I think that it's time that we take a look back at each game and understand what each goal of the game was in terms of gameplay. Each game was a literally a reboot, changing the overall design of DMC 1 to make something new. It is with this understanding that we can appreciate each game for what it contributed to the series as a whole.
DMC 1 was possibly the most strategy- oriented game out of all of the DMCs because it stuck to its roots as an intended Resident Evil 4 game. Much like its horror roots, DMC 1 had an emphasis on keeping your distance, using as little rations as possible, going the offensive when the time is right, and understanding the weaknesses of your enemies to take them out efficiently. You can see this in that the items shop had really expensive costs, enemy attacks were determined by distance and each enemy had a somewhat extensive profile with suggestions on defensive techniques and counterattacks, and Dante's lock- on being focused on the closest enemy.
DMC 2 took a different turn. Instead of focusing on keeping distance, you were more or less motivated to attack enemies in a fluid manner. With lock- on being changed to focus on a singular enemy, your combo derivations being based on directional input, the swords being longer, and the rooms being very spacious to give more room for dodging and moving around, this was the first instance of DMC being focused on fluid combat and departing from its more horror- based mechanics.
DMC 3, well... what can one say other than it was really intended to be flashy. With the new Style system, that was based on DMC 2's evasive maneuvers and gun moves, in place, DMC 3 was intended to be the leader in free- form gameplay, allowing players to choose their own way to play, building on basic skills and utilizing more advanced mechanics to make extensive combos.
DMC 4 built on what DMC 3 had paved the way for. Introducing a new style of play through its protagonist, Nero, DMC 4 was definitely intended to make combos as fluid as possible by allowing players to enclose distances more easily and streamlining DMC 3's Style system. This can be DMC's first attempt at making the franchise more accessible to new players. However, for the rest of us who seemingly are hand masochists, Dante was re- introduced with a slight improvement to his Style system that made all of his original four Styles (and Vergil's DarkSlayers style) accessible through the D- pad. This ultimately set DMC's gameplay style in stone: Fluid, extensive combs via easily- enclosed distances and deep gameplay mechanics. This would lead us to...
DmC, the side plot that shook the fanbase. As those who took the time to play and understand the game can attest, DmC's focus was on purely fluid combat. With an innovative auto- lock system, Dante's Style system streamlined into a Mode system, and an extension of Nero's Buster system through the Ophion Whip, DmC was definitely looking into progressing the series' gameplay. Ultimately, what we have is the same kind of thing we have seen in DMC 3 and DMC4: Freakin' awesome combos.
DMC 1 was possibly the most strategy- oriented game out of all of the DMCs because it stuck to its roots as an intended Resident Evil 4 game. Much like its horror roots, DMC 1 had an emphasis on keeping your distance, using as little rations as possible, going the offensive when the time is right, and understanding the weaknesses of your enemies to take them out efficiently. You can see this in that the items shop had really expensive costs, enemy attacks were determined by distance and each enemy had a somewhat extensive profile with suggestions on defensive techniques and counterattacks, and Dante's lock- on being focused on the closest enemy.
DMC 2 took a different turn. Instead of focusing on keeping distance, you were more or less motivated to attack enemies in a fluid manner. With lock- on being changed to focus on a singular enemy, your combo derivations being based on directional input, the swords being longer, and the rooms being very spacious to give more room for dodging and moving around, this was the first instance of DMC being focused on fluid combat and departing from its more horror- based mechanics.
DMC 3, well... what can one say other than it was really intended to be flashy. With the new Style system, that was based on DMC 2's evasive maneuvers and gun moves, in place, DMC 3 was intended to be the leader in free- form gameplay, allowing players to choose their own way to play, building on basic skills and utilizing more advanced mechanics to make extensive combos.
DMC 4 built on what DMC 3 had paved the way for. Introducing a new style of play through its protagonist, Nero, DMC 4 was definitely intended to make combos as fluid as possible by allowing players to enclose distances more easily and streamlining DMC 3's Style system. This can be DMC's first attempt at making the franchise more accessible to new players. However, for the rest of us who seemingly are hand masochists, Dante was re- introduced with a slight improvement to his Style system that made all of his original four Styles (and Vergil's DarkSlayers style) accessible through the D- pad. This ultimately set DMC's gameplay style in stone: Fluid, extensive combs via easily- enclosed distances and deep gameplay mechanics. This would lead us to...
DmC, the side plot that shook the fanbase. As those who took the time to play and understand the game can attest, DmC's focus was on purely fluid combat. With an innovative auto- lock system, Dante's Style system streamlined into a Mode system, and an extension of Nero's Buster system through the Ophion Whip, DmC was definitely looking into progressing the series' gameplay. Ultimately, what we have is the same kind of thing we have seen in DMC 3 and DMC4: Freakin' awesome combos.