Sorry to just cut in here. I've been lurking for a little while, but I wanted to mention something.
Everyone talks about the auto-lock in DmC being camera-oriented, and that it's not good because it's based on where your camera is aiming. From everything that I've seen, it's not based on camera, but on Dante's facing. Every time I've seen someone mess up grappling attacks (sans bugs) it was always because they
weren't facing Dante at their intended target. Shooting is a bit of a different story, because Dante will whip around to the nearest threat, but even attacking with melee weapons seems based on facing, and when you land a hit, it'll keep a subtle lock on them unless you want to turn and hit someone else.
But yeah...there's only a few games I've ever played that did a character-facing lock for things (Like Force Unleashed's), but it can work if you know exactly how it works. I think that's the problem people have been having, thinking it's all about camera angle. It's also really silly to say that the "hardcore players are going to have the most trouble with DmC's lack of a hard lock," because wouldn't a hardcore player be able to adapt...? I know I would.
Also - Metal Gear Rising
does not have a Hard Lock feature like past DMCs. I'm playing the demo right now, and it only forces me to face my locked target when entering Blade Mode, or attack my locked target if I'm
not tilting the left stick away from them. I can still attack freely in any direction, and to do a dashing attack (Left stick forward+Square) it will automatically send me towards the closest enemy I'm facing/tapping the left stick at (much like DmC's Stinger), though the locked target takes priority in that situation.
As a side note - I also am not much of a fan of Jump Canceling. I think it's cool, but seeing Dante twitch through animations isn't very stylish