Macabre
Your Friend and Mine
I will admit that the game isn't as overly difficult as the others, but really, what does difficult truly mean? The point of getting better at something is that eventually difficult becomes normal, and normal becomes easy. A task will never stay hard if You stick at it and learn the ins and outs.
If someone threw You into the the front lobby of Mundus' tower against the 2 Dreamrunners and the Witch on Mission 16 ('The Plan'), with no prior experience on how to deal with both enemy types effectively, You'd eat the controller.
I would liken it to Dark Souls actually, hyped up as a ball-crunchingly difficult game, but it's knowledge and prior experience that wins the day, there's no difference with DmC -- or any DMC.
Difficulty, especially in Spectacle fighters like Devil May Cry, works on many levels. While it's true that it can depend on rote memorisation to a degree, the unique permutations of enemy AI working in tandem against the player often leads to divergent tactics
DmC's monsters lack that diversity that 1, 3 and 4 introduced, so there's less to discover and deal with. There's also the fact that all these massive exploitable bugs were discovered within days of the game's release and they're incredibly easy to trigger by comparison to the old games. I believe it took around two years for people to fully understand Distorted Real Impact in 4, whereas the average shmuck can play DmC and realise that they can use Ophion to pluck enemies out of the horde and wail on them forever in mid-air, never risking counter attack. The game will even reward them for doing so; without a style system that depletes when you spam the same attack over and over, you don't even have a reason to switch weapons, let alone tactics.In any game built on diverse monster design you need variance in attack methods in order to make every encounter interesting. Take DMC1 for example, even in the most average encounter with Marionettes, the lowliest enemies in the game, they had multiple weapons they could switch to, their spinning lunge attack, their grab and their scream. At any time in any melee with them you could be subject to every attack variant simultaneously, so you had to cautiously mark and evade each attack while finding the precise moment to counter attack. It's because of this tactical diversity the enemies had (Which also expanded considerably on higher difficulties) that the game includes a File system for charting every enemy you encounter, with each nuance of their tactics being annotated when Dante experiences it, so if you're having trouble with a monster you could take a look at what Dante has observed in their behaviour and what his tactical advice is for dealing with it. You could go through the game multiple times and still fail to encounter every paragraph of a monster's entry, and it made for a fun challenge to discover them all.