You actually said something a bit different, your amending your words now to attempt to cover up you didn't know Bayonetta had directionally locked attacks:
First off, I freely admitted that I wasn't aware of that in my third to most recent post, so your cover up accusation is beyond ridiculousness.
Secondly, since you apparently have a grasp of the English language on par with a Thanksgiving turkey, let's go over what I said and look at what it means.
Bayonetta makes up for not having directionally lock on only attacks by moving at a slower pace and so allowing the player to incorporate moves from a variety of different inputs.
There's my direct quote. Now, let's take this bit by bit, since the entire sentence was apparently far too big for you.
"Bayonetta makes up for not having": This means Bayonetta compensates for not having something
"Directionally locked on only attacks": Directional lock on attacks
"By moving at a slower pace:" The game moves at a slightly slower pace
"And so allowing the player to incorporate moves...": The game allows the player to put moves in from a different method.
Nowhere does any of that say "Bayonetta can't incorporate lock on attacks because of its pacing."
Your also forgetting that DmC's fan moded Turbo Mode runs much faster than DMC4's Turbo Mode.
Two things. First off, it's kinda disturbing that DmC needs several fan mods to get anywhere near the quality of the old DMC games.
And secondly, the debate here isn't "the fastest game is the best." It's "DMC4 is faster, therefore it doesn't have the ability to allow for some of Bayonetta's more complicated inputs." DmC doesn't have any complicated inputs.
Bayonetta does not move at a slower pace (LOL).
Kinda sucks when you admit you were wrong and then repost your own old argument, huh?
Who are you trying to fool here DMC4 fan? You've been caught, theres nothing more to this.
You literally admitted a moment ago that Bayonetta runs slower than Turbo Mode in DMC3/DMC4.
Keep in mind that developers have to design control schemes that work for all game modes. Capcom needed a system that would allow for lightning fast inputs on higher speeds.
I actually don't understand what you've said.
Well, gee, that admission only came about 20 posts too late.
Here's a website where you can search for those elementary schools I promised you.
DmC's lock on is controlled by the player. Yes it depends entirely on how the player moves with respect to an enemy. The player manually controlling this input direction at all times. Now explain to me how is this automatic?
Are you ready for this one? This will blow your mind.
The definition rules OUT movement and relative position as reasons for being accepted as a manual lock on. Why? Because essentially ANY game has a manual lock on system if movement and relative position were all that were required. By that definition, Galaga has a hard lock on system, as well. A definition that encompasses nearly all games is one that's useless.
DMC4's lock on does depend on something besides the player's position and movement. That 'something else' is of course the games AI, which as you already admitted locks onto the nearest enemy and allocates the next enemy automatically.
If it was JUST the AI, then yes. However, it isn't.
It depends on one more thing: the player's ability to press a button (note: an input outside of position and movement) to choose a new enemy to lock on to.
A manual or automatic system is determined by the existing rules of the system. The existing rules of DmC make it a manually operated system, as opposed to DMC4 which is automatic. Your creating this 'something else' rule as something that exists outside of the exisiting system. You NEED to do that because the current rules of the system prevent you from being right.
Already dealt with this as well, but since you finally started reading things, I might as well go over it once again to save me some future trouble.
Do you not like the way the definitions work? Fine by me. I don't care. But these are the definitions the entire action game community has chosen.
I've linked articles by Ninja Theory, Capcom, IGN, Eurogamr, Siliconra, and one from Tameem HIMSELF all saying that DmC's lock on system is automatic. ALL of these people agree with and consistently use the definition I'm using. You have yet to link a single article or source with anyone using the term "manual" like you are. Fact of the matter is: No one else calls DmC a manual lock on system. If you want, you can sit here and cry about how the world doesn't call everything what you want it to be called. Or we can have a semi-proper discussion about the actual game if you can move past your own pretentiousness and accept that maybe there are some people out there who know more than you do.
You originally claimed Angel Dash was a fan made mod. Nothing you can do will change this now, you've already been caught.
That's because Angel Dash IS a fan made mod. Angel Evade is the move in the game.
Now explain to me DMC4 scum
Oh man, I'm scum now? I missed being a "lyin DMC4 phan"
There we have it everyone the final admission that DmC is indeed manually controlled and DMC4 is indeed automatically controlled as I've been saying from the very beginning. Finally it actually gets into your head how DMC4 is automatically controlled.
Are you hallucinating by any chance, good sir?
Let's keep in mind which game has an outside input that influences lock on. Is it DmC? Nope. DMC4? Yep.
Again Tameem admited DmC wasn't manual? Why should I take your word over his?
Don't take my word. Watch the proof if you don't believe me. He says it at 1:45.
"We don't have a lock on system in the game...well, actually, we do. It's just not a manual lock on mechanism."
The professionals, Capcom themselves and the gaming community have all said they prefer DmC.
Yeah, the entire community that made DMC4 outsell DmC 3:1, right? That's some definite preferral there.
Thats the point of DmC, an amateur player performing an infinite combo is not a demonstration of skill. Its a demonstration of how the combat mechanics allow players to integrate more options in their gameplay.
No, it's an example of a horribly broken combat system that allows amateur players to perform infinite air combos with little to no skill required.









