Well they can do whatever, as long as it pushes the game to the next level. Styles are just avenues to give Dante more moves and options, you don't actually need styles if you can provide those moves. I just put up control schemes to show that they are better ways to do it, not that you need to adhere stringently to a style system in particular.
A system that greatly expands on the Nero's core set could be the next tier of evolution, for example.
I know. But the problem with styles is that if you keep them in then there are certain expectations that you need to meet. We actually talked about this before. And it's not just styles, really. As, I said it's the underlying fundamentals and actually the characters and expectations from them.
Like, if there are styles then people want Trickster. If Trickster is in then people expect Sword Master, Gunslinger and so on and so forth.
It's the same with characters. If Dante is in then Rebellion should be as well. If we have Rebellion then we need stinger, drive, helm's breaker, million stab, aerial rave and so on.
We literally talked about these stuff in this very thread and the consensus was that they should work in a similar fashion that they do right now. That limits the creativity of developers and what they could come up with in terms of new combat related mechanics.
Make no mistake, I myself love these stuff. But we've had them for years. I mean, it's not like DMC3 and DMC4 are going anywhere, right? So if we can trade them for other new and fresh mechanics, then IMO we absolutely should.
That's why I say they need to do away with styles and maybe even introduce new characters. For instance, yes I agree, a fully realized Nero may very well be the thing that brings us the evolution that we are looking for.
Personally, I think the main issue with DMC hasn't really been the function of the controller. It's been the lack of motivation and the lack of inspiration to break through a player's own threshold.
Think about fighting games and SFV's campaign "Rise Up" - the notion that you reach your own personal ceiling, and then strive beyond it as a matter of self improvement. This is something that most people don't consider when playing games, particularly non-competitive ones. But if the game had proper tutorials, lessons, challenges, and start introducing rewards within the game to encourage experimentation and learning, then a player can begin to appreciate all the things the game has to offer. If ages ago I hadn't seen combo videos uploaded via Hand vs. Eye, I wouldn't have known about the possibilities in a DMC game, and what a skilled player was truly capable of doing. And while SFV's campaign (and game) kind of fell on deaf ears, and didn't cater to the casual audience in the least, that's not to say that there aren't things to learn from that.
I think a primary evolution of the series needs to happen on a level outside of the combat, because that's the primary deficiency. And that's what encourages and inspires players to continue to improve themselves. That's not to say that Itsuno shouldn't be implementing new and intuitive ways of accessing/unlocking a character's potential, but they need to fill in the existing potholes of the series before they start expanding the road into a highway.
I agree with what you are saying GE. The series needs to do a much better job at actually showing what it is all about and help people learn it better.
Though, I don't necessarily think that this neglects what I'm saying. DMC both needs to do a better job at actually introducing its mechanics and combat strengths to players as well as evolving it's core gameplay and mechanics.
I explained above as to why I think the series needs to take a step forward and move away from the core mechanics that it currently has, like styles.