That being said, I didn't really enjoyed that part of Nero controls. I think it worked good in LoS where taping switched modes and you could retain the ability until you tap back. That prevented from complex moves involing 4+ buttons to input while holding direction button
An option at that point is always nice, to tap or hold. The mechanic itself wouldn't change, it'd just be really whether the system is holding the trigger for you, or you're doing it yourself.
I think it's basically Ninja Gaiden pattern only it scrolled through items.
Actually the only way Nero didn't got similar controls, because he didn't had any new weapons. He was basically limited to one single weapon outside of Yamato in the end. Tbh, As much as his snatch was fun to use, I was missing on diversity of Dante's moves.
I wonder though, because Nero's Taunt was just placed on R2, while Dante's (and every other character in DMC4se) had it on Select. I ended up putting Nero's on Select as well for consistency, and that leaves a whole button free for whatever. Plus, he had no uses on the D-pad. There's room for improvement, and with Nero's Devil Breaker, we're probably going to have your concern addressed, because yeah, Snatch and Buster were fun, but Nero was lacking in some variety.
It'd be interesting to see if Nero got different kinds of Exceed systems on his sword in DMC5, too, more than just revving it up.
Overall I can understand argument about easier to use moves, but I would like to avoid the case with new GoW where all moves awere TO easy to pull, so it made game pretty repetitiv in terms of combat.
Eeeeeh, I think GoW'18's issue was that with the style it was in, it just didn't allow for much else; you only had a few different options for attacking; throwing and recalling was dope but slightly limited; the perspective didn't allow for quite as much. We really even had just the one combo really, then two special attacks at a time on a cooldown, plus whatever you chose as a Talisman. It's all fun, and can be satisfying, but it doesn't allow for as much depth compared to something like DMC.
I can't agree that ease-of-use is a detriment to a game's combat, what matters is how much depth they bother to apply to it.
Nope. I made that from a post I made years ago:
https://devilmaycry.org/forums/threads/how-to-talk-about-video-games.16937/
I trimmed it really quickly last night from the last pic. I was lucky the original it was still up. It's, ofcourse, yours if you need it or want it.
You know what? I think I did the exact same thing
from your post because that bit was such a proper diagram!
Anyway, back to the point, I've mentioned a few times that after a few years and a some playthroughs of DMC4SE and DmCDE, I understand why DmC did some of the things they did. Specifically, one thing I advocated against but had to reconsider was the dedicated launch and helm break button. This was never an issue until I played LDK mode with Nero, having to push forward + lock on became complicated when what I locked on to wasn't exactly in front of me and by the time I found it the moment had long passed. I think that's also the logic that originally lead them to remove the lock on, because when there are so many enemies forward and back are not so easy to distinguish.
I was in a discussion on 4chan about tank controls in RE1-3 in contrast to RE4 and how people kept ragging on them. I made a point that games are designed around their controls. In RE3 you won't be be put at a disadvantage for the controls being how they are because the enemies are build to accommodate that set up. In the same way, All DMC game are designed around the gameplay, so when there is a something as fundamentally detrimental as not being able to tell which way to aim the stick I know that the game was not designed with LDK mode in mind, but DmC might've been.
In order to get all those things we want set up in an accessible and straight forward way we might have start getting used to the idea of letting some of the long time staples of the combat and design go. I'm guilty of this too, but we can't go screaming the old rant of 'make it better but change nothing' if we're serious about wanting a better game. I still stand by my demand to hold on to the lock on feature because not having it got rather detrimental in DmC, and I will tip my hat to the addition in the DE, but things like the style system, controller mapping placement, useless moves (like Danse Macabre), on the fly weapon or style switching (meaning going in to the pause menu to assign those things), or whatever else that I might've forgotten or can't imagine having to let go might have to go. I'm not saying that they should copy Bayonetta but I definitely think they should take some notes.
I can understand what you mean. The base DMC system works pretty well, but primarily for fighting a singular opponent, or at least only a handful of scattered enemies. DMC4 had different options for how lock-on behaved for targeting, from what's closest to you, what's in front of you, or what you tilt the left stick - I use the left stick input one, because it's the one I can control the most. However, it also causes a problem if I want to launch, because I have to point at the specific target, then hold backwards once the lock engages.
In DmC I, fortunately, never really had a problem hitting my mark without a dedicated lock-on system, and the soft lock it did have was always overridden by tilting towards your intended target, which made O as a launcher feel so good. Trish in DMC4se even has a directionless launcher.
Regardless of how much I love the feel of DmC's controls, I also definitely love the way Nero feels, because he's an exceptional middle-ground for ease of use and doing cool stuff. If, like I scribbled out above, Dante could follow suit and use Nero's controls as a starting point for all the potential that configuration allows, he'd feel
just as good.