In what areas specifically do you feel the action is lacking?As much as i welcome the platforming sequences, i want solid action too...thats what the devil may cry series was good for. To be honest i found it lacking in that department...and that kinda overshadows all the other stuff that DmC does right....
You mentioned gameplay not being as smooth, owing to the 30fps downgrade. To an extent, I agree with that; Dante's movement doesn't feel as smooth here. However, NT appears to have gone to painstaking lengths to ensure that input response feels as close to 60fps as possible.
One aspect of the combat that is definitely an improvement, imo, is the elimination of confinement. The idea of there being corridor-width areas with forced barriers on all exit points during combat was probably a technical limitation in the earlier DMC games, but it was an odd design choice that became less and less bearable with every subsequent DMC game. The concept was originally conceived by Hideki Kamiya, and was prevalent in two of the games that he directed (DMC1 and Okami). And while he didn't completely ditch the barriers with Bayonetta, he did make sure the combat was never confined. The demo area in the new DmC game does have corridors, but it has thankfully done away with the barriers.
This leads my to my next point - Capcom's own developers have reached a creative ceiling and are resistant to change. They'll continue to make their games using archaic ideas, even when the rest of the world has moved on with better game design. Case in point. DMC4 and Resident Evil 6. Honestly, I think it's a hidden blessing for this series that a different developer is handling it.
You also mentioned that it isn't as deep or doesn't give way to creative combos. While that may well be true, let's face it, previous DMC games have offered no real encouragement or significant reward for performing stylish combos.
I agree about the evasion area being pretty large. I hope they listen to feedback and reduce the radius.about dodging...A dodge was performed while locking on an enemy...tilt the analog in left or right direction and press X.
Even dodging in the old DMC took skill and precision, in this new alteration though...you are pretty much invincible during a dodge by just pressing a single button....the evasion area is ridiculas too.
However, I don't agree that the dodge mechanic should be cluttered with multiple button presses; the more intuitive and reliant on timing, the better. I'm sure we'll both agree that Bayonetta handles this best. It's a single button press (along with the direction you want to dodge in), but it still rewards you for being skillful in terms of how well you've timed it with an incoming attack.
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