Finished DmC. Long and short of it:
What I liked:
- Vivid, unique identity to visual and audio presentation.
- Gorgeous set pieces.
- Fun, smooth flowing combat system with good weapon variety.
- Excellent character and enemy visual design.
- New Dante and most of the story is top shit.
- Incentive to replay to unlock all the artwork and explore levels deeper with new weapons and abilities.
What I didn't like:
- Shift to puzzle-like fights results in a shallow, less memorable encounters. I don't really think colour coded enemies add anything to a good action brawler.
- Heavily reliant on visual presentation and exciting set pieces to stretch some mechanics that never change over an entire game.
- None of the bosses are particularly memorable in how they play.
- Nephilim is far too easy, but I put that less down to 'difficulty', and more down to the weaker combat and encounters. Too easy to cheese, too simplistic AI and enemy fighting design.
- The camera is fucking horrendous holy shit why.
I think Ninja Theory probably did the smart thing of building DmC as their own game from the ground up. Like, it's not Devil May Cry wrapped in a Ninja Theory narrative and lore. They've said "fuck it" and made their own thing, so much so you could pass it off as a different game. It's their best combat system, it's fun, the set pieces are great, and I enjoyed the ride. I'm happy that this is what Ninja Theory are going to do with the series, if just for their own sake. They're on new ground now, and they can pave it however they wish.
But DmC also reminded me where I draw most of my enjoyment from in these kinds of games, and that's from the art of fighting itself. I want to remember gruelling, skill driven encounters and boss fights. I want to wrestle with and master an intricate fighting system of combos, weapon variety, parries, and dodges. I want enemies designed around these systems, serving no purpose than to maximise my skill set. I want to remember set pieces not for how they looked or sounded, but for the fights themselves. DmC doesn't really provide that. I don't think it aims to, and that's not to say DmC isn't fun to play, but it doesn't provide the same mechanics and satisfaction that a game like Bayonetta does.
And that's the dividing line, I guess. I find DmC has a lot in common with Uncharted, in a good way. I enjoyed it, but it also helped me recognise what I value most from this genre, and also why this direction is more appealing to some others.