Personally, DMC was the first time I've ever payed attention to game engines because the mechanics of its gameplay depended on framerate. I don't care about the smoothness of the movements, I'm worried about the responsiveness of the game and how quickly I can switch between movements.
That's why my initial reaction to DmC's switch to 30 fps was somewhat harsh because I wasn't sure how well cancelling can work under that. I was under the impression that cancelling worked with DMC because of the high number of frames.
Seemingly, however, framerate doesn't determine responsiveness and DMC seems to have as much responsivity as DMC does. So, so far, I'm good.
EDIT:
I've done some researched. I found out that framerate does determine responsiveness.
For example, the amount of frames it takes for a bullet to be shot from the gun and hit its target determines the responsiveness for that action.
So for DMC and DmC, the amount time it takes for Dante to swing his sword and hit his target is the amount of responsiveness for that sword swing. Particularly for DMC 3, and I'm just going to guess here, the response time for all of its actions should range between 3/60th to 6/60th of a second (50 milliseconds to 100 milliseconds). The reason why I give it a range is because response time does lengthen and shorten, depending on the action, and I must include drops in framerate.
Now if it wasn't for Capcom, NT would have a rough time of it trying to make DmC run at full capacity. The fact that the game runs at 30 fps means that its top rate will have to be at 6/60ths of a second (100 milliseconds). Which isn't bad since (from what I've guessed) that's the bottom of DMC's response time, meaning that's just enough for it to do as much as DMC 3 did.
Ultimately, to confirm this, someone's going to have to record some of DMC 3's animatons and show us the ranges of its response time. Its a simple procedure that merely requires a camera that can record at 60 fps. Again, at the highest, DMC 3 should run at 3/60th of a second. If DmC runs at 6/60th, then that means we can expect a game that looks highly similar to DMC 3. By the way, depending on your TV, you might have to adjust the counted response time.
That's why my initial reaction to DmC's switch to 30 fps was somewhat harsh because I wasn't sure how well cancelling can work under that. I was under the impression that cancelling worked with DMC because of the high number of frames.
Seemingly, however, framerate doesn't determine responsiveness and DMC seems to have as much responsivity as DMC does. So, so far, I'm good.
EDIT:
I've done some researched. I found out that framerate does determine responsiveness.
For example, the amount of frames it takes for a bullet to be shot from the gun and hit its target determines the responsiveness for that action.
So for DMC and DmC, the amount time it takes for Dante to swing his sword and hit his target is the amount of responsiveness for that sword swing. Particularly for DMC 3, and I'm just going to guess here, the response time for all of its actions should range between 3/60th to 6/60th of a second (50 milliseconds to 100 milliseconds). The reason why I give it a range is because response time does lengthen and shorten, depending on the action, and I must include drops in framerate.
Now if it wasn't for Capcom, NT would have a rough time of it trying to make DmC run at full capacity. The fact that the game runs at 30 fps means that its top rate will have to be at 6/60ths of a second (100 milliseconds). Which isn't bad since (from what I've guessed) that's the bottom of DMC's response time, meaning that's just enough for it to do as much as DMC 3 did.
Ultimately, to confirm this, someone's going to have to record some of DMC 3's animatons and show us the ranges of its response time. Its a simple procedure that merely requires a camera that can record at 60 fps. Again, at the highest, DMC 3 should run at 3/60th of a second. If DmC runs at 6/60th, then that means we can expect a game that looks highly similar to DMC 3. By the way, depending on your TV, you might have to adjust the counted response time.