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DmC vs DMC4 gameplay analysis

DMC4, it gives the best gameplay mechanics for the player to explore within the whole series. I'm too lazy (and a little drunk and drosy) to writte a wall of text just right now (and i'm playing DMC4), but gameplay-wise i wouldn't change anything about DMC4; design-wise i miss a lot the constant audio cues that DMC and DMC3 had, but i have some idea why they've chosen more visual cues to DMC4 instead of audio cues and i think the change is justified even if i'm not used to pay attention to the visual cues.
 
Well, I admit I did like the Style Switching the best in DMC4. I just didn't like the fact Dante had to retread Nero's trail back to where he started. Wish Capcom would design levels (other areas of Fortuna) exclusively for him...
Yeah, but like I said, they could have incorporated the styles in a better control scheme. Did you see my entry on how they could've done that?

This wouldn't be a problem if DmC had all the style moves, lock-on, and played as fast as DMC3.

I stand by the opinion that you can make DmC2 'comfortable' like DmC was, but still include everything that was in DMC3 -- without having to regulate the style-switching to the d-pad like in DMC4. That was heinous.

Just map Devil Arm, Ranged Arms, Taunt, and "Gunslinger Activation Switch" (Ranged Arms (square/x) becomes "Gunslinger" moves) to the D-Pad, then add "Trickster, Swordmaster, Royalguard, and DT to the remaining (lock-on remains where it is) shoulder and circle buttons.

There. DmC2/DMC5 fixed. Looks like I do work for NT after all. :/

Personally, I think it's a rather decent solution.
 
Well, I'd argue that DMC4 prevails in how vast and intricate it's combat is over DmC. Now, which one is more fun is up to the player, but on a technical level, DMC4 by far, with the exception of the character Nero. In contrast to DmC, Nero had little options when the player controlled him. I'd say that DmC's combat trumps over any of the Nero campaign in Devil May Cry 4 almost entirely because of options.
 
This wouldn't be a problem if DmC had all the style moves, lock-on, and played as fast as DMC3.

I stand by the opinion that you can make DmC2 'comfortable' like DmC was, but still include everything that was in DMC3 -- without having to regulate the style-switching to the d-pad like in DMC4. That was heinous.

Just map Devil Arm, Ranged Arms, Taunt, and "Gunslinger Activation Switch" (Ranged Arms (square/x) becomes "Gunslinger" moves) to the D-Pad, then add "Trickster, Swordmaster, Royalguard, and DT to the remaining (lock-on remains where it is) shoulder and circle buttons.

There. DmC2/DMC5 fixed. Looks like I do work for NT after all. :/
Left shoulder button - Guard (RoyalGuard will be there)
Right shoulder button - Lock-on (Duh!)

EDIT:
Well, I'd argue that DMC4 prevails in how vast and intricate it's combat is over DmC. Now, which one is more fun is up to the player, but on a technical level, DMC4 by far, with the exception of the character Nero. In contrast to DmC, Nero had little options when the player controlled him. I'd say that DmC's combat trumps over any of the Nero campaign in Devil May Cry 4 almost entirely because of options.
This I must agree with you on. Nero even had lesser moves than Dante and he doesn't have much variety compared to him. This is why my feelings towards DMC4 and DmC are rather mixed, especially on their gameplay.
 
i'm feeling like the only person who doesn't miss the lock on button. then again i never really used it. i do like how DmC mixed different styles into the different weapons but i do miss some of the old gameplay mechanics, like wall ride and how different weapons affect DT.


When I first played DMC, I didn't know a lock on button existed. After I did, I knew stinger and all that, but even so, it wasn't really all that important to me in combat.
 
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