Accessibility is an aside from whether a game is fun or not, really. A game could have some of the greatest concepts, but be insanely difficult to get into (lacking accessibility) though wonky controls or even bad conveyance, which isn't the right kind of difficulty you want. Some of what they say is more accessible with DmC is its revamped control scheme, which prevents some of the convoluted mechanics, making them more simplistic for simplicity's sake. Like Hightime for example; the classic Hightime wasn't necessarily difficult to do, but it was still three different inputs, while DmC was able to streamline that into one input key. Hell that's why after DMC1 they didn't require you to hold R1 just to shoot - simplicity. That's why weapon switching was made instantaneous after DMC1's Devil Arm swapping animation that broke game flow - simplicity. Ninja Theory is following suit with DmC's accessibility, allowing more people to get into it, and where it then pulls them further down the chaotic rabbit hole that DMC's dizzying combat is. That's why DmC's controls have all combo attacks for ground and air on one key, and vertical attacks on another - simplicity.
Making something more simplistic because it's possible, and makes the game more accessible shouldn't ever really be seen as a bad thing, unless the rest of the game doesn't follow a similar trend to make everything still relevant based on those changes. There's an
EgoRaptor Sequelitis that actually explains what I'm talking about, how all the items in Castlevania served a purpose, giving you different angles of attack. In Super Castlevania IV, they let you attack in different angles with just the whip, which rendered the items pretty much useless. The game was still great, but the item system was there just to remain similar to what people remembered, instead of also expanding like the regular attacks did. The same can be applied to what's happening in DmC - people see the changes made, but are still thinking of how those changes work in the older DMCs, when they should be thinking about how that changes or opens up the rest of the game in other ways. DmC doesn't have a Style system because NT refined the finer parts of each Style within the regular control scheme. DmC doesn't have a Hard Lock because they reworked the controls to a point where it wasn't entirely necessary.
Difficulty should be in the challenge of the game itself, like DMC is, and not in trying to master controls that could easily be better. To do a lot of the absurd-level stuff in DMC3 and 4, people have completely changed their control scheme. They are making the game
more accessible to them by changing their control scheme. Once it's more accessible to them, they can focus more on tackling the game's ball-crushing difficulties. Itsuno has now even said they wanted to get rid of Hard Lock back in DMC3, possibly because it was an old holdover from DMC's RE roots, and was less compatible with the type of control they wanted for the series.
The
really odd thing about what that guy says in the image, that "DMC is about honing your skills and trying to come out of a fight with as little damage as possible, not to have 'fun,'" is that honing your skills
is fun, blazing through enemies with little to no damage because of those honed skills
is fun. Those are harrying, heart-pounding moments full of excitement. What other reason is there to even bother doing it, if not because it's fun and exciting...? If you're not doing it because it's fun...then it just seems like a chore to me >.>
Woah, damn. Sorry for the long post :x