-house keeps up.

For the record, this particular DmC is developed by Ninja Theory, which is based in England, and the PC port is developed by Qloc, which is based in Poland.
 
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15. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 16:20 Jow
 
but it will have advanced, esoteric technology such as CUSTOM KEYBINDING?!?! we'll have to wait and see.  
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14. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 16:06 tomigun
 
DMC4 was great casual arcady fun with a story, plug PC into TV sit back with Xbox controller and enjoy.

Japanese gaming culture shines through, good fun.

Just dont expect an immersive PC experience and enjoy it for what it is.
 
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13. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 15:27 Jivaro
 
I am a fan, but I am getting it for PS3.  
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12. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 15:09 Shineyguy
 
The Half Elf wrote on Dec 14, 2012, 14:07:
Domgrief wrote on Dec 14, 2012, 11:03:
And I never understood the draw of giving subsequent games in a franchise stupid and non-sequential names.

I don't care if they're "reboots" - it really isn't that hard to accept that Doom 3 was a re-imagining of Doom 1.

You mean like Star Wars: Dark Forces 4 Jedi Knight 3 Jedi Academy?

This has to be the best break down of the naming of the Dark Forces/Jedi Knight/Jedi Academy games I've ever seen.

I wish they'd release a newer Jedi Knight game along the same lines as Dark Forces 2 Jedi Knight. Far and away the best of the series IMO.
 
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11. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 15:02 Prez
 
Those gameplay videos don't look terribly compelling. Then again, most 3rd person hack and slash games don't look all that exciting in trailers, but some end up being pretty good.  
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“The greatness of a nation and its moral progress can be judged by the way its animals are treated.”
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10. Re: DmC Devil May Cry for PCs Next Month Dec 14, 2012, 14:35 Mordecai Walfish
 
Allthumbsup Detroit Metal City! Allthumbsup  
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