I'm not really going for any major ideas here, but from the compilation of experience (videos, berto's personal commentary, the thread for the mechanics, and the "What we know so far" thread), I've come to give some predictions as to the problems that can come from a few of DmC's new mechanics. None of this is meant for bashing and I would suggest taking this stuff with a grain of salt as I've yet to play the game and I probably won't be able to until a demo is released. This is merely to give a sort of standard as to what to expect and, if I'm correct, talk about problems that NT might need to fix.
Auto Locking
To start off, I'll talk about the auto lock- on system for DmC. Now that manual lock- on is out, of course the control scheme has to change a bit. This wouldn't be a problem for games that lack or have a very basic grappling system. However, DmC's grappling system (and possibly some of its other mechanics) is a little more advanced than most. To compare, it has a longer reach than God of War 3's grab and has more functions than Nero's Devil Bringer, both of these were fairly close- ranged. But now that range is a bigger factor in DmC's grapple than it was in most other games of the same genre, targeting is now a much bigger factor as well.
Without a manual lock- on system, the camera is now fully free and must be manually moved. For most games with an auto lock- on, this is remedied by having the camera set on certain aspects of the enviroment. A famous use of this is when the camera focuses on key areas and gives the player a hint of what to do next. Also, since the characters would attack the closest enemy to them, auto locking made manual locking superfluous by a slight degree.
However, manual locking still had its uses in long range combat. Since there would be times where your opponent would be out of your range of attack and move in places where you can't see. Instead of trying to move your camera around to him, you can simply lock- on to him and your camera would naturally follow him.
So, what does this have to do with DmC? Ultimately, auto locking is dependent on three factors: Camera focus, player position, and target position. For auto locking to work, it has to be completely dependent on player position so that, no matter what happens, you'll always hit your target. This is will probably be the issue with some of DmC's mechanics in relation to its auto locking system. If these problems arise too often, NT might need to set its camera on the target that you are focusing on so that camera focus and target position are independent of the player's control, allowing us to completely focus on just playing the game. For grappling, it would help if the camera focused on the closest key area. Of course, this wouldn't happen during a regular battle, though it would definitly help during a boss battle like Poison.
Evasion
Now, there have been multiple attempts at making a form of evasion that was practical and easy. So far, the best form of evasion (from my experience) has been Bayonetta with a simple evasion button that dodged attacks from (if I recall) multiple directions. So far, though most people didn't have a problem with it, I've seen some faults from the dodging of DmC.
Since dodging is most effective with timing, it would be best for the full evasion maneuver to be made up of invincibility frames so that the player isn't harmed by the attack when the move starts. So far, I've seen players do dodges before the attack hits them. Not that that's bad since most people do that initially, but because there's a risk of a follow- up attack from the same or another enemy. Dodging precisely when the attack hits lessens that risk.
Platforming
This isn't a huge issue, but so far platforming seems to be difficult. Most people wouldn't mind this, however platforming is no longer about going from one platform to the next. Rather it has been about using your mind to figure out a way towards your goal. Ultimately, Platforming has become akin to Puzzle gaming. DmC can make or break this. Most of this goes back to the potential faults of its lock- on system though there's still a few things that NT might need to worry about.
So far, the problem with DmC's platforming is dealing with timing and distance. Most of the people who are having trouble with platforming are having such troubles because Angel Glide didn't reach far enough or they missed the chance to Angel Grapple, etc. Most of this could be remedied with practice, but a good platforming game depends on how well the player can change their enviroment and flow the actions together. So far, the best form of platforming looks alot like parkouring.
Conclusion
Again, this is all going off of what we know so far and from impressions I've gained from various sources. This is more or less a voicing of concerns that hopefully NT will notice and remedy, but because of the positive feedback from major media, I'm kind of worried that they won't. Nothing major to report here, just some stuff that people should be wary of.
Auto Locking
To start off, I'll talk about the auto lock- on system for DmC. Now that manual lock- on is out, of course the control scheme has to change a bit. This wouldn't be a problem for games that lack or have a very basic grappling system. However, DmC's grappling system (and possibly some of its other mechanics) is a little more advanced than most. To compare, it has a longer reach than God of War 3's grab and has more functions than Nero's Devil Bringer, both of these were fairly close- ranged. But now that range is a bigger factor in DmC's grapple than it was in most other games of the same genre, targeting is now a much bigger factor as well.
Without a manual lock- on system, the camera is now fully free and must be manually moved. For most games with an auto lock- on, this is remedied by having the camera set on certain aspects of the enviroment. A famous use of this is when the camera focuses on key areas and gives the player a hint of what to do next. Also, since the characters would attack the closest enemy to them, auto locking made manual locking superfluous by a slight degree.
However, manual locking still had its uses in long range combat. Since there would be times where your opponent would be out of your range of attack and move in places where you can't see. Instead of trying to move your camera around to him, you can simply lock- on to him and your camera would naturally follow him.
So, what does this have to do with DmC? Ultimately, auto locking is dependent on three factors: Camera focus, player position, and target position. For auto locking to work, it has to be completely dependent on player position so that, no matter what happens, you'll always hit your target. This is will probably be the issue with some of DmC's mechanics in relation to its auto locking system. If these problems arise too often, NT might need to set its camera on the target that you are focusing on so that camera focus and target position are independent of the player's control, allowing us to completely focus on just playing the game. For grappling, it would help if the camera focused on the closest key area. Of course, this wouldn't happen during a regular battle, though it would definitly help during a boss battle like Poison.
Evasion
Now, there have been multiple attempts at making a form of evasion that was practical and easy. So far, the best form of evasion (from my experience) has been Bayonetta with a simple evasion button that dodged attacks from (if I recall) multiple directions. So far, though most people didn't have a problem with it, I've seen some faults from the dodging of DmC.
Since dodging is most effective with timing, it would be best for the full evasion maneuver to be made up of invincibility frames so that the player isn't harmed by the attack when the move starts. So far, I've seen players do dodges before the attack hits them. Not that that's bad since most people do that initially, but because there's a risk of a follow- up attack from the same or another enemy. Dodging precisely when the attack hits lessens that risk.
Platforming
This isn't a huge issue, but so far platforming seems to be difficult. Most people wouldn't mind this, however platforming is no longer about going from one platform to the next. Rather it has been about using your mind to figure out a way towards your goal. Ultimately, Platforming has become akin to Puzzle gaming. DmC can make or break this. Most of this goes back to the potential faults of its lock- on system though there's still a few things that NT might need to worry about.
So far, the problem with DmC's platforming is dealing with timing and distance. Most of the people who are having trouble with platforming are having such troubles because Angel Glide didn't reach far enough or they missed the chance to Angel Grapple, etc. Most of this could be remedied with practice, but a good platforming game depends on how well the player can change their enviroment and flow the actions together. So far, the best form of platforming looks alot like parkouring.
Conclusion
Again, this is all going off of what we know so far and from impressions I've gained from various sources. This is more or less a voicing of concerns that hopefully NT will notice and remedy, but because of the positive feedback from major media, I'm kind of worried that they won't. Nothing major to report here, just some stuff that people should be wary of.