It brought aerial combat to a greater focus of the gameplay, over being something that only a handful could do by nearly breaking the system. Weapon-swapping "stance mechanics" are also interesting, and allow for a lot more actions to be done. I honestly don't see why people don't use it more often in their games, because it's a concept that works, just needs a bit more refinement. For DMC being a series all about combos and switching weapons, making a system that makes it incredibly easy to switch between eight at once, without cycling past undesired options, is pretty nice. DMC4 was nice to give us so many options, but it's clunky to operate for most people.
They figured out a way to make an action game with fun combat more accessible - there's nothing wrong with that.
I saw this bit and I couldn't really let it slip by. Mainly because of a few things:
"It brought aerial combat to a greater focus of the gameplay, over being something that only a handful could do by nearly breaking the system."
First and foremost, I wouldn't say that people were "nearly breaking the system" when pulling off Jump Cancelling combined with weapon switching. It's essentially the same as what you can do in DmC (jump cancelling while switching weapons), except it requires precise timing for jump cancelling individual moves.The combat system for Dante is essentially DMC3's combat system
Second: For Dante, yes, only a handful of people were able to consistently jump cancel with him. But Nero was
specifically designed to stay in the air as opposed to Dante. He has a simple combat system in which he does not need to switch through weapons, guns, nor styles. As well as this, jump cancelling proved to be a lot easier with him as well.
He also has:
Extended hitboxes that promotes easy Jump Cancelling
Devil Snatch, which brings enemies to him. Even in midair.
Aerial moves that ascended Nero in midair. (Roulette Spin).
Although he wasn't as varied as DMC4 Dante, it was
really easy for players to stay in midair. The only thing that was difficult for players to do as Nero was to be creative when executing combos while also making them look stylish since he has a limited arsenal of weapons in comparison to Dante.
"Weapon-swapping "stance mechanics" are also interesting, and allow for a lot more actions to be done. I honestly don't see why people don't use it more often in their games, because it's a concept that works, just needs a bit more refinement. For DMC being a series all about combos and switching weapons, making a system that makes it incredibly easy to switch between eight at once, without cycling past undesired options, is pretty nice. DMC4 was nice to give us so many options, but it's clunky to operate for most people."
To be honest, if DMC4 just refined Dante's moveset, instead of just giving his old stuff with newer weapons, he would have been a better character to play as overall.
For instance: If Capcom Dante more pause combos in midair, as well as having lock on specific moves while in midair, he would have a much larger moveset than he has already. But the problem is that they did not take the time to do this and unfortunately this makes Dante extremely difficult to master in terms of mastering Jump Cancelling and Weapon Switching.
And in terms of controls, I personally found DmC's controls easier to master but harder to get used to when performing complex maneuvers. (Like CaliburRave and Stomp Cancelling with E&I due to the triggers) In fact I find myself holding more buttons than DMC4, including Lock-On and holding the gun button for charged shots. And the fact that I have to deal with having two evade buttons is quite annoying since you only need 1 button to evade. It reminds me of SSBM/SSBB's shielding system since it has 2 buttons for shielding. It even has THREE WAYS for you to jump (which is again, a waste of buttons) since there are two shield buttons. It's not needed at all. Although, Brawl proved to be really customizable and it really helped since a lot of people had different configurations. Even so, the control scheme sorta worked to a certain degree. But with DmC, which is an action, hack and slash game, has been notorious in making good use of almost every button available on the controller. So having two evade buttons is just iffy in my opinion.
Also, as for this entire thread, it's gone extremely haywire.
. . . I'll just stay out of it and continue to read posts like I've been doing before.