Canceling in this game is fun. In DMC3 all you had to do was figure out repetitive timing and POOF infinite JC's.
what i really like most is how agile Dante is, maybe went a little over board with all the different possible ways of dodging, but it really looks cool if you can dodge differently, i guess.
I usually try to stay grounded with rebellion and try to group enemies together, and just tag the enemies with light multiple attacks. I don't flat out destroy them because its really, REALLY easy to destroy them fast (that was the case for all DMC games though) And since i've completely the demo.....god knows how many times.... I try to prolong the inevitable. I cannot wait to have access to all the weapons though, i think its greatly gonna expand the game play. I wasn't a big fan of the style system in DMC4 so i'm kinda hesitant to use the D-pad. But thats what so fun about DmC, i'm always able to do Trickster like moves, and i'm a fan of parrying but i not a fan of changing styles just to block. I really dig how NT made this game so accessible, its what DMC4 should have been.
The different "Wall Hike/Angel Glides" back and forth were the best part. You couldn't even do that in DMC3 unless you had an enemy to jump off of. It does look cool, and it shows us something that was almost never used in a DMC game before -- at least, not in that way.
I also like the fact that it's accessible. But as one thread pointed out, the Demon Dodge should have been a Demon block. The mid-air "stay-in-place" flip-dodge is pretty much just a fancy Royal Guard. Regardless, You should have been able to do the same thing on the ground, instead of just rolling backwards on the default command. There are far too many ways to dodge in this game.
An idea I had for the dodge button is that on it's own, it could have been a block. And when you press it while moving in a certain direction, it would become a dodge. It makes sense when you think of it that way.
Off Topic:
I noticed that one of the Aguila moves had an attack similar to Twosome Time. I think that weapon is supposed to take the place of Gunslinger, Lucifer, and Artemis. In that regard, I think that particular Devil Arm may have been a well-executed fusion of weapons and play-styles. Twosome Time is still needed, however. It should have been made possible to pull off through "forward-forward ranged button", or back forward. Or even Melee + Ranged + Directional Input. It could have been done.
And I take back what I said about Aguila just being a lazy way to combine ranged + melee. That was before I saw the two blades keeping two different enemies in the air.
No glitches in this video, it seems. That could be just due to editing though. Either way, my faith has been somewhat restored. Although, I'm still cautious about the end result.
Now, I'm just waiting to see what they can do in DmC 2 gameplay-wise -- if it ever comes out, that is. I'm still worried that Capcom might return to the previous series. After this, to me, there is no going back.
And after this, who could the villain possibly be? If it's Vergil again, then it might get old. I only wanted a sequel in the first place so that it could improve upon the first game's flaws and add everything we wanted to add.