Thứ Ba, 13 tháng 3, 2018

Youtube daily report Mar 13 2018

Rare Photos of Shah Rukh Khan And Gauri Khan Wedding | Shah Rukh Khan Marriage

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ANGOULEME | Official International Trailer (2018) - Duration: 3:30.

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The ABC Balloon Song | Cartoon Videos For Toddlers | Kids Baby Club - Duration: 1:04:00.

Do you know your Alphabets..

A B C D E F G

H I J K L M N O P

Q R S

T U V

W X Y Z

Now i know my A B C..

Next time won't you Sing with me....

A B C D E F G

H I J K L M N O P

Q R S

T U V

W X Y Z

Now i know my A B C..

Next time won't you Sing with me....

For more infomation >> The ABC Balloon Song | Cartoon Videos For Toddlers | Kids Baby Club - Duration: 1:04:00.

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Как достичь финансового успеха и заработать деньги в год Желтой Собаки? Энергия денег в 2018 году - Duration: 1:11.

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Donald Trump Talks About Himself in Pittsburgh - Duration: 4:01.

For more infomation >> Donald Trump Talks About Himself in Pittsburgh - Duration: 4:01.

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Betsy DeVos Flunked Her '60 Minutes' Test - Duration: 3:47.

For more infomation >> Betsy DeVos Flunked Her '60 Minutes' Test - Duration: 3:47.

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Trump Went To Pennsylvania To Endorse... Himself - Duration: 8:43.

For more infomation >> Trump Went To Pennsylvania To Endorse... Himself - Duration: 8:43.

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Popular Mathematics: The White House - 35 Staffers = Home Alone - Duration: 2:43.

For more infomation >> Popular Mathematics: The White House - 35 Staffers = Home Alone - Duration: 2:43.

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Spring Forward with Cousin Micki - Duration: 3:13.

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Things More Fun Than a Trump Rally, Kanye West Inspires Elon Musk - Monologue - Duration: 3:45.

For more infomation >> Things More Fun Than a Trump Rally, Kanye West Inspires Elon Musk - Monologue - Duration: 3:45.

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U.S. - North Korea Preliminary Negotiations - Duration: 1:24.

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Emmy Blotnick Spotted A Mistake In Fifth Harmony's 'Sledgehammer' - Duration: 6:18.

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Tom Brady Chugs A Beer In One Gulp - Duration: 3:33.

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Tödliche Schüsse in Florida - Duration: 0:28.

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REVIEW: Devil May Cry HD Collection (2018/PS4) - Duration: 25:26.

I'll start with a quick disclosure: Capcom sent me a free copy of the Devil May Cry HD

Collection for this review.

This Devil May Cry HD Collection contains high definition versions of Devil May Cry

one, two, and three with the third game being the special edition version.

Initially, the series was a Playstation 2 exclusive, with the first game released back

in 2001, the sequel two years later in 2003, and the third in 2005.

The special edition version of the third game came out a year later.

This HD Collection is effectively a port of the HD Collection that came out in 2012 for

the PS3, Xbox 360, and Windows, although the games now run at 1080p instead of 720p on

consoles.

When I review remasters or remakes, I try to focus on the whole package as it feels

to play today.

I can't possibly review the games as they were back in the day, because I have a terrible

memory and even if I could remember those feelings, they wouldn't necessarily be the

same seventeen years later.

I also don't have access to either the PS2 originals or the previous HD Collection to

make fancy comparisons.

I'm not reviewing the quality of the remaster as such, although I will be looking at what

has been added to the collection that enhances the value of the package.

The short but sweet summary of my review is that Devil May Cry is a good game, although

you do have to fight against quite a few dated elements of game design from that generation

such as a poor camera and shody save system.

Devil May Cry 3 is a really good game that I recommend you play if you haven't already.

The combat is phenomenal and there's a lot of replay value.

The special edition includes a couple of quality of life changes that improve the save system

and there's actually a story and a version of Dante that you'll care about.

It's still a legitimately good game; no nostalgia required.

Devil May Cry 2 is also a video game that is included in this collection.

I went back a forth a lot on the final score.

The third game is so good that it almost earned this collection a 4 star rating by itself,

however the terrible second game and the overall lack of effort put into this collection drags

it down to a three star rating.

Typically that would mean you'd have to listen to me complaining about the games for

the entire video, however there's a lot to love about this series and I don't think

$30 is a bad price to pay for what you get here.

If you haven't played Devil May Cry 3 in particular, then you can probably consider

this a tentative recommendation.

For those who have played the games before, there's nothing new here to tempt you in.

A shorter review of this collection is available on my website.

There's a link in the description if you'd rather read that instead.

This video will contain spoilers of boss fights, including late game ones, so if you're really

sensitive to that kind of stuff in fifteen year old games, then you might want to stop

watching.

I'm going to look at each game in turn and then talk about the collection as a whole.

I rented a copy of Devil May Cry when it first came out back in 2001.

I played it for a few hours and didn't enjoy it much.

It left so little impression on me that I actually forgot I'd played it.

I'd been expecting Devil May Cry to be like the Resident Evil games that I'd loved on

Playstation One with a bit of spit and polish for the next generation.

I know that sounds ridiculous.

Of course Devil May Cry is not like Resident Evil.

They aren't even in the same genre.

How can anyone get confused between the two?

All I can say is that 2001 was a different time.

There were no video reviews of games online and, if there were, my internet connection

would have been too bad to watch them.

Also Freddos still cost 10p and you had to walk uphill both ways to get to the local

Game store.

I'd been following previews of Devil May Cry in gaming magazines and they all compared

it to the Resident Evil series.

Screenshots showed a game with a fixed camera, and a gun-toting protagonist who explored

the interior of a large castle, collecting keys to open up access to new areas.

What I didn't realize at the time was that Devil May Cry was originally planned as a

Resident Evil game.

During development, Capcom realized the game was becoming a little too action-focused to

be part of the Resident Evil series and so spun it off into a new IP.

That was a good call, because as we know, it's important that Resident Evil games

not become too action heavy.

I guess the message stuck all the way until reviewers finally got to play the game but

by then it was too late for me.

I had an image in my head of what the game should have been and this wasn't it.

Fortunately, I now appreciate Devil May Cry for what it is.

I wasn't completely wrong about the game back in 2001.

As I thought back then, the story is more bare bones than an exhibit in the British

Natural History Museum.

Dante works as a supernatural detective and happens to be the son of the infamous demon

Sparda.

It's an interesting enough premise.

You can imagine Dante following a lead and getting himself into trouble much like Leon

stumbled upon the chaos at Raccoon Police Station.

That's not how it goes down.

Trish shows up in Dante's office and, after randomly attacking him, she explains that

the demon emperor Mundus is back and needs to be defeated.

Suddenly Dante is in a castle on Mallet Island.

There aren't all that many cutscenes so you often move from place to place with little

in the way of any explanation.

The cutscenes that are here have some painfully cheesy dialogue and over the top acting.

This can work--as it does in Devil May Cry 3--however here it's plain terrible.

You could reorder the cutscenes or just shove in completely new ones and I doubt anyone

would notice.

But let's be honest, you're not playing Devil May Cry for the story.

You're here to... explore a mansion and collect red orbs.

For some reason, Devil May Cry starts off incredibly slowly with a bit of basic exploration

as we explore the castle to collect red orbs.

Slow starts can work when you're trying to build tension, like that other franchise

I've already mentioned way too much, however it's not necessary here and feels tedious.

Combat has a lot in common over the three games in this collection however each manages

to feel vastly different as well.

In Devil May Cry 1, you mainly use a sword called Alastar and gauntlets called Ifrit

once you have them.

There's one button to swing your sword or fists and one to shoot your guns.

You can lock on and when doing so you can dodge.

Dante also has a Devil Trigger ability that gives him unique powers based on the weapon

he has equipped.

It's incredibly powerful, and correct use of the devil trigger can be the difference

between life and death.

The game rates your combos based on the variety of moves you use and how stylish you look

doing it.

You can button mash and get through the game, but you'll end up with plenty of D grades

at the end.

With just one attack button for the sword, the combos are fairly limited.

You can do three consecutive attacks, or two attacks then either a short or long pause

and then another attack.

After collecting enough red orbs, you can buy new attacks such as a thrust and an upper

slice that sends enemies up into the air where you can juggle them with your guns if you're

quick enough.

Due to the lack of variety, I never found the combat quite as exciting as it should

have been.

The difference between a "stylish" grade and a "dull" grade is huge in theory,

but it doesn't always look that different on the screen.

This changes drastically by Devil May Cry 3, so I'm probably just looking back on

this older one with the higher standards of the third game in mind.

Devil May Cry isn't particularly challenging on normal mode.

The groups of lesser minions might chip away at your health occasionally, but they'll

rarely kill you.

No boss took more than three attempts on my first run through and that was without being

overly reliant on health items which are relatively scarce unless you buy them.

The only way frustration creeps in is through the continue system which centers around yellow

orbs.

All three games have yellow orbs, but their implementation is slightly different in each.

In Devil May Cry one, the yellow orbs are effectively lives.

If you die and have a yellow orb left, you can continue from the previous checkpoint

which is probably close by or just before the boss.

However, there aren't many yellow orbs to collect and they are expensive to buy.

Once you've run out, you'll have to start the mission all over again.

Most missions are short and once you know what you're doing you can run past enemies

that aren't mandatory, however it's still annoying.

I preferred spending my red orbs on weapon upgrades instead of yellow orbs so when I

did die I had to start again.

If you do find the going too tough, you can turn the difficulty down after about an hour

or you can just farm red orbs to buy loads of health items.

However, there are no harder options available until you've completed the game at least

once.

That won't take long.

My first run through was probably about nine hours and you can do it in a lot less if you

skip the cutscenes and are, you know, good.

Devil May Cry is a classic, but I can't pretend I loved my most recent playthrough.

It's hard to avoid using the term "dated" when discussing older games, so I'll just

say that the camera is old fashioned.

And infuriating.

It switches around constantly as you move around the castle so you have to keep adjusting

the direction you're pushing on the analog stick just to continue in the same direction.

This moves from a nuisance to a nightmare when you're in combat.

A couple of moves are direction sensitive so if the camera makes a quick switch then

you'll end up pressing towards the enemy instead of away and vice-versa.

This isn't something I'd expect to be improved in a remaster because it's a fundamental

part of the game, but that doesn't mean it's not annoying.

While the game isn't that long, there's still a noticeable lack of enemy variety both

in mob battles and bosses.

With the mobs, you'll mainly fight marionettes and sin scissors, and you don't have to

change up tactics much.

For bosses, you fight the spider Phantom a couple of times, and you'll fight the Griffin,

Nightmare and Nelo Angelo three times each.

These boss battles change slightly each time, but only slightly.

The final boss is pretty cool, mind you.

You can find secret missions dotted around the castle.

They're typically uncovered by backtracking and going through doors you've already been

through.

It's a weird way to hide secret content.

I wasn't about to go backtracking throughout the entire game just to find them, but I stumbled

upon a couple like killing loads of small spiders in a time limit or jumping on skulls

to reach a blue orb that provides extra health.

Devil May Cry is still a decent game.

You'll spend as much time fighting against the camera as you do the griffin, but there's

much more to the combat than the one button attack mode initially suggests.

Completing the harder difficulty settings unlocks extra characters to play as, so you're

certainly rewarded for your efforts.

I'd rather spend my time replaying the third game, but we'll get to that.

Given its slightly turbulent development, it's not a huge surprise that Devil May

Cry feels a little lacking, but that's what sequels are for.

Devil May Cry put in the groundwork and set the stage for something bigger and better

to come along.

In 2003, Devil May Cry 2 rocked up onto that stage with a confident swagger.

It stood there, looked around at the eager crowd and then took a huge dump over everything

left there by its predecessor.

It then charged the crowd for the privilege of watching.

Devil May Cry 2 looks a lot like the first game.

It's not.

Once you play it, you feel the difference immediately.

It's a mess and so bad that I'm slightly surprised we ever got a third game.

The setup is somehow even more threadbare than the previous entry.

Lucia introduces Dante to a woman who once fought alongside his father Sparda.

She asks him to kill a demon who is hiding as the CEO of a large corporation and in exchange

she will give him more information about his father.

Once again, there aren't many cutscenes and the ones we do have appear utterly unconnected

to anything else that is going on.

Basically, some CEO of a mega corporation is trying to use his power to take over the

world, which feels strangely believable these days, but that's about all the motivation

we have.

The first Devil May Cry didn't need to worry about its poor story, because the gameplay

was so good.

Devil May Cry 2 doesn't have that luxury.

Annoyingly, the game makes a strong first impression, well, once you get past another

slow start that is frustratingly devoid of combat.

Dante has most of his moves from the first game from the start of this one.

He can already double jump, he can do the stinger thrust, high time, and even run along

walls.

If this is what we have at the start, just imagine what the next few hours will unlock.

Go ahead, imagine it.

Whatever you just thought of was better than what is actually in the game.

Instead of getting new weapon types and acquiring new abilities, you get new swords with all

the same abilities you already have.

One of the swords is slightly longer than the one you start with and the other is slightly

shorter.

You can level up these swords for a damage buff, although it doesn't tell you what

actual effect it has.

The lack of new weapons and abilities is disappointing, but it's not what makes the game bad.

That's reserved for the moment to moment combat.

There are a couple of problems.

First, the levels and combat arenas are now much bigger and enemies are more spaced out

as a result.

The previous game had you fighting in cramped corridors and small rooms.

It was easier to chain combos together because there'd always be another enemy to switch

to when you needed it.

In the sequel, there's no point waiting for enemies to come to you.

They are completely apathetic to your presence, refusing to fight you as if it's one minute

past five on a Friday and they have a strong union.

Combat isn't helped by how overpowered your guns are this time around.

They used to just be for maintaining combos, however they can now decimate enemies without

the need to get your sword bloody.

It's one thing to beat the general mobs with your guns, but you can do the same thing

with sub-bosses and even the main bosses.

It's really boring and I made the conscious decision to stop using them even though it

was the easiest way to defeat enemies.

You can switch the lock on this time around, although it rarely works properly and good

luck hitting an enemy if you aren't properly locked on.

Your hits often refuse to hit targets right in front of you, especially non-enemy items

that need to be hit.

I also managed to miss out on an important upgrade because I managed to get through this

door within the time limit even though it should only have been possible with the speed

up ability that was elsewhere in the level.

I never could go back to get it.

Overall, the sequel is embarrassingly easy on the normal difficulty, which again is all

you have available at the start.

This playthrough only took about four hours although it felt like more.

The end boss is a complete mess and probably the hardest part of the game, although that's

not saying a lot.

In fact, only the first phase of the boss fight is remotely difficult and even then

it's only bad if you get caught by a couple of untimely blasts from the front end of this

monstrosity.

There's no learning attack patterns and using skill and muscle memory to beat the

final challenge.

You just find safe spots from the attacks and hack away until each separate part is

defeated.

Yellow orbs make their return.

This time they automatically revive you upon death, regardless of whether you want to use

them or not.

This could mean you end up completely wasting a precious resource on a random death that

isn't important, however given how easy the game is overall, this isn't likely to

be a huge problem.

The implementation is still terrible though.

As was tradition with sequels back in the day, you can play as a second character.

Lucia's story is slightly shorter and just involves going back through pretty much the

same levels.

It's not new content; just an attempt to make up for the game's short run time.

She uses dual daggers instead of a sword and the animations are different, however it all

quickly feels remarkably similar.

You can also play as Trish from the first game after you complete the game on hard.

I haven't done that and have no intention of doing so.

Devil May Cry 2 has exactly the same camera problems as the first game, so I won't go

through all that again.

Special missions make a return, but they are ridiculously easy this time.

Most of them just consist of killing two phases of enemies without a time limit.

The sound and music in the first and third game are nothing to write home about which

is why I don't bother talking about it much.

It gets up tempo when you're in fights and stops when you aren't, but it doesn't

particularly do it for me.

However, the sound design in the second game is terrible.

Take this stage as an example.

A power plant is about to explode, but I've never heard such a casual nuclear meltdown

warning.

My wife makes more noise when I leave the downstairs light on.

I should probably say something nice.

Dante and Lucia have a cool cel shaded art style which looks really good.

It doesn't fit in with the environment at all though.

I know it can be hard to ignore a game when playing through a series, especially if you've

bought a collection such as this one and have already effectively paid for it.

Devil May Cry 2 barely takes any time to complete and yet it still isn't worth your time.

Skip it and spend your time on the far better third game instead.

If Devil May Cry 2 is every bit as bad as you've heard, then Devil May Cry 3 is every

bit as good.

We now have a story with meaningful cutscenes, actual characters with personalities, multiple

fighting styles, a moderate challenge, plenty of replay value, and they've fixed the mess

that is the yellow orb situation.

The version of Devil May Cry 3 included in this collection is the special edition.

This lowers the difficulty of the original release which made the Western version substantially

harder than the Japanese version for some reason.

Presumably to distance itself from the disaster that was the second game, Devil May Cry 3

is a prequel starring a much younger version of Dante who hasn't opened his Demon hunting

business yet.

Dante is cocky and annoying as hell, with an over-the-top attitude and love of pizza

that reminds me of Michelangelo from nineties Teenage Mutant Ninja Turtles cartoons.

He constantly performs flashy and impossible moves that are borderline comical.

This time, it feels like you're laughing with the game, not at it.

Best of all, the game doesn't start with a slow exploration mission.

You're thrown straight into the action as demons attack Dante's office and ruin the

place before he can even open it.

There's an antagonist that we care about this time, Dante's brother Virgil, and a

sub-story revolving around Mary and her father Arkham who is working for Virgil.

All missions start and end with cutscenes that do basic things like explain who the

hell the random bosses are and why Dante is fighting them.

If this all sounds like basic storytelling, then yes, it is.

However, after the previous two games, this is borderline miraculous.

It's hard to exaggerate the leap in quality from two to three and the extra effort that

clearly went into this one.

To be clear, the story is still absolute nonsense, but it revels in the nonsense and milks it

to show us glorious cutscenes of Dante at his best.

If you've ever heard people talk fondly of Dante as a character, then there's a

good chance they are thinking of the Dante from Devil May Cry 3.

Combat is unrecognizable from the previous entry.

Dante now starts off able to choose between four different combat styles, and later picks

up two more.

Trickster style is great for maintaining combos because it gives you dodges with invincibility

frames.

It's also pretty good for advance techniques like jump cancelling because you can dodge

around in the air which helps you land on enemies and get extra jumps without touching

the floor.

Swordmaster is probably the flashiest to look at.

Instead of dodging, you get a completely different secondary attack for each weapon and more

moves as you level up the style.

You're more vulnerable but so long as you pick the right attacks, you can stagger enemies

and avoid taking damage.

Gunslinger is similar to Swordmaster except with a focus on guns.

This is the only one I'm not particularly keen to use because I've always preferred

using my sword for combat and keeping guns to a minimum.

Royal Guard is the style you might want to try on your second playthrough.

It's a little trickier to grasp because you have to understand all the enemy attacks

to correctly time blocks.

When you succeed, you can pull off some devastating attacks.

Later on in the game, you'll gain the quicksilver style to slow down time and doppelganger to

create a second version of Dante to fight alongside you.

You might want to focus on one style for a while because the more time you spend with

each style the quicker you'll level it up which in turn adds more moves.

There are plenty of weapons this time around and I'm not just talking about an extra

inch on the end of your sword, which I've been promised multiple times is actually not

that important and I shouldn't worry about it.

You do have a normal sword, but you also have dual swords, the three rod Cerberus, a guitar

that controls bats, and more.

We're back to the original method of buying upgrades for each weapon which is my preferred

way of doing it.

It's a bit annoying to have to unlock the double jump multiple times though.

If you quickly change from one weapon that has the double jump to another that doesn't

then you can quickly be knocked out of your stride.

Moves like that should probably be linked to Dante and not each weapon.

We're also back to smaller combat arenas with enemies who have been promised a raise

if they meet their damage targets.

This makes combat far more frantic than the previous game, although conversely combos

are now easier to pull off.

Enemies have varied attacks and you'll have to come up with tactics to decide how to take

them down and in what order.

One enemy will split into two if you attack it with your sword, so you have to shoot it

enough for it to turn to stone and then destroy it.

Spiders can catch you in their webs.

There are enemies that continually summon in more enemies so you want to take them down

first.

Boss fights also require some thought.

It's quite possible to get battered the first time you fight them, but once you've

figured out their moves you can easily get through the fights without using any health

items or even taking much damage.

This makes them satisfying.

They aren't easy, but the challenge isn't in how cheap they are either.

They're fair fights that you need to learn.

Even in the first game, I didn't find good combos all that rewarding.

If the style meter wasn't on the screen, it would be hard to tell the difference between

a good combo and a bad one.

You could just button mash your way through.

In three, you won't even care about the rating.

What's important is that getting good combos is the way you get through the fights themselves

and you'll look great doing it.

The power of the devil trigger has been nerfed slightly.

It's still useful, but you don't have access to it at all for a couple of hours,

and when you do it doesn't tend to mean the difference between victory and defeat.

The game even takes the remarkable step of telling you what combos each weapon can perform

and gives you statues to practice them on.

If you get the combo score high enough on one of these statues then you're rewarded

with a blue orb that gives a health boost.

The secret missions are also far less obtuse in how you access them and they provide a

decent and enteraining challenge to improve your skills, such as staying in the air for

20 seconds.

Best of all, the situation with the yellow orbs has been fixed.

When you start the special edition of Devil May Cry 3 you can choose between playing the

yellow or gold version of the game.

It doesn't tell you what this choice means by the way.

Choosing the yellow option gives you the standard version of the game where you'll need to

use yellow orbs to continue.

When you die, you're given the choice of whether or not to use the orb.

If you don't want to use it you'll start the mission again.

This is better than Devil May Cry 2 which made you use the orb without giving you a

choice however given that you can only hold one and some of the missions are huge with

multiple bosses this is still not ideal.

That's where the gold version comes in.

If you play the gold version of Devil May Cry 3, you can restart from the nearest checkpoint

whenever you die.

These are usually quite generous and don't require you to repeat much content, especially

just before bosses.

Importantly, I'd argue that this doesn't make the game easier and actually encourages

you to get better at the game.

Making you replay entire missions because you died right at the end of a boss fight

is an excessive punishment and wastes the player's time.

Knowing I'd have to restart an entire mission upon death would just make me stock up on

health items and use as many of them as it takes to get through the fight.

I'd farm red orbs if I needed to get more.

Without needing to repeat loads of content, I can focus on mastering the boss fights.

I don't mind dying because I can just try again.

I know I can get through the fight without using health items if I learn the patterns

and signals, so I make sure I do.

I love this.

It's a huge improvement on the previous games.

There's an increased emphasis on puzzles this time around which I didn't particularly

appreciate.

Using the term puzzles is pushing it a bit really.

There's a lot of locked doors that are typically opened by a nearby orb of some kind.

You progress through linear levels and pick up an orb and then find your way back to the

door you couldn't unlock which requires that orb to open.

It doesn't feel at all satisfying and most of the time I put no thought into it whatsoever.

I would just push through a level, pick up a thing, hit a dead end and then track back

until I found a place to put the thing.

Devil May Cry 3 is already a decent length compared to its predecessors, with my normal

mode playthrough coming in at nearly fifteen hours, so this kind of padding felt unnecessary.

There's a puzzle where you have to rotate a couple of mirrors, I guess.

That's about it.

The camera is slightly improved, but not by much.

Depending on the environment you're in, you might be able to move the camera, however

it doesn't have any way to move through walls and I found it nearly entirely useless.

I don't have many other complaints.

Devil May Cry 3 is still a really damn good game despite it being over twelve years old

now.

All three games in this collection have replay potential, however this is the only one that

I'm going to play again on harder settings.

I want to get better at the combat and I want to try out the different styles.

There's a decent argument to be made that it's worth spending the $30 on the collection

just for this game.

I'll have to let you make your own judgement on that because everyone's financial situation

varies.

However, I will say that I recommend Devil May Cry 3 to nearly everyone.

It's a great game.

It's such a shame Capcom didn't go the extra steps to make this collection a must

buy.

Overall, there's an almost staggering lack of effort put into this collection, but let's

start with the good stuff.

The trilogy is now in widescreen at 1080p, running at a silky smooth 60 fps.

That last point isn't a huge deal for those of you in North America who always played

the games in 60 fps, however I first played these when I lived in the UK and had to settle

for 50 which never felt quite right.

While everything is now technically in HD, none of the textures have been remade so they

often look fairly flat.

I wasn't expecting a complete remake nor was that what Capcom promised, but it can

be a touch distracting.

What's less acceptable is everything outside the main gameplay sections.

Menus have been left exactly as they were, which means a four by three aspect ratio and

distinctly blurry text.

I honestly have no idea why the menus couldn't have been tweaked to make them sixteen by

nine and in HD.

It's a terrible first impression.

The cutscenes are in sixteen by nine but the aliasing is terrible, with more sharp edges

per inch than Gillette's next brand of razor.

I love some of these cutscenes, but it pains me that we aren't getting them in HD.

The collection also includes a scattering of concept art, but that's about it for

extras.

If Capcom is going to re-release a collection that was first released six years ago, the

least it could do is put some bonus content on there.

There's plenty of other changes that could have been included with little effort.

Let's start with the yellow orbs.

These were rectified in the Devil May Cry 3 special edition which let you ignore them

completely by playing a gold version.

If you really wanted to use them, then you could play the yellow version and then choose

when to use your orbs to revive during a fight.

Why on Earth wasn't this extended to Devil May Cry one and two?

How difficult would it have been to add a "gold" option for those games?

Purists could stick to the originals, and normal people could play the gold version.

It's also a touch annoying that you're restricted to normal mode at the start.

Again, I appreciate there are people who want to play the games as they used to be, and

that should definitely be left in as an option.

However, couldn't they have also unlocked hard mode from the start?

Some people have played through these games multiple times already and shouldn't have

to play through two times just to play on a mode that challenges them.

The first two games also provide painfully few instructions to help new players.

Back in the day, games used to come with a tiny little book called an instruction manual

which taught players how to play the game.

Think of it like a tutorial, but with the words written down on paper.

This collection doesn't come with any manuals and the combos aren't all that intuitive.

I'm not sure how many players will figure out that pressing attack three times is different

to pushing attack twice followed by a short pause and then pressing it again which is

in turn different from pushing attack twice followed by a longer pause and then pressing

attack again.

Devil May Cry 3 actually bothers to tell you the combos which is a big deal for new players.

Something similar should have been added for the other games.

There's no point to withholding this information from players or forcing them to hit up wikis.

I'd played Devil May Cry before and still struggled to remember the combos.

You expect inconsistencies between the three games, however collections like this should

provide extra options to help smooth over the differences.

For example, you can choose between two control options in Devil May Cry one.

I switched over to the secondary mode which switched the attack and gun commands around.

The second game then didn't offer any changes at all, so I had to use a different setup

to the one I'd just been using.

I've no idea why a few extra accessibility options couldn't have been added instead

of keeping everything exactly the same from 2001.

So yeah, as a collection, this is disappointing.

It comes across as lazy and a bit of a cash grab when it should be a celebration of an

excellent franchise.

Hell, why not add Devil May Cry 4 into the mix instead of just porting over the 2012

collection?

That's enough negativity.

Devil May Cry 3 is an excellent game.

If you haven't played it before, then I highly recommend it.

The first game is still okay and perfectly playable, however it doesn't hold up anywhere

near as well as three.

And the second game is in here too.

If you still have access to the previous collection then you don't need this one.

If you don't and you're a huge fan of the franchise, or if you're just a little

curious, then maybe wait until it hits $20 before diving in.

Alright, if you enjoyed this review then perhaps consider subscribing, sharing, and hitting

the like button.

I normally do longer form critiques, but I'll do reviews when I can get them up in a timely

manner.

I also stream on Twitch five times a week, write reviews for my website, and moan a lot

on Twitter.

At the end of my last video, I said my next one would be on Fallout 2.

Obviously, it's not.

I drastically misremembered how long Fallout 2 was.

I'm still working on my first playthrough, so that video's going to take a while longer.

I have fond memories of Fallout 2 and I'm desperate to do it justice.

In the meantime, there should be another long form critique up this month.

Okay thanks for watching.

Cheers.

For more infomation >> REVIEW: Devil May Cry HD Collection (2018/PS4) - Duration: 25:26.

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Better Tennis Technique & Better Car Analogy - Duration: 8:19.

- [Tomaz] Hey Tomaz from FeelTennis.

This is part one of three,

where I have interesting conversations with Colin

about tennis technique.

The whole discussion lasts about 30 minutes,

so I split it in three parts

so it's easier to digest all the information.

The first part addresses the misconception

that if you just focus on executing the stroke

with correct technique, you will put the ball in.

The truth is that we need to decide

and clearly imagine before every single ball that we hit,

how we want it to fly.

We need to imagine the whole trajectory of the ball flight

that includes the speed, height, depth and spin of the ball,

and we need to make that decision

before each and every ball lands on our side of the court.

So here's the question.

The question is, why are we correcting tennis technique?

What's the purpose?

Okay, I'm correcting your backhand, right, why?

Because I just said,

I just said that I confuse you a bit,

I said:"Better technique does not put the ball in."

- Yes that--

- Technique will not put the ball in.

It's not the answer.

- Technique gives me the right form to

control my body

in the way I hit the ball.

- Okay. - I don't know.

- Yes, okay. - I think that,

from what I learned yesterday,

it stops me from doing weird actions I shouldn't do.

- But you don't get 15:0 for,

or 0:15 because you did a weird action.

- True - No one is recording you,

say oh that's incorrect position of the shoulders,

we're gonna take 0:15 off your score.

- It's where the ball goes in the court.

- There is sports, like you know,

let's say artistic dancing. - Yeah.

- I mean skating or dancing,

they judge form. - Yeah.

- So the dancer has to do a certain figure.

And they say, oh your arm was not fully extended,

-0.1 points

- [Colin] Yeah.

- [Tomaz] You understand?

So they judge form.

So the player,

the athlete or the person goes there,

and they have to execute form.

- [Colin] That's true, yeah,

when they to do an axel.

- [Tomaz] Yes, they execute form,

and if the form is not correct, they get deducted points.

- [Colin] True.

- In tennis, no.

You are not being recorded on your form.

- I'm being recorded on where my ball goes.

- So that's the only thing that matters

is can you put the ball where you want?

Roughly, right, roughly.

- I can do some crazy technique,

and as long as I it do every time, doesn't matter.

- You can do like this.

- As long as it works, right?

- Yes, but what is the difference between this backhand,

so if I exaggerate, or this backhand?

- Yeah - Yeah?

This backhand?

- Difference is

you can't really control the string or the contact.

The racket will just move. - Something is wrong

in terms of how am I able to control the ball?

This does not allow me good ball control.

It does not allow me good force.

Let's say I play like this.

See, look at my arm.

- Yeah, look at using your arm there.

- Okay, so it does not allow me to produce effortless power.

- You need your body.

- And it does not allow me to control the ball

if I choose to do so.

But I must choose.

- So we pick this one.

- I must choose to control the ball.

- Fair enough.

- That means you are driving.

You see the technique is,

so I see cars here, right?

The technique is a car is an engine, okay?

Who puts the ball in, is you, the driver.

The driver drives the car.

At the moment the cars don't drive themselves, yes.

- Yes, I understand?

- [Colin] Yeah.

- So, I just heard, when I was in the taxi I heard

an advertisement for BMW, right.

- Okay.

- BMW lunar new year discount probably.

So here's a Hyundai, on the left

we see a BMW.

If you drive a Hyundai, right,

and you're a driver,

we put you on the BMW, you are the same driver.

The car has better capabilities

but you don't know how to use them.

- [Colin] That's true.

- [Tomaz] You understand?

And secondly, I give you a better car

there's actually a higher chance of you crashing.

- Because I can't control the power?

- Because it's more power, exactly.

It's more power, that's why.

You can go whoa, whoa!

- And it's heavier?

- Okay, so you understand.

So correcting technique is tuning the car's engine.

- [Colin] Okay

- [Tomaz] Okay, it's tuning the cars engine.

Or, dampers, or I give you four-wheel drive.

You will be very stable on the road, you understand?

- [Colin] Yeah.

- That's what technique is.

It is enabling you

to drive better

if you learn to drive better, and if you choose to do so.

- Okay.

- Okay?

Because there many poor drivers in very good cars.

- Well-- - You understand?

- Yeah, I understand.

It does not mean that--

- You drive better, right?

- It does not mean necessarily,

I'm just giving you, the car gives you an option,

it gives you an ability.

Let's say a four-wheel drive car

like Audi Quattro is popular, right?

- Yeah.

- Will give you the ability

to go faster through turns on a wet road.

You won't skid, because you have four-wheel drive.

- [Colin] It sure can.

- It gives you the ability if you use it.

If you don't use it,

it doesn't matter. - Pointless.

But we know that it's there.

- So what I'm telling you

is that if I give you Audi Quattro backhand,

it only enables you,

so I'm correcting your technique

to allow you to enable you to drive better.

But you need to do it.

Your technique will not do it.

The car is just sitting there, idle.

You drive.

How much gas, how, where? - Right.

- That's why I'm talking to you about mini tennis,

I'm talking to you about force.

You need to get the feel for force.

When you play tennis,

this is technique,

but how much force did I use on each particular ball.

That is my driving.

That is my choice, my decision.

I am choosing to use this much force.

I'm choosing to use this swing path.

I am choosing to use this much top spin or this more flat.

This my choice.

My technique, now, better technique,

enables me all these things.

- Is there a technique where you can combine both?

To flat and-- - Yes of course.

My technique enables me.

My technique enables me to effortlessly,

'cause I have a strong engine now,

I can effortlessly accelerate,

right? - Okay?

- You know how the, let's say Prius, right?

How the Prius sounds when you want to accelerate faster.

- Actually not sure. (Colin laughs)

- It's struggling, man,

mm-mm-mm, it's struggling, right?

Now imagine a car with a big strong engine and you--

- Oh yeah, yeah, yeah. - You go effortlessly.

- Yes. - Okay, you understand?

- Yeah, efficiency, yes.

- So when you go effortlessly, you control the car easily.

If the car is struggling,

then you don't control the car easily.

- That's true.

- So now if you're hitting your backhand like this,

you are struggling.

You don't control easily.

So you don't have good control.

You understand?

It's a chance.

It's half-luck.

When you have good technique it enables you

to control the ball with very high reliability.

Very high consistency.

For more infomation >> Better Tennis Technique & Better Car Analogy - Duration: 8:19.

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Why I Do Nothing To Prepare for The Market's Open - Duration: 3:49.

For more infomation >> Why I Do Nothing To Prepare for The Market's Open - Duration: 3:49.

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Cottonking Struggler Saala Season 2 Episode 2 Teaser - Duration: 0:25.

For more infomation >> Cottonking Struggler Saala Season 2 Episode 2 Teaser - Duration: 0:25.

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High Level Webshop Fiber - Laser - Lohnfertigung - Suplacon programmiert mit WiCAM - Duration: 3:11.

HIGH LEVEL

WEBSHOP INTEGRATION

Case study Suplacon

Plaatwerk365 is one of the best known webshops for sheet metal manufacturing in the Netherlands.

Suplacon, the company behind the Plaatwerk365 web portal, produces state-of-the-art

sheet metal parts and assemblies for industry clients.

Suplacon uses WiCAM PN4000 to control the laser systems of Bystronic and Trumpf.

The online shop has been linked up with the Ridder iQ - ERP, the CAD system and PN4000 since 2016.

This gives Suplacon's clients sharply calculated prices

and exact delivery dates online within seconds.

As Production Manager Gerhard van de Guchte says:

The integration in our ERP system makes WiCAM especially valuable for us.

Our strength is the delivery of maximum quality at the promised time.

For a company of our size,

not only do we need our employees' daily commitment,

we also need precise production control.

Thanks to the machine feedback, Suplacon always has an overview of the real-time status of the production process.

And in the event of bottlenecks, it can move the orders to another machines at the click of a mouse.

Thanks to the latest improvements, 3D-step parts can also be ordered via the webshop

and supplied automatically.

In addition, Suplacon customers can use Excel lists to calculate and place collective orders in seconds.

As Gerhard van de Guchte says:

The wishes of our customers are our yardstick. We have to beat their expectations.

The open structure of WiCAM and the interfaces

ensure a smart, transparent flow of information

from our customers' CAD drawings to the finished assembly

if desired, with a quantity of „one" the very next day.

The Advantages of WiCAM: Data exchange with online webshop Data exchange with PPS / ERP system Production control Machine change at the click of the mouse Real-time evaluation of machine feedback

Controlled machines

Many thanks to

Follow us at

For more infomation >> High Level Webshop Fiber - Laser - Lohnfertigung - Suplacon programmiert mit WiCAM - Duration: 3:11.

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High Level web shop - laser - sheet metal job shop - Duration: 3:12.

HIGH LEVEL

WEBSHOP INTEGRATION

Case study Suplacon

Plaatwerk365 is one of the best known webshops for sheet metal manufacturing in the Netherlands.

Suplacon, the company behind the Plaatwerk365 web portal, produces state-of-the-art

sheet metal parts and assemblies for industry clients.

Suplacon uses WiCAM PN4000 to control the laser systems of Bystronic and Trumpf.

The online shop has been linked up with the Ridder iQ - ERP, the CAD system and PN4000 since 2016.

This gives Suplacon's clients sharply calculated prices

and exact delivery dates online within seconds.

As Production Manager Gerhard van de Guchte says:

The integration in our ERP system makes WiCAM especially valuable for us.

Our strength is the delivery of maximum quality at the promised time.

For a company of our size,

not only do we need our employees' daily commitment,

we also need precise production control.

Thanks to the machine feedback, Suplacon always has an overview of the real-time status of the production process.

And in the event of bottlenecks, it can move the orders to another machines at the click of a mouse.

Thanks to the latest improvements, 3D-step parts can also be ordered via the webshop

and supplied automatically.

In addition, Suplacon customers can use Excel lists to calculate and place collective orders in seconds.

As Gerhard van de Guchte says:

The wishes of our customers are our yardstick. We have to beat their expectations.

The open structure of WiCAM and the interfaces

ensure a smart, transparent flow of information

from our customers' CAD drawings to the finished assembly

if desired, with a quantity of „one" the very next day.

The Advantages of WiCAM: Data exchange with online webshop Data exchange with PPS / ERP system Production control Machine change at the click of the mouse Real-time evaluation of machine feedback

Controlled machines

Many thanks to

Follow us at

For more infomation >> High Level web shop - laser - sheet metal job shop - Duration: 3:12.

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Donald J. Pliner "Fifi" Platform Thong Sandal - Duration: 6:00.

For more infomation >> Donald J. Pliner "Fifi" Platform Thong Sandal - Duration: 6:00.

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Things you must do in Mumbai मुंबई - Travel Tips - Hindi - Duration: 8:25.

I found mumbai as a very creative place

where you will find rat race for survival

and a passion to do something new also

If you are going to Mumbai

then you must visit Juhu Beach

Although Girgaon chowpatty beach is also there

But I like Juhu because of people and activities

You will find Irani culture in Mumbai

which I find very rare in north india

there are irani people with whom you can converse

they are very cool people, which I found

I always say that Mumbai is not only pao bhaji & vada pao

its more than that

As I said there is lots of creativity in this place

locals have done lots of experiments with food also

which you will find only in this place

and you can try those

The ferry ride which is taken for Elephanta caves

provides an unforgettable life time experience

If you are planning to visit south Mumbai

you must visit Colaba market

and girls can purchase artificial jewellery

at very low prices

Liked this video?

your like will make my day!

and subscribe us

thank you!

For more infomation >> Things you must do in Mumbai मुंबई - Travel Tips - Hindi - Duration: 8:25.

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According to Jerry Hyde Going as a feminine being - Duration: 11:24.

For more infomation >> According to Jerry Hyde Going as a feminine being - Duration: 11:24.

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For more infomation >> According to Jerry Hyde Going as a feminine being - Duration: 11:24.

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PHOTO Laurent Kéru­soré (Plus belle la vie) risque sa vie pour sauver un chien - Duration: 2:16.

For more infomation >> PHOTO Laurent Kéru­soré (Plus belle la vie) risque sa vie pour sauver un chien - Duration: 2:16.

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For more infomation >> PHOTO Laurent Kéru­soré (Plus belle la vie) risque sa vie pour sauver un chien - Duration: 2:16.

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Johnny Hally­day : David et Laura figu­raient bien dans son précé­dent testa­ment - Duration: 3:48.

For more infomation >> Johnny Hally­day : David et Laura figu­raient bien dans son précé­dent testa­ment - Duration: 3:48.

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For more infomation >> Johnny Hally­day : David et Laura figu­raient bien dans son précé­dent testa­ment - Duration: 3:48.

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10 indices révélateurs que votre femme vous trompe - Duration: 7:03.

For more infomation >> 10 indices révélateurs que votre femme vous trompe - Duration: 7:03.

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For more infomation >> 10 indices révélateurs que votre femme vous trompe - Duration: 7:03.

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YouTube TV - Coming Soon

For more infomation >> YouTube TV - Coming Soon

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How to Practice Speaking English On Your Own - Duration: 9:02.

The one thing that learners tell us all the time is: "I want to practice my speaking skills"

"I want to speak. Speak Speak Speak Speak".

We hear it every day.

Now, I understand that it's difficult for many of you because you might not have the opportunity

So that's why I'm gonna tell you three ways that you can practice your speaking skills on your own.

That's coming up.

So I think that just about everybody out there would like to improve their speaking skills

because when we're practicing our speaking skills, we're kind of taking everything that we've learned

And trying to put it together, and think quickly, and have that natural

free-flowing conversation.

And it really makes us feel like: Yeah, we're making some progress.

We're improving our language skills.

So I understand why everybody out there would love to practice their speaking skills.

But I also realized that it's not possible for many of you because you don't have a language partner

or maybe you're not taking English lessons and

getting that opportunity or the opportunity you would like to have a conversation and practice speaking

That's why I want to talk to you about three ways that you can practice your speaking skills on your own

and try to improve, so that way the next time you DO get the opportunity to speak with somebody else,

you'll maybe feel a little more confident and ready to have that conversation.

Now, before I talk to you about these three amazing ways to study on your own,

I want to address one thing- because many of you might be thinking:

Well, I don't know how valuable this could be because nobody is able to correct my mistakes.

And that's true. Nobody is going to correct your mistakes,

but I want to say that that should not be your primary focus,

especially when you're talking about your own self-study.

The idea is just to get that practice and to start using and speaking the language.

Don't worry about making mistakes,

Don't worry about trying to correct all of your errors.

The goal is just to use the language and practice and practice and practice

because practice makes perfect.

The first way to practice your speaking skills, (and I know you might think: "Well this is just ridiculous", but it's not)

is to talk to yourself.

Have a conversation with yourself.

I do this when I'm learning other languages.

I try to create a conversation in my head and maybe I ask myself a question about a certain situation

and then think: well how am I going to respond to that question?

What words or phrases do I need to use?

and then you're having this conversation in your head

And then all of a sudden: Wow, I'm actually thinking in another language!

That's one of the first steps to start thinking in another language

is to actually start using the language on your own, in your mind, in your head.

So have a conversation with yourself!

It doesn't have to be a conversation that you wouldn't have in real life.

Think about: how would I talk to somebody about their job?

How would I talk to somebody when I first meet them?

What are some things I would ask? What would I say? How might this other person respond?

and then keep the conversation going.

Or maybe you think about the things that you need to do in your daily life:

things that you are doing at that moment

If you're preparing some food for dinner, think about the steps you're taking

What do you need to do? What other food do you wish you had in order to make the meal better?

Have that conversation with yourself.

First because at some point you will have that conversation

with somebody else for real,

And then you'll be a little more familiar with this topic and the words or phrases that you might want to use

to express your ideas and opinions.

So talking to yourself is a valuable way to practice on your own.

The next way to practice speaking on your own is to read out loud.

I used to have an instructor who told me that reading out loud: it is not a reading skill, it is a speaking skill.

mostly because you're listening for people's pronunciation

And it is true. This is a speaking skill.

Reading out loud, pronouncing the words, using the language correctly

is an important way to practice those skills

Also, when you're reading out loud, you're really practicing the rhythm and flow of speech.

You're able to practice your cadence, which is the inflection in your voice

because you are following the punctuation that you see.

For example, if there's a comma, you're taking a short pause.

If there's a period at the end of the sentence, then you'll take a breath.

And because you're able to follow the punctuation,

It's going to sound like a more natural conversation.

And I would suggest reading out loud books that have dialogue in them

that actually have conversation and you're speaking.

You're actually saying that conversation out loud,

as well as maybe capturing the mood of what's going on in the story.

So reading out loud can be a very valuable way of practicing your speaking skills.

The final way to practice your speaking skills is to speak to a video.

And that is actually your practice for today.

We are going to have a very short conversation

And I want you to respond to my questions speaking out loud.

As crazy as this may seem, people actually do this.

For example, a lot of language exams:

They can't always have somebody speaking to you, so you have to record your answers on the computer

And you're basically speaking to the computer.

So, we're going to try that and this is our practice for today:

I'm going to ask you a question and then a follow-up question, and I want you to give me your answers out loud.

All right, this is just a very simple short conversation.

Are you ready? Here's your first question.

So where did you go yesterday?

Okay, well why did you do that?

So I hope you gave an answer out loud.

Again, just a short sentence answering that question.

Now, to check if maybe what you said is correct, think about the question that I asked you:

Where did you go yesterday?

I'm talking about the past, so you should have answered using the past tense;

using that past simple because we're talking about something that happened yesterday.

Are you ready for another question?

All right, here we go:

What will you do tomorrow?

Well, do you think that'll be fun?

For these answers, you should have used the future tense because again we're talking about tomorrow

I was asking you: What will you do tomorrow?

So you should have responded using "will" or "be going to" because those are the two ways that we talk about the future.

So you can go back and practice again and practice giving different responses

and pretend like we're having a conversation and think about:

Well, what do you want to say?

How can you describe these things?

It's all good practice.

Also, if you actually did practice and say your answers out loud

I want to know, so:

If you did, I want you to write the word SPEAKING in the comments below

So that way I know that you were actually speaking and using the language

and giving your answers out loud.

I hope that you're able to use my suggestions to practice your speaking skills

and be prepared for the next time you really do have a conversation.

If you enjoyed this lesson, please give this video a thumbs up

and share it with anybody else - you know- who's trying to practice and improve their English skills.

Thank you guys so much for watching, and we'll see you next time.

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