- Going backwards is going backwards regardless. I didn't find DMC3's backtracking any less annoying than DMC4's. In DMC3, Dante had to go back to get certain pieces of the puzzle to advance, whereas in DMC4 Dante needs to go back to clean up Nero's mess and beat the bosses once and for all. I see the difference, but I just don't care either way. Both include backtracking 'just because'. There didn't need to be any backtracking in DMC3 or DMC4 - it has no real value. Not even when you have to go back and get pieces of the puzzle. But it's there anyway.
I'd beg to differ. Temen-Ni-Gru might have been a trek upwards (and then upwards again after facing Vergil the first time), but the point is that Temen-Ni-Gru was filled with things, it was very characteristic and was, like I said, meant to be to remind you of points of interest that would be integral to progress later. You actually felt like you were navigating the area yourself. You were responsible for your progress through the tower. The same cannot be said about DMC4, where you find a key item at one end of "hallway" and then the lock at the other end. Then, you play as Dante, and then you immediately go in reverse, taking a key item out of a lock in the process.
The closest we got to what DMC used to do was Fortuna Castle, but it was short-lived.
- I'll agree that Nero didn't have nearly enough moves, but how is Dante's moveset diluted? Pretty sure it's the same as in DMC3, only this time you could switch styles on the fly, which helped with creating good combos.
Dante lost quite a bit of skills from Styles, especially from Gunslinger (my preferred Style), which was already a vaguely useless Style in DMC3
Wild Stomp was removed, and even stuff that Dante could normally do regardless of his Style, like Body Surf, was taken out, and that complimented Gunslinger well. We got Honeycomb, but...what the hell was the point of it...it was another rapid fire that you could already easily do...
They gave you access to everything and in so doing they removed certain features that are missed. I can sorta understand it, since some moves in some Styles were meant to be analogues to each other, to give access to a function, but I never like seeing things removed for no reason.
DMC2 is not some kind of standard to which we should hold DMC4. DMC1 had only one story too - Dante's. DMC4 has one story because it is focused on Nero. DMC2 didn't need to establish a new character, as we already knew Dante. The most we needed was a bit more background on him. DMC4, in contrast, needed to establish Nero as a character and make him work with Dante.
DMC2 is not a standard, sure, but I'm surprised at the similarity between them. DMC4 could have been something as grand as DMC2 had been with all the content it had. Instead, we had one sole, boring story, and two characters that together pretty much make a whole. DMC4 had the potential to be an amazing concept like what DMC2 was, but ends up being half of what DMC2 was (insert ironic math joke here).
DMC4
could have been us learning
everything about Nero in his own story as he pursued Dante and then went off to save Kyrie, while Dante's would give way more backstory on other things. Maybe more history on Sparda and the Order of the Sword. They could have some of their own unique enemies and bosses to fight, and it would all culminate into something much more awesome.
- Come on. Did we fear for Dante's safety in previous DMCs? I know I didn't. He was going to get the job done. If he wasn't, there wouldn't be any story to tell. Besides, there's no requirement for characters to be vulnerable. Moreover, DMC4 was about Nero, and he was vulnerable at many moments. There was a moment when he could've died. Dante is just there to help him out (and he's not always available). He's not the protagonist. So... I don't really see why Dante is the main focus for you.
They made Dante the focus by making him a playable character for half of the game. If he had in no way been playable, I would totally be fine with it, but by making him playable they forcibly changed the scope of the story. This comes back to how they should have split the campaigns in two a la DMC2 and focused
heavily on who the f#ck Nero actually is. Sure DMC4 was about Nero, but it didn't actually tell us
anything about Nero. We played as him in an adventure, but most of all, the target for much of the game was to get Dante. We as players were made to question what the hell is up with Dante and why he shot the pope in the face. They intentionally made him seem like the antagonist for half the story, and then when we find out that Dante isn't the bad guy, now it's a "save the girl, stop the bad guy" plot that focuses more on Sparda Sparda Sparda Sparda Sparda. Again.
DMC4 actually isn't so much a story about Nero. It's a story about Dante and Sparda's legacies, told from Nero's perspective.
And how boring he is is completely subjective. I thought he was the most interesting Dante so far, mainly because of his wit. 'Boring' cannot be used as a word to objectively evaluate the game. And a lot of what you said in that paragraph is your opinion. To me, DMC2 appeared to have a lot of characters who just went 'through the motions'. DMC4... decent enough.
They made Dante intriguing in this one, but once we knew he was no longer the antagonist his entrance would have us believe, he's just that fun uncle type and it was just sorta...old hat. He used to the champion of humanity, and suddenly he was more goofball than hero. Funny, yeah, but...
And I guess what I mean when I say "fearing for Dante", it's the fact that there was very little done to make up for the fact that Dante was near-indestructible. Usually when that happens, they find other ways for us to be concerned about how things will transpire.
It's just that overall, DMC4 could have been so much better than it was :S
What clunky controls? Pressing a directional button on the d-pad?
I thought DMC4's controls worked wonderfully, just like most Japanese games' controls.
It's rather clunky to have so many directional inputs required for skills using the left analog stick, and then have other functions also require the use of the D-Pad. To do half the high-level sh!t that people love seeing in DMC4 requires quite a bit of dexterity, or an extra left thumb.
Plus, there's still just the silliness of them making a uniformed control system for Nero (ground and aerial combos on Triangle), and then
not using that for Dante as well, for what? Some sort of nostalgia? They actually sacrificed smoother controls for familiarity with DMC3, when ironically we got extremely familiar with the controls playing as Nero for half the game
Bayonetta worked well too. For some reason, DmC's controls get really messy with the Angel Lift and Demon Pull together with the other moves. Add to that the lack of lock-on and you've got yourself a party... the wrong type of party :tongue:.
* Also, you'll have to scroll through. If they put every weapon under a different button, or asked you to use all kinds of button combinations, that's when stuff would get chaotic. You'd need like ten different buttons on the controller, or use button combinations that would take up as much time as scrolling does.[/QUOTE]
Ironically, I previously had talked about how amazing DmC was for being able to give the player access to every weapon, but without ever having to scroll or cycle through anything. You have access to a three weapons with Triangle, L2+Triangle, and R2+Triangle, and then two more by tapping a d-pad button to switch what is accessed with the triggers, which are still accessed with L2 and R2. The thing is that the game depends very little on directional inputs, which allows you to use every single weapon with very little time spent selecting them.
DmC took the best of DMC3's weapon hot-swapping, and put it together with the concept of a full arsenal from DMC4, and while the controls themselves take time to master, it's all very simplistic in its execution.