DmC - glitches and observations pt. 1
Various glitches from DmC. Mostly stray results of checkpoint retrying, but also some mechanics stuff.
To me glitches are like bonus material in a game, and searching for them gives a game a ton of longevity. I'm not trying to deride DmC with this. On the contrary, I enjoyed playing it, and I'm now dedicating some time to finding its true limits... Now, let us enjoy these hidden scenarios within the game not even the devs knew existed.
I: in Mission 8 or so there's a flaming train cart that flies past you. If you retry at the moment when it's on the screen, afterwards the train graphics can be found floating in air near where you came from.
II: another variation to the machine room cutscene break-out in Mission 1. You can attack during the cutscene while Dante is stuck to his cutscene motions. Afterwards he goes into a strange pose and is stuck in it until the enemies are polite enough to free him again.
III: if you retry and jump quickly before the Sparda painting cutscene starts, Dante is invisible during the cutscene.
IV: doing things out of order in Mission 2 caused Dante to become checkpointed in an inconvenient situation...
V: a door glitch in Mission 2. For some reason a breakable door spawned in front of a sealed entrance where you already came through before. This effect may also be related to careless checkpoint retrying.
VI: in Mission 2 you can glitch things by checkpoint retrying after returning from the strange world (the first time around). The screen remains dark and eventually you get a game over. Choosing to continue takes you back to normal gameplay, and you achieve nothing with this (unlike after Mission 3 strange world sequence).
I still haven't tested doing this with the second (Blue Rose) strange world sequence in Mission 2, it might even allow a fight skip.
VII: you can get on top of the Succubus by flying against her.
VIII: you can trick the Succubus to shuffle to and fro on the platforms if you activate a Lift point and then fly back to where you left from. So far it's useless, though.
IX: this is a pretty interesting one. If you retry (again frame precisely) as the escaping FMV kicks in, the gameplay begins with the FMV still on in the foreground. Not on the vid, but you can activate the FMV again by running into it again. It doesn't do anything special, the FMV just cuts off and starts anew.
X: if you retry at a wrong time during this scene at the end of Mission 7, the bridge becomes partially invisible and you hear the sounds of the cutscene in the background.
XI: a sort of quick rolling technique, made possible by the Inverse Rainstorm cancelling. Pretty useless since you get Stinger so early on and this is hard to do.
XII: a glitch with "Jimmy", the creepy growling wall that blocks your path in Mission 4. If you break the wall using Stomp, the wall retracts but the red breakable object remains on the field.
XIII: a strange mechanic that allows you to buffer a jump, so that Dante automatically jumps in air if you run off a ledge. Do an Inverse Rainstorm, buffer an Angel Lift to a Lift point during it, then do a normal jump to cancel the IR. Dante uses the Lift point, and now as long as you don't jump the glitch remains active. Just run off the ledge to have Dante jump in air by himself.
XIV: some tests with the "get stuck in air"-glitch first shown by Findlestick. I even get some strange momentum to one of my frozen poses... could this be a revolutionary new movement technique, pathetically slow infinite sliding through the air? I found out how to do the trick, and it's to first use Angel Glide in air, then do Stomp, then cancel Stomp with another attempt at Angel Glide at the last moment before Dante starts hurling towards ground.
XV: eventually the game crashed as I was testing this stuff...
(Not on the vid: the clock that says "Time since last checkpoint" glitches out occionally and gets stuck on some number.)
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DmC Glitch FAQ:
http://www.gamefaqs.com/ps3/605600-dmc-devil-may-cry/faqs/68707
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