I made some points clear in my post:
- Kills variety
Could you explain this?
- Unnecessary holding down buttons for simple maneuvers like changing between weapons of choice
This pretty much locking on in the past DMC games.
Unnecessary holding down of a button.
More so in the first game, since you can't shoot while standing on the ground, unless you hold down R1.
Here, you're not actually holding down all the time but only for a few moves.
While I'd normally go for toggling than locking on, I'd have to change my opinion on this because the Devil/Angel trigger system was actually good for muscle memory.
Learn to use the Lock-On only when necessary,
Sorry, I don't wanna "work around" a flawed mechanic.
I'd rather they just fix it so that lock-on is on toggle and I don't lose speed during lock-on.
Like I said before, R1 as the "draw weapon" button makes sense in older "survival horror" games.
They don't make sense here at all.
Plus, if you just walked behind like nothing when locking-on, it would be ******* awkward to use command moves, i mean: if you pressed back to execute a Hightime you would run away from the monster, or run towards a monster to use Stinger,
That's implying that High Time
must only be executed via back + attack.
This is what DmC's doing. Revamping the controls from the ground up so the signature moves don't become
lock-on dependent.
This is just your opinion and personal experience, not really a feature from the controls on DmC.
Not at all, since it's fact that DMC was a Resident Evil reject and it's control scheme was merely adding upon typical controls of "survival horror" that's no longer relevant and will only be more cluttered if they continue this path.
It's a step in the right direction to create controls from scratch that are optimized for a fast-paced hack-and-slash, rather than continue their course by just improving upon an old, outdated control scheme.