So, I just wanted to talk about something that was mentioned - that the Definitive Edition's addition of things like Lock-On and some other features are proof of them relenting and admitting that people who complained "were right". It's not at all a matter of whether something was right or wrong. Capcom and Ninja Theory had an aim with DmC, they wanted to try new and different things, and they couldn't just do them in in the classic series because look what happened when it was its own universe with nothing to do with the original continuity for Christ's sake!
It's not like they acquiesced to things like "Fix this ****!" in regards to Angel Lift keeping you aloft, they implemented a way to lock onto targets, they refined rough edges we found through millions of hours of collective playtime, and sough to make a good game better, and better for everyone.
People wanted DmC to be completely changed, before it could be seen how the ideas would actually work. Upon release, we see that the game works just fine, like any other well-put-together game does. Functions that people demanded weren't exactly a necessity for achieving a "Devil May Cry experience". Look at any videos from michellegun or SamD and you can see that the game is certainly just as exciting a spectacle.
It's not a matter of who they listened to or why, the main point is that they listened, and they gave people options! OPTIONS! All of the things the Definitive Edition tweaks makes the overall game better, in line with the kind of game it was meant to be - a good entry point for newcomers who won't be discouraged. Then, the Definitive Edition also adds in brand new options for veterans of the original, as well as veterans of the entire franchise. It gives a lock-on feature that can be nothing but helpful if someone wants to make use of it (although it is in no way necessary), and new game perks like Turbo and Hardcore to modify the game more and more. OPTIONS!
It's not accepting they were wrong to make DmC the way they did, it's offering more ways to play a game that they were given the chance to actually make the way they wanted first, and then listening to applicable feedback. These features make the game better, but it was still a great game without them.