Everything that was happening in limbo is scripted as such it doesn't demand as much power as non scripted events.
Uuuuuh...it doesn't matter if it's scripted, it's literally just the fact that so many things are happening onscreen at once from both player, enemies, and environment, that the console can't showcase it all properly, and thus horribly laggy framerate happens. Ask anyone else here who knows how systems handle framerate.
60 fps was never intended for this game:
http://www.escapistmagazine.com/forums/read/7.393108-Capcom-Explains-Why-30-FPS-Isnt-That-Bad
And besides not that DmC runs at steady 30 fps as well. It's not that demanding to have 60fps when you know how to do it.
I'm beginning to think you don't know how this stuff works. For one thing, the game was intended to be at a locked 30fps because of the decisions they made with the game concept, eg
Limbo. The article
you linked even says that - "the game's lowered framerate is down to its engine - the game is using the UE3 engine rather than Capcom's in-house MT-Framework - and the fancy level-shifting shenanigans". And I'm honestly not quite buyin' the mention that UE3 was part of the decision, considering UE3 can totally run things at 60fps, and more. The consistent thing mentioned in numerous places was that because the environments were so chaotic, it put too much strain on the system to run both character and environmental action.
Demo is there to judge gameplay, otherwise demo doesn't make sense.
A demo is there to judge
the overall concept of the gameplay, but not necessarily all the intricacies involved with it, especially when you only have a portion of the abilities and weapons to work with, against a small sample size of enemies, in one level. You are straight up wrong, man.
And complains about difficulty was there ever since demo and early gameplay builds.
And the demo only included the first three difficulty modes, not the highest difficulty nor the novelty modes that people like to play on, and early gameplay builds at conventions (where you couldn't choose your difficulty) were set to the easiest setting so anyone walking up to the booth could get into the game without having their butt handed to them.
Including videos of people one-hit-killing Poison and not falling style meter.
And that stuff was addressed and fixed, or was a bug that not everyone experienced because
it wasn't the completed product, and we are constantly reminded that as an unfinished product that is also segmented bits of code, a demo might jigger up sometimes. Alex Jones was actually asked during a panel about the video of a guy doing Tremor three times on a stunned Poison getting a SSS, and that was fixed. It was fixed a long time ago, but the build they were showing to the public was becoming increasingly old.
Manual lock-on was complained since demo's flying enemies.
Complained by stubborn players who refused to learn this game's specific targeting mechanics. I have no idea how so many players can claim to be great at DMC but have so much trouble with such a simple mechanism that so many others have conquered, and have gameplay videos of them doing so. Hell, our very own OppressedWriter had a no damage playthrough of the game on DMD and he never had any problems using the game's soft lock against flying enemies.
I never had any problems using the soft lock on flying enemies either, and I'm an average-at-best player...
All this concerns was genuinely ignored and as such half of criticism AFTER release could have been prevented, if NT was acting as open-minded people and listen what their potential customers have to say instead of
making games for themselves.
Oh! I love this one. So many have taken it out of context so they could feel upset
I assume you mean this little bit here...
TamTam And I Need Dis said:
Usually the worst creative crimes are made when you’re trying to make a game for someone else – some perceived demographic that, in all likelihood, doesn’t actually exist. From my point of view there’s only one way to try and make a successful game, and that’s to make the game you want to play. A game that everyone involved is proud of. So from that point of view I don’t care if it sells a thousand units or two million units. I believe the time you spend making something has to be worthwhile. You’ve got 20 productive years of work in your life; if you’re gonna spend ten or 15 percent of it on something, make it worthwhile.
He's talking about creative bankruptcy. You know who makes games for perceived demographics? Activision and Electronic Arts - they are in it for money, they make games only to sell to a demographic that will buy their junk. Are their games creative? I dunno, is
Call of Duty creative anymore? Tameem is talking about not trying to please some fictitious group of customers with what you or they think they want, you make what you believe will actually be worth playing. I'm sure pretty much all game devs agree on that, artists create things worth experiencing, businessmen create things they want you to buy.
It's totally possible to create a paint-by-numbers success, something that will have just what a bunch of consumers will pay money for - but it'll lack soul. All the best games are what they are because they were unique and fun, and made by people who thought they'd be fun games; stuff like Okami, GodHand, the original Devil May Cry, LittleBigPlanet, Metal Gear Solid, the list goes on, man.
Also take note that at
no point was what he said at all about Ninja Theory addressing complaints about DmC, it was about that insanely silly sales goal Capcom originally had for the game. So the article really has nothing to do with your point >.> Congrats on being the millionth person to try to take that out of context. Do not pass Go. Do not collect 200 Red Orbs.
Now please stop, you're getting far too off topic.