This is a game and you should seriously be focusing more on gameplay than story. If you're looking for a good story, there are visual novels, books, novels, movies and so forth.
I'm not saying there shouldn't be any story whatsoever even though God Hand is a prime example of how a game really should be, and DooM. I'm saying there's no point in working on a story more so than gameplay and then calling it a game. If that makes sense.
This is an evolving medium T. Games have the capacity to tell stories that no other medium can, and it's wrong to outright state that you shouldn't look for story in games.
That said, It isn't the primary draw of this franchise or even this genre on the whole, and that the way DmC put a very expensive development focus on it was a poor move. It's not that it couldn't have been done well, it's more that it wasn't what the game needed to become a success.
B-B-BUT.... PROFESSIONALISM. WE DON'T HAVE TO BE PROFESSIONAL. THEY DO.
Yep. Tam is a professional, so he takes on a professional responsibility. Well done.
Anonymous rubes on the internet can't be held accountable for their actions, so of course they aren't. Businessmen taking home a five digit salary are accountable for acting like morons, because it's their job to provide their product with a mature veneer.
Of course everyone
should be as mature as possible, but people who are in fact professionals in the public eye have their professions to think about when it comes to writing childish tweets.
Because I'm obviously homophobic. It's not like one of my closest friends who actually is gay was the one who came up with the Brokeback Dante thing in the first place.
And there's
that excuse again. It doesn't matter how gay the person stating it is; you're comparing Dante to a film about gay romance as if it's a bad thing, purely because he looks like a cowboy. It's still homophobic, it's still stupid, and it's still Ninja Theory tier wit, as they are happy to demonstrate. I know you are better than that.
I'm not defending DmC's story because it's pretty weak but so is DMC's plots. In fact they are even weaker. DmC has the better overall narrative because it actually puts a real emphasis on one. Dante has more depth as a character in DmC than he's ever had for example. All these characters up until then were about as complex as coloring books.
The storylines and characters in Classic DMC were intentionally simplistic and mostly illustrated through gameplay. There was room to expand upon them certainly, but it was completely functional for the overall experience to work properly. Dante was ludicrous as a character because the gameplay encourages the same eccentricity in the player, and insodoing it provided a character and an interactive experience that no other game has. Devil May Cry invites you to become a person who is larger than life, who loves to engage in impossible and audacious combat inside gameplay and out, whereas most heroes in this genre are happy to simply kill their enemies as efficiently as possible or simply rack up an adequate combo counter. In that way the gameplay serves the characterization in a more intuitive way than any deadpan monologue or dull cutscene can, but in DmC it's actually internally contradictory: DmC Dante no longer cares about being Crazy, so the Style Rating system creates ludonarrative dissonance. Why should I be rewarded for performing ambitious combos and over the top fighting when my character only cares about killing the enemy as quickly as possible?
DmC Dante's character is two note: He hates Demons and he's protective of Kat. This is in no way an improvement on the simplicity of the previous games, and it's execution undermines it's capacity to be considered on an even keel with the old games. What the previous games conveyed to the player with actual gameplay and the occasional brief cutscene, DmC barely gets across with over an hour of non-interactive content and voiceovers, and it's interactive set pieces which attempt to tell it's story are indistinguishable from normal gameplay.
This is the problem with thinking that simply adding more cutscenes and dialogue instantly makes a videogame's story better. Gameplay too has to be integral to the narrative, otherwise you're just pausing a movie to shoot ducks.
And please stop ending posts with "end of story" for the love of God. It makes you look like you can't tolerate other people's opinions on things, and that's unbearably pathetic.
Bottom line, if Devil May Cry is to survive as a franchise, it has to understand why other titles are beating it's sales and find the common ground which will allow it to compete with them. Inundating the game with PLOT isn't the solution, as demonstrated by DmC's feeble sales compared to DMC4, God Of War: Ascension and Metal Gear Rising. End of story.