@nettacki said:
@humanity: I'm curious to hear from you the reason why you think DMC3 is convoluted. You say it a lot, but you never elaborated on that point.
This complaint applies to a lot of character action games and not only to DMC but what I consider convoluted is the necessity for inventing completely unique combos for every single piece of equipment in the game. I was actually thrilled with the way DmC used the same combo strings for all weapons. While I understand the thought behind differing combos in fighting games where every character needs to be different and it's a one on one fight, having to memorize movesets for all my weapons in character action seems needless. There are other things unique to DMC that I found "convoluted" but they are minor issues and are kind of a Capcom staple like saving, checkpointing, level design, the interface, upgrades etc etc. I think a lot of Japanese games even to this day are very menu heavy and have a hard time streamlining their UI.
That is an interesting point, and returning to DMC 3 after playing DmC I noticed it as well. To be fair, most PS2 era games were menu heavy, no matter the genre, and it certainly got better year by year. Although it's a bit apparent in DMC 4 as well, but less I say about that rushed, 1/2 of a game the better -_-
Can't say combo approach is better in one or the other, there may be peeps that prefer unique combos for each weapons, what with having a different feel and rythm and all. I can say that with a 500 hour DMC 3 save ( standart edition OG Pal release Yo! ), and a 60 hour DmC save, I find similar combos for every weapon to be vastly preferable, since DMC is less about memorizing combos for me and more about timing the best stylish combination I can for each situation. The less time I spend learning the unique weapon combos the better. NG 1-2, Bayonetta and MGR had similar combos for each weapon, and it worked great there as well.
But it does weaken the differentiation with each weapon, where Osiris is just an AOE focused Rebellion etc. It was great to switch into Cerberus or Beowulf and have a wholly different yet equally reliable library to mess with. DmC weapons rely on each other too much I think. But again, that's a different design approach, one I had quite a lot of fun with, and can see improving in a sequel if it comes to be.
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