DmC's art direction and aesthetics kicks all kind of ass.Not just the visual look of the place either, but also the way they incorporate the stuff. With the upside down prison comprised from the reflection underwater, to floating news icons and a demonic rave. If there's one thing people can agree on, is that the game is beautiful, creative, and like I said, kicks all kinds of ass in this regard.
Limbo feels like its living, breathing evil entity hell bent on Dante's demise. Tell me another game that does the kind of stuff Limbo does in recent memory? I can't think of anything off the top of my head. This stuff is done in real time too, they don't need to cut for some cutscene or put you on some Uncarted like rail car when you're traversing it. Plus, there's tons of little details scattered about which really helps you getting immersed in this world.
As for the gameplay, it's Devil May Cry. It do what the Devil May Cry do. All part of the same series. DmC is NOT a separate franchise or anything. It did however bring some mechanics to a more natural evolution that was appreciated. The originals didn't do everything right with some of its arbitrary combat mechanic choices.
So yea, it's not something that should be forgotten even if the next game is just a traditional Devil May Cry game. That would just be going a little backwards.
No the aspects of Limbo are scripted when you reach or pass through a certain trigger located in the game world/stage and causes those animations to happen. Its no different than playing a campaign in a shooter and during gameplay with no transition to a cutscene a building is shot down and collapsed. The various metamorphosis in Limbo are basically Event Triggers. DmC isn't the only or first game where the environment has tried to killed the player. Any game that has closing walls, instantiating environmental death traps like rushing lava, spawning pits, and various environmental factors triggered by player interaction and progress is considered the environment trying to kill the player.
Bayonetta and Bayonetta 2 have both done it quite heavily. MGR and NG3 have both done it. A lot of games have done lethal environments and shifting environments. DmC unlike those games have a different presentation that makes it looks (or seems) different. A lot of games have environmental changes even DMC3 in the PS2 era dabbled a little bit in it when at Mission 19 when platforms flew together to form a staircase and that was done in real time.
DmC arguably has done it the best but its not a new concept to gaming that DmC introduced or invented. Plus a lot of the moments in Limbo's dynamic changing were done in cutscenes as well. In fact, most of Limbo's best moments were in cinematics...well in-game cinematics which is still impressive.
I do admire the attention to detail or the attention to add as much detail as possible. As a game design major I do like analyzing Limbo and seeing how they make that possible within the game world/engine like the black texture on walls that is always moving kinda reminds me of Arkham's face from DMC3 (how does one animate a texture like that its truly impressive although with Arkham's case its on a character model and not an invisible plane with a texture on it).
As for gameplay, being another Devil May Cry game doesn't give it an excuse for not doing anything new or revolutionary in the genre and especially in a series that created and defined the genre. Don't give the it made the series more accessible or streamlined excuse when there has been other games in the genre that has not only done that but found ways to add new mechanics and fresh ideas...from a mechanic and gameplay standpoint (well its pretty much Bayonetta and Bayonetta 2 which won an award for being one of the most accessible game to newcomers and hailed as the best hack and slash or spectacle fighters since DMC3)....well there was the pause switch combos which is probably a new feature never before seen in the genre so I guess I can give the game that.
Back to Limbo, it was pretty impressive and a lot of detail and effort was probably put into making it. However, despite it being very impressive its the probably the main reason why the console version of vanilla DmC couldn't run at 60 fps and had some performance issues. However, with current system hardware were bound to see more games utilize the same amount of depth, creativity, and attention to detail like Limbo/DmC and run at a good frame rate and resolution.....or they can just try to make movies or
"cinematic experiences" *cough*Order1886*cough*