I'm not here to defend the book, I'm just saying that there are indeed a lot of reasons where "production value" can affect the quality of a story.
I understand that, I'm just not certain there's any bearing for such a thing with the case of the second novel. I've never heard of the author getting shortchanged anyway.
What does it actually give us? In what solid way does it actually supplement the franchise? It doesn't, because nobody of value changes in any way. Static characters hang out with the characters made for the anime, whom we never see ever again; they change, but have absolutely no impact on the characters or world at large - even Sid's little uprising seems to have no lasting impact.
I'm not sure what you want it to have given. What supplementation was necessary? At the very least we saw Lady and Trish's first meeting, we learned that ghosts and spirits exist, there was quite a bit about magic from both sides, and there was a fair amount of Demons with their own gimmicks like possession or trickery, and we see that many even lesser Demons are intelligent on their own.
As a side note, the only piece of media that came out after the anime was DMC4, which not only was self-contained to a singular area away from where the characters of the anime were, but also released just four months after it aired, meaning integrating elements of it would have been difficult and last-minute. We all know the game had a rough, unfinished production, with most of Dante's segments cut, and because nothing else has since released for the series I don't think it's correct to say that the anime was lastingly irrelevant.
And then he dies, because Dante has to win. Extremely uninteresting because a) we've seen that plot done to death, and b) nothing new or interesting was done to make it stand out from the others.
I don't entirely agree, but moreover I think you're too busy looking at it collectively with the rest of the property. The climax of the story with Sid's death was done to highlight that idea of the soul which DMC4 very shortly after reiterates with Agnus. Now, taken together, it seems like a rehash, but you have to remember that these two things were developed almost simultaneously. Of course you could say that similar ideas were used before in the previous games, specifically in 3 with Dante and Vergil, but obviously there it was never stated outright and left to inference. Personally I do enjoy that subtly a bit more, but at the same time people might not have gotten it, so who knows.
Dante having compassion for demons isn't a new thing in the slightest. That's not a new development for him, it's been a core part of his personality since the first game that it doesn't matter if your a demon or human, it's your actions that make you good or evil.
Sure, but it's something rarely seen. You've basically just got Trish and Lucia, and both of them are pretty unique cases. A Demon straight from their realm, which Dante had no connection to and who didn't have a change of heart because to goodness of him, hey it's nice to see.
Also that was just one example, I'd say in most episodes Dante at least has a minor personality change or resolution from the beginning to the end, even if it's self-contained. A lot may be mirroring similar occasions elsewhere in the series, but a lot of it is obscure enough that I don't have a problem with some retreading.
Plot is the reason Dante doesn't die, because he literally can't. There is absolutely no tension to his apparent "death" because we know he still has two more game worth of missions to do. This is the problem with telling a story set before or during the events of a franchise, because you have to go the extra mile in trying to create suspense because you know certain characters have to make it.
That's faulty logic. With that thinking, obviously there's no tension to anything, ever, because it's a game series so obviously the protagonist will never lose and will always win in the end. Even at the beginning of DMC1, where Dante gets stabbed by Trish, then again by Alastor, clearly nothing will happen and he'll get back up because you've got the entire rest of a game to play through.
If you're looking at it that way and completely dismiss any drama out of hand, then I can't even see why you'd get invested in the story in the first place.
Reuniting Patty with her parents would be interesting, if they hadn't made Patty such an annoying character, and even made Dante hate her half the time. Despite Dante's aloofness and trying to act cool all the time, he never really shows legitimate care for her, instead playing to the tune of that cold guardian doing it because he has to. I can't get emotionally attached to her or Dante's desire to reunite her with her mother because it almost comes out of no where.
Eh, I didn't mind her. It mostly just seemed like Dante liked making a show of being annoyed with her, because in the end he'd always put up with it and keep her around anyway. When looking at their relationship in perspective of Dante's own life, I wasn't exactly surprised that he'd want to give her her mother back.
This is all well and good, but that's the music again. It's not the story itself. No matter what they tried to convey, they did it poorly. Hence the "good idea, bad execution" comment.
Music itself is a storytelling component for any series, even without lyricals which spell things out directly. For DMC, basically every single lyric track holds some relevance and talks about aspects of whatever the song is about, the anime in particular emphasizes it a lot by making one track be the entire focus of an episode's plot.
Of course you are right here as well, I wouldn't call the execution very good. Specifically I'd cite the animation as being the biggest letdown in that regard, and the overall story/dialog sort of middling out or being inconsistent. Overall I like what they were going for, but the show is just "okay" on the whole, with a lot of rough patches or moments that don't hit as hard as they should have.
Doesn't ruin the series for me. The overall point in that is that this series gives us so little to work with, has a lot of potential, and a lot of the times people are far too willing to administer headcanon to fill in the blanks, somehow rectifying whatever shortcomings the series has. DMC is great, it's a lot of fun, but it's not the greatest at telling a story (for a bevy of reasons).
Perhaps people gloss over the blanks or ignore the shortcomings too much, but simultaneously I feel as though the criticism levied down can oftentimes be way too harsh or undeserving.
Because normalcy is boring. Would you read a story about a guy who just has the okayest day of his life? Nothing happens to him, nothing happens to the world? He just gets up, does his thing, goes to work, and goes home and sleeps?
I mean that's basically the entire plot of Ulysses.
And while the anime sure as
hell ain't no Ulysses, but the setup also isn't as "normal". What I'm saying is, the events of the plot itself can be secondary to how it's told, and depending on the person and how they interpret what's going on enjoyment can vary drastically.
Half the cast is literally mimicking Dante's other relationships and his life, and the other half are cliches, especially in anime - even Patty.
Even with similarities, I generally liked them. If there was some sort of DMC game that dropped an adventure in favor of some sort of mission system based out of Devil May Cry just made up of jobs, I'd like for most if not all of the cast to show up as cameos on missions or as the people offering them.
Patty would obviously be the best envoy for the anime, perhaps she could actually be some sort of federal representative handling supernatural affairs in the aftermath of things like Temen-ni=gru and Sid's shenanigans, to actually put some of that reality into the series.
That could be okay, personally I was thinking "supernatural museum curator" or whatever, something which integrated that sort of alchemist family idea. There are a lot of potential routes to go.
Doesn't change the fact that they could get literally everyone in the city, and it wouldn't be hard to see a gigantic fish swimming around a tower that just erupted out of the ground. There's no way there weren't witnesses, even in the next town.
At that point you have to speculate on just where the city was or how big the outbreak was, the exact level of technology, or how Demons appear to Humans. Most of it is up in the air.
I am certainly not outraged, but what bugs me is when people up headcanon and theory as fact to make up for the series' obvious shortcomings. I spent a lot of time learning the intricacies of writing and editing, of telling a story, so it really just gets under my skin to see people wave away criticism of things we shouldn't be just accepting, or worse, when people toss up theory as fact.
The line between theory and interpretation is very much a subjective one. Elements that are obvious to one person might never register for another, and a third might not care to begin with.
Dark Souls is probably as close as one could come to the actual concept of what you're talking about, but DMC tries to present a story, but does it poorly. It has characters, but they are rather flat. It has a world, but we only see tiny slices of it.
Way I see it, what Dark Souls does with it's world, Devil May Cry does with it's characters. It doesn't tell you much except the barebones essentials, but leaves hints for people to reach other conclusions. In both series the plots themselves are extremely simple "Go here, kill the guys, save the world" plots.
With Dark Souls the fun of the story comes from piecing things together about the universe and what's going on, maybe you find a piece of armor that gives you hints as to what an organization or land is like, then find something later that puts a different twist on it by contrasting it against something else. Devil May Cry is a bit similar but with characterization, it's almost tradition that the only characters that have their thoughts, feelings, or motivations spelled out to the player are the leading females - Trish, Lucia, Lady, even Beryl, they're the ones that express the most, while the leading guy (Generally Dante, Vergil gets this in antagonist form while Nero has it with his backstory and just who he is) is more of an enigma in that you're really not sure what their "deal" is, but usually hints are dropped here and there to give people an idea of what they might really be like.
In both cases, it's sort of paint by numbers storytelling, but overall Dark Souls does it much better because not only can they go much harder on it because the games are far larger, but also because it's much easier for the audience to accept not knowing things about the world than it is not knowing things about the characters, much less the protagonist themselves. It also helps that Dark Souls takes itself
much more seriously, whereas with DMC it's way easier - And probably completely expected of the player - To just have a fun ride without worrying about the story too much beyond the cuhrayzee factor.
Y'know what's even more cost-effective? Files that you can look at from a menu, whenever you want to learn more about something, which most of the games had.
But codecs are basically just voiced files that have characters speaking to each other.
Honestly I think the preference for files versus codecs highlights the difference in what each of us is looking for in terms of "exposition".
Say what you will about the quality of the story, but at least they tried to present a story, and the characters had clear character arcs, motivations, and personality.
But Devil May Cry
does normally do that.
To expand on the earlier comparison - DmC is to DMC as Lords of the Fallen is to Dark Souls. One might be preferable to the other, it depends entirely on the viewer.