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I guess it's all a matter of taste here -- for some reason the DMC5 combat just couldn't click with me. I actually really hate the weapon swapping for Dante. Having it tied to a single button makes getting the weapon you want really clumsy, whereas at least in DmC they were just tied to specific D-pad buttons. Plus, I feel that the weapons get thrown at you so fast, and the campaign is structured in a way that I hardly felt like I got a chance to practice and get good with each one so that I could properly incorporate them into my playstyle.
That hits on my main problem here though. I won't comment on the story because it doesn't interest me and I'm not a long-running fan of the series, so maybe that's the redeeming feature here. But my biggest issue is that I think the structure of the campaign is an absolute mess.
The difficulty curve is incredibly uneven -- because the normal enemy encounters are so easy, the game never really trains you into getting better, because you never have to. The bosses on the other hand can be so, so much harder than the rest of the game. Of course you expect bosses to be a bigger challenge, but you really expect the game to work to prepare you for those.
Throw in the constant character switching and some hugely uninspiring level and enemy encounter design and I think it makes a total mess of the game's pacing. And the end result, for me, feels like an environment that isn't conducive to actually growing and improving as a player.
I finished off the game yesterday and I'm curious about Vergil, but I had so little fun throughout the game that it's quite hard to stomach to the idea of starting it all over again just in the hope of it being better this time.
Don't get me wrong, I'm really glad for everyone who loves DMC5, but I'm left feeling so disappointed that it didn't click for me.
To each their own, of course.
I know having every Devil Arm switch on R2 is a bit disorienting, especially coming from DmC, but I think it's a much better system because it leaves more buttons free for other stuff. Plus for the most part, you'll only ever have 4 weapons. Some use 5, but that essentially means using a cloned weapon for an extremely narrow purpose.
The story in DMC5 is good, but not even close to the best in the series, which is 3. Lady and Trish exist purely as fanservice in 5, and not every character gets meaningful development throughout, as someone here said earlier it's mostly Nero and Vergil that do.
I get what you mean about the difficulty curve, but I still always felt like losing to the bosses was my fault, which is mostly what I look for in games like this. Like you said, I expected them to be harder, so I guess I felt that it just fit.
Character switching is a legitimate criticism. There just isn't enough room in the campaign for 3 characters to breathe. And bear in mind that at launch, Bloody Palace wasn't in the game yet, so there were less places to use them. If you're interested in Vergil, at least he goes through the exact same missions, but he gets to play through all of them.
Environments get pretty boring later in the game, but I think there are still enough enemy encounters that encourage you to learn the combat mechanics, plus there's Void mode (which originated in DmC, funnily enough).
Sorry the game didn't jive with you though!
This is hardly an issue considering there is Void mode, harder difficulties and Bloody Palace. The first playthrough is just a small part of the game. I get that it's hard getting used to DMC5's mechanics especially if you are coming from DmC, but how do you expect the game to click with you if you are just rushing through the story. To me it looks more like a you issue than a game issue.
I'm not sure how I'm 'rushing through the story' -- you don't even unlock Bloody Palace until you've completed the game for the first time. So rather than rushing through the game I'm literally just playing what's available to me.
As for the void it's great that it's there, but I'm willing to suggest that if practising moves in an empty room is key to enjoying the game, then that's a significant issue with the way the main content has been put together.
As I've mentioned before, I definitely recognise that a lot of the enjoyment of DMC games is in the higher difficulties (which is why I originally said that I wish I could have played on a difficulty higher than Devil Hunter from the beginning) but I certainly feel little motivation to go through it all again after not really enjoying the first playthrough at all.
Oh yeah, I definitely wouldn't characterise any of the bosses as unfair -- certainly they all have their patterns and I bet there are load of people out there on youtube doing hitless runs, so I'm very comfortable saying that the boss encounters themselves are fine. I just wish that the rest of the game had pushed me a bit harder so I felt trained and ready for them.
Who said that practicing moves in an empty room is key to enjoying the game? I didn't need the Void to enjoy the first or second playtrough. Enjoyment is subjective and I'm not sure why you even bring this up considering your issue is objective. Also the tutorial difficulty is not the main content of the game.
You were roughly halfway through the story mode when you had the chance to switch to Son of Sparda or even DMD difficulty. Why did you continue with Devil Hunter? The story mode is short and even V gets more fun once learn how to play with him.
in 5, Dante gets DSD/SDT in his fourth-to-last mission, Kalina Ann in his 3rd to last (or double KA if you found the first one), and King Cerberus in his second-to-last. That's not a lot of time to get used to the weapons. I know the first playthrough is supposed to be only a small part of the experience, but that's assuming people play through it again, which it sounds like OP isn't. Plus, that's not an excuse for rushed pacing, since we've already seen all of this done better before in this same series.
Most of that is true, but it also feels good to seem like your character is always progressing (with the exception of V), since you're getting something new on pretty much every mission. I agree that it doesn't leave too much time to get used to them on missions, but it does add to the replayability of the game.
One of the best feelings that you can have in the game is realizing that you're no longer in the enemies territory - they're in yours. There's an insane amount of ways to counter every enemy type, and it never feels like there's a useless weapon (excluding Rebellion and Sparda), whereas in DmC once you get the better counterparts of the weapon you were using previously, they kinda lose their purpose, like Rebellion being replaced by the Axe which just hits MUCH harder with barely any downsides, since you can use it for heavy enemies, and the tri-tip knives for faster enemies.
Plus, c'mon, having a motorcycle as a weapon is just mad fun. All of this stuff just gives you a reason to play it again.
Also the Axe in DmC is definitely not a replacement for Rebellion, it's too slow for lots of enemies and doesn't have the same movement/displacement options as Reb. If you're just going for damage, sure it beats Reb, but that can be said of every other DMC game as well, there's always a weapon that does more damage than the sword, that doesn't mean it replaces it.
While we're on the topic, Dante gets 3 swords, Reb, Sparda, and DSD, Reb and Sparda are pretty much clones of each other. Sparda has longer reach sure, but all of the moves are the same. Same is true with the different Kalina Anns. It was nice that they let us choose anyway, I'm not complaining about that, but it's not quite right to criticize DmC for having "useless" weapons when DMC5 has...this.
But yeah, I think 10 missions per character would probably do it, then you'd have a pretty even spacing between all that stuff. Or maybe, you know, cut V out of it since he feels more like half a character. Ironic, considering he controls 3 summons. Then you could have 20 missions split evenly between Nero and Dante.
It's funny, because I think on repeat playthroughs, the game feels more cramped for me than it did on the original playthrough, but that's probably because I was very excited to see everything the first time. Something like a Divergence mode upon completion would definitely fix it, but I'll just have to rely on mods for that.
My only issue with Void is that while it's nice to use to learn the weapons it only helps so much because it doesn't teach you how to deal with group encounters and what skills excel at crowd control. When you're still learning the game, it's easy to spend so much time labbing only to go back into the game and suddenly get mobbed.
Oh yeah, multiple enemies in the void would definitely make it a lot better. Something like combo challenges made by the devs or the community, similar to Guilty Gear Strive, would also improve it a lot.