I think it all really depends on the state of the world during the game. I liked inFAMOUS 2's little bit there, and it it works okay for certain stories, because if there's nothing urgent, logically characters would relax at some point. Sorta the same with the Schwarma scene at the end of Avengers - they've finished routing the enemy, it's literally their first big break.
With something like DMC, it's always such a "wham, bam, thank you ma'am" event that needs to be addressed and taken care of in a short span of time. But, that's just how DMC likes it, and many action games. DmC follows suit, because they're so busy fighting this little war, they don't have much time to just chill, and they're basically living in enemy territory.
That's always been something that got me, too. When a game is very story driven, that story can lose some impact depending on the freedom players are given. In Final Fantasy VII, by disc three the world is set to end in like...a week, I believe(?), and you can dilly-dally (shilly-shally) all you want. There's no sense of urgency other than Meteor hanging in the sky and a different overworld theme. "F#ck the impending apocalypse! I'm gonna make big chickens do the nasty 'til I get a shiny one!"
They tried to rectify this in XIII, and I thought they did rather well, despite the loss of "towns" and whatever. It's to be expected though, the party was placed under a supernatural time constraint that would turn them into mindless monsters, and they were on-the-run fugitives in a hi-tech society. Being able to dick around a town and barge into people's homes like the ol' days would have ruined that sense of urgency the story had to it >_<
With something like DMC, it's always such a "wham, bam, thank you ma'am" event that needs to be addressed and taken care of in a short span of time. But, that's just how DMC likes it, and many action games. DmC follows suit, because they're so busy fighting this little war, they don't have much time to just chill, and they're basically living in enemy territory.
That's always been something that got me, too. When a game is very story driven, that story can lose some impact depending on the freedom players are given. In Final Fantasy VII, by disc three the world is set to end in like...a week, I believe(?), and you can dilly-dally (shilly-shally) all you want. There's no sense of urgency other than Meteor hanging in the sky and a different overworld theme. "F#ck the impending apocalypse! I'm gonna make big chickens do the nasty 'til I get a shiny one!"
They tried to rectify this in XIII, and I thought they did rather well, despite the loss of "towns" and whatever. It's to be expected though, the party was placed under a supernatural time constraint that would turn them into mindless monsters, and they were on-the-run fugitives in a hi-tech society. Being able to dick around a town and barge into people's homes like the ol' days would have ruined that sense of urgency the story had to it >_<