Styles was nothing more than a method to regulate Dante's large, large arsenal.
It made sense in DMC3, probably due to the PS2's memory limitations but in DMC4, it just felt cluttered.
Nero had a bunch of moves in his arsenal, without the need to change Styles.
It's hardly brief. What if I prefer using a demon axe? Then I have to hold down the trigger for my entire playthrough. Every weapon but the guns and Rebellion require this too. Don't pretend like it's any better.
If that's the case, the blame goes to NT for not making the system available on toggle.
I have an amputee friend who plays DMC. If they had the Angel/Devil trigger on toggle, then it would be accessible to him.
Previously, he's dependent Automatic mode to assist him for the fingers he doesn't have.
Compared to DMC1 and 2 yes, decade old games. And not compared to 4.
Still a good amount of moves.
You don't need that many moves to make the game enjoyable to begin. I had more fun playing as Nero in DMC4 and he has less moves than Dante.
If you didn't notice it, it would hit you regardless of if you were running or not.
Like I said, being in the middle of an attack increases the chances of being hit.
If you're running, then you have more chances to escape.
So? It still gets you to them quickly.
Yes, but you still have stinger and Nero can pull enemies towards him.
What if
I just want to run while locked on?
That's the problem with arguing with nostalgia-lovers who want old mechanics to be preserved no matter what.
Like if I want flexible camera in Resident Evil so I can see ahead of me, people say
"you're supposed to hear the noises from off-camera to determine whether the enemy is dead or not", when it's better to be able to make confirmation visually, by being able to see right in front of you.
I want to be able to run while locking on to the enemy. Is that so damn difficult to understand?
Please stop telling me what I'm "supposed" to do.
The forced walk is
flawed, for the reasons I have stated (Resident Evil beta, etc.) and the alternatives you suggested are makeshift.
I'm not defending it based on nostalgia, I'm defending it because it adds to the gameplay.
It doesn't add anything to the gameplay.
It's a useless feature they forgot to remove after all these years, no different than tank controls in Resident Evil.
I can tell you're defending based on nostalgia of wanting things to stay the same.
The "solutions" you suggested are makeshift and doesn't really help the situation.
Like I said, I've seen the pattern repeat itself over and over again.
People defending things that didn't need defending, like overhead view + stop to look in first person from MGS, Mega Man being unable to shoot upwards, tank controls and being unable to shoot while moving in Resident Evil.
People who defend these schemes always tell me I'm "supposed" to be playing this way or that way, when other games/companies didn't pull such bull**** and just
updated their controls.
Yes, and I can't very well attack them if they're in an awkward angle far behind me off-screen without me having to pause and reconfigure the camera.
"Pause & reconfigure"?
Sounds like you're just not accustomed to using both thumbs to move & pan.
I had the same problems with it at first but after a few 1st/3rd person shooters, I got better at move while panning.
The dual analog system is the most functional one for movement in a 3D environment.
You just gave another reason why long and telegraphed attacks are bad.
I also find them bad because I am less likely to get the timing right for counters/parry/dodging if the enemy has a long delay before swinging (regardless of game).
You do know that the game has a lock-on, it's just a soft-lock and the point is still the same. You just don't have nearly as much control of it.
I don't consider that lock-on.
There are a bunch of games that didn't have lock-on but included some sort of auto-aim function or ability.
Dante merely attacks/shoots the nearest enemy.
It is.
Long time franchises like Silent Hill and Resident Evil ditched lock-on shooting.
Metal Gear Solid encourages manual aiming, due to how hitting specific parts, like the head, does more damage.
This is also an era where shooters are popular, so we're seeing a birth of a generation that's going to be very accustomed to manually moving, panning and aiming, hitting specific parts or leading.
Personally, if it was up to me, I'd have Dante shoot his guns with over-the-shoulder aiming (with a cross hair), with some auto-aim maneuvers to not slow down the action too much.
It's not less relevant because it adds to the gameplay and it has nothing to lose by keeping it. It makes you know who you're targeting and focuses your camera around them. Making it precise rather than guesswork and it also increases the amount of combos they can make due to directional inputs.
I personally would like lock-on but I'm not sure if the general consensus is crazy about it.
I remember playing Phantom Menace with my bro and was surprised that there was no lock-on function.
When I asked him about it, he asked "what's a lock-on?" and wasn't bothered about it's absence.
Even back then, not everyone considers lock-on compulsory.