OppressedWriter
SamD
Yeah, but you're assuming that it isn't challenging to be creative with that moveset, the possibilities are endless, and not everyone is doing the same combos I am. The problem with limiting a game is that at the highest level everyone ends up doing the same thing to get past certain enemies and what not. DmC is honestly about using the camera and moveset to craft mini action sequences. I don't think challenge should come from limiting options through deliberately convoluted controls. Though, I don't even think this applies as the comparison between DMC3 and DmC makes no sense to me, because I think DmC is literally what dmc3 would be if it were designed today.snip
Also, I don't quite understand what you mean by makes combos too easy. So does DMC4 and DMC3, if you're talking about the preset combos, yeah there isn't anything hard about stuff like dance macabre, or nero's devil arm. Hell, I'd argue that DmC is the most player focused, because it has zero scripted super combos like the ones above.
snip
But you're implying streamlining as if its pejorative, and my argument is that DmC has damn near 99% of the tech that DMC4, and unlike DMC4, almost every move Dante has in DmC affects or makes the enemy react differently, the way to do more advanced combos in DmC is understanding the physics properties of each weapon and then using that in creative ways to move and manipulate the placement of enemies during combos.
Angel Mode = Trickster
Human Mode = Swordmaster + Gunslinger
Demon Mode = Royal Guard
The trigger system just makes it so that you can seamlessly choose between those styles when before it was very awkward and required lots of practice to switch modes on the fly.
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