skill =/= combo either. Also there is no particular need to get long combo for style either. Even with patch games gifts you with SP for nothing.
Combos will always require a certain amount of skill, dude, unless it's some Kingdom Hearts/Persona 4 Arena auto-combo shenanigans. Especially when you have to continuing a combo by bridging skills from the previous attack's effect, or replacing the step in a combo before the effect goes it - case in point, juggling a butcher requires a decent amount of skill to keep it aloft.
Sure, the game's Style system is lenient, but it still won't rise without varied and aggressive combos and avoiding getting hit. Ultimately though, the fact that the Style system is lenient is utterly irrelevant - its simple a reward multiplier.
And I'm not gonna argue the necessity for long combos, because that is the stupidest thing you could do.
There is not tactical value in DmC. It just non existent. Throwing all moves together only killed replay value, because there isn't much to learn after 2 playthroughs. Rest just repeating same moves over and over and over. Yeah you can artificaly rise challenge by putting limits. But you can do it with any game.
Right, because we should totally take the word of someone who doesn't like or know the game like others in the community do. It has the same tactical value as DMC3 or DMC4 because
it has all the same functions in it, which have
all the same applications. If you can't see the tactical value that skills have in the game, that's on you, and you should probably do more research before running your mouth about it.
Devil May Cry games do not have much replay value themselves beyond the higher difficulty settings, beyond that it's all player interest to create flashy and beautiful combos, and people have done that for DmC as much as they have for the classics. Do you know about the tricks that you can even do in the game? I'd wager not.
That's why i think bosses are atrociously made. If i want to watch something fun I can just seat through cutscenes.
Hokai, others will be happy to enjoy them while you sit in your grumpy chair.
They didn't by me. They NEVER attacked off screen for me, and I've beaten it on all difficulties. IT makes them easy to manipulate and deal with it. Tyrants are one of the most basic enemies and easily dealt with because of their abysmal AI.
Well I don't know what to tell you, I would say you're just lying to hold steadfast to your point, because that's not at all how the game has worked for others. There is a certain range that's "offscreen" but is still has the enemies attack *shrug*
Making game even easier than it already is.
I'll be happy with a game that doesn't take cheap shots at the player to be perceived as "more challenging". People b!tch about artificial difficulty? When the game exploits things that you can't making a confrontation uneven, that's just bad game developing.
IT's fact confirmed by most. Saying it's harder than NG or Bayonetta, sorry. IT's just not true. Simple as that. Besides i know person who didn't played on consoles at all, who didn't had single trouble getting through first couple of levels (can't say how far she got, I know only that she beaten Hunter without any effort)
I never said it was harder than Ninja Gaiden or Bayonetta... And by all means we should totally take your word about this random person you know. Why are you so adamant about DmC being easy anyway? What does it even matter in the end? The top-level of DMC gameplay is either stylish combo videos or showing off no-damage runs that become all about pattern-recognition, which aren't feats of overcoming a challenge, but feats of skill.
The game wasn't
meant to be DMC3 standard edition ball-crushingly difficult, it was meant to have a low entry bar and a high ceiling, just as it does.
There is difference between platforming that is obstacle and platforming that just there to drag time and make game appear longer than it's actually is.
And the exact same thing can be said about DMC's tired ol' "walk around taking items and putting them in other places" junk that arbitrarily extended the time until you could bash more skulls in. I'll take something half-way exciting like jumping than just tilting the stick forward.
The sad part is that in DMC1 the schtick was at its purest, where it actually helped build the world around the player a bit, but even then it was already a tired mainstay from Resident Evil. Then, it just got diluted into "take item from here, put it in here" by DMC4.
You wanna b!tch about gamepadding in DmC? The
one puzzle it has near the end of the game -
that's silly gamepadding. Platforming is a way to spice up traversal so people aren't nearly as bored as they would have been just walking around.
MEanwhile getting slaughtere by another. + movement won't work, because in auto-lock on Dante always moves toward enemy he locked into.
How is that
any different from tapping the button to switch targets in DMC3 or DMC4 that
has lock-on? There is virtually
no difference, other than you sucking at DmC, apparently.
And movement won't work...? So you don't know how to Angel Glide, jump, or dodge, either? Gotcha.
You can't call potential something that limits you to 2 weapons at a time. + Angel weapons does to little damage and are taking forever to kill enemy with
I say potential because people seem to think that when faced by a colored enemy all you can do is spam attack, but no, there's a lot of potential in the combat and skills that are
still available that can be used to great effect - 180 Helm Breakers, Jump Canceling, etc. Angel weapons do little damage? You apparently don't know how those work...
Because enemies are damage sponges in DmC. Beating more enemies are only possible with lesser ones, since time is to limited for DT usage. But it makes no sense to use it against normal enemies and Witches, Drekavaks, Tyrants etc absorb to much damage before dying. Though i never bothered using it on lower difficulties because it was pretty much useless.
If you can't kill witches, Dreks, or Tyrants in one DT then you're just not trying - gotta be more aggressive, and y'know...get in really long combos without a lot of pauses. Don't blame the game for your shortcomings...
If I had to venture a guess - a lot of your shallow criticism is because you're expecting DmC's systems and mechanics to work like the classics, which they don't. They rebuilt a different system full of different mechanics that makes the game play just like the classics, but there's a lot of new stuff to learn, especially about how mechanics work.