


Doesn't helps that ALL the cool moves are locked behind them. Why styles don't have any actual indication on-character? I constantly forget which style i'm in and it messes with muscle memory. D M C5 doesn't have reliable lock-on switching. Why when you are locked on, the inputs aren't target relative, but character relative, so if you are facing the wrong direction you will perform the wrong move?ĭMC2 had a dedicated roll button. The concern for the lack of inertia was simply for the veterans, not many can use its potential and should be disregarded for those players that cannot use them, why brought it up. I dont see DMC games have unnecessary controls all its merits and combat comes from its control scheme and properties, is 3 input hard? maybe the lack of a dedicated button puts you off? if complicated means the lock-on modifier, it might be unnoticed by many but then again bayonetta also has a lock on modifier whats the problem, or is it about the combo string of moveset. Locking and unlocking takes skill on how quick you are, whats your position and the enemy's position, how neutral you were before switching to another enemy. At times bayo has 2.5 kinda of camera that gives you the sense of space and attention to the field which is good in fact i like it as you dont have to tinker around the camera much more.ĭMC 4 Dante does not require you to claw even veterans dont as there is only 1 tech that lets you do that "staraves and its variants", While I do agree about the camera, DMC players usually tinkers with the camera and put thier camera at 2D angle making the inputs more precise, not behind the characters its a good choice as most inputs are forwards and backwards like a fighting game. If you cannot grasp the control scheme and unable to learn what moves cancels and whatnot then its the players execution at fault.
