It's fairly easy to come up with a list of the things that DMC fans liked about the series that have changed in the new game, but foremost among them is challenge. Old DMC games had a persistent level of challenge inherent in the combat mechanics which went beyond surviving a given fight. The point wasn't just to live through the fight, but to defeat the enemies whilst maintaining the style meter as high as you could get it to get more red orbs and higher ratings, and the way you had to do that was through consistent aggression and variation. Aggression because you had to keep hitting things to keep the style meter going, variation because the more you used the same move the less it would add to the style meter. So in order to meet the challenge of the game you had to get good at it, and it actively rewarded imagination and variation.Draech said:For all practicality how do we then judge this?
If I have played the brand before and like the new one, but 3 others dont from the same situation?
We going to have a true IP definition written in stone first?
Wouldn't the logically thing be to find reasonable complaints against the game as of why it doesn't fit the brand quality mark? And if so how are we going to judge what is reasonable? Are we going to have it written in stone judge by jury? Is my opinion that some of the reactions to the new Dante was unjustified invalid and theirs valid then?
In the new game, the weapon colour mechanic means that you are punished for variation. If your only red weapon is the axe, guess what you're gonna use? And the style meter now only functionally resets when you are damaged and goes up linearly with the amount of damage you do, so it is trivial to build and maintain it.
It's all very well for the game to have multiple difficulties, but in the old DMCs the ethos of "challenge the player, reward them for skill and knowledge" was a foundation on which the difficulty level built, rather than difficulty levels just being there because people expect them now.
Challenging combat which rewarded skill and imagination was the core of what Devil May Cry was about. Don't have that in your game but call it Devil May Cry? Expect your IP value to decrease.