Game is just enjoyable to play ,runs smoothly and have better camera.Yes, bosses and weak part ,but how can they improve the game if all "fans" cry about is the hair and style points.
Brother, I tried to enjoy the game. I went in with an open mind and attempted to extract as much fun as possible from it. But it was a wasted effort; the game is not for types like myself, fans of Devil May Cry and even for newcomers there's flaws aplenty.
-Mechanics are, to channel Roguey, "cargo cult" DMC design.
Tons of moves from the series are lifted for this game and grafted onto Dante but with little thought given to purpose or interaction with the moveset as a whole. If you have DMC4 Nero's Devil Bringer to bring enemies towards you or to grapple towards them, then why does DmC Dante need Stinger? Nero's Streak was used more for crowd-control than movement, especially the EX versions, so it made sense for him to have that move. But in DmC Stinger seems kind of pointless (completely ignoring how touchy the double-analogue inputs are); what does it really accomplish besides being a throwback to the old games?
Million TRILLION stab isn't even that useful because air juggles are terribly easy and much safer, obviating the need for ground "combos". Oh, and to top it off, there are even a few Stinger alternatives, including Streak. Redundant moves that serve little purpose.
I could list of dozens of things like this. Ninja Theory simply didn't "get" Devil May Cry.
Of note is how Devil Trigger, basically the namesake mechanic of the series, went from being an interesting state that modified character's moves and actions, often enabling unique special moves, to a generic "super-mode", in which Dante murders his enemies with immense damage buffs all while they are frozen in time. It went from being a critical part of the game that came into play regularly and supported many sub-mechanics to a once/twice per-level content-skip.
And nothing interesting really replaced all that was lost/mangled. I can scarcely think of more than four or five new additions to the series, mechanically speaking, and maybe two of them were actually interesting. Really kills the enthusiasm to play when everything was done far better in a previous installment.
-Content is poor. Low-tier enemies, like Stygians, are pathetic and there are multiple foolproof ways to kill them fast, efficiently, and with good score/meter buildup. For instance, Aerial Buy-In --> Tornado. Solves every Stygian (and Stygian-like) encounter, yields a bunch of meter, and leaves you at max style gauge. High-tier enemies, like Witches, Butchers, Tyrants, and Dreamrunners are all terribly boring as they rely on a "break shield --> punish in stun frames" formula with few efficient ways to break their shields. It reduces your tactical flexibility in a gamer about freeform combat. Oh, and they show up, as a wave, in practically every encounter in SoS and above. Great.
Bosses are utter garbage. Four out of six follow a terrible pattern of "dodge attack --> punish with highest DPS in copious vulnerable frames". This is shit design, especially in a game about free-flowing offense. In DMC3/4, you can use Dante/Nero's defensive techniques to make openings, especially with Royal Guard, Trickster, Buster Counters, or Nero's DT Flux. The other two are D-grade ripoffs of DMC3 Beowulf and Vergil, both of which have serious AI glitches. Ninja Theory cannot into
Level design is awful.
The Demon/Angel whip grappling sequences are far too numerous for how boring they are. All those sequences are completely linear in play and here's no real room to use mastery of the mechanics to cleverly solve puzzles a la DMC1-4. In the first Devil May Cry, there was a sequence where the player was tasked with negotiating a long sequence of floating platforms, suspended over the sea. Clever players, or those who abhor jumping, are able to save a bit of Devil Trigger runes to use Alastor's Air Raid to effortlessly glide over it. DMC3 has s sequence wherein the player has to scale a room by jumping on levitating platformers and rotating cubes. But a smart player can equip Trickster style at a nearby Divinity Statue and make good use of Wall Run. And in DMC4, well, Dante can fly, jump three times, airdash twice and what have you. No jumping sequence stands in his way. Even Nero could make good use of Calibur to skip plenty of sequences.
The point being, DMC1-4 environmental challenges allowed the player to use their abilities in clever ways to bypass them. In DmC, it's boring button-pressing sequences with little room to deviate from the script.
There's also plenty of things that only serve to waste the player's time. Escorting Kat in a couple of levels was terrible, and the Furnace of Souls was extremely tedious, forcing the player to wait 10-15 secs in between boring Ophion sequences.
-Camera control and precision, contra apologists in this thread, is markedly worse than DMC4. At times, the camera rotate function will be unavailable past a certain angle. My guess is that this is some sort of check against the old NGB/DMC3/DMC4/Bayonetta exploit of putting enemies off camera to reduce their aggression (NGB) or seriosly blunt it (enemies in DMC3/DMC4/Bayo cannot initiate attacks while offscreen, but do try to make their way into the view of the camera). I respect the intent, but it can often become quite annoying when one is trying to get a target that is 180 degrees from the Butcher the game wants you to focus on.
And lock-on mechanics are really poorly done. DmC still has lock-on, it's simply automatic and has zero visual indicator. For proof, boot up the game and shoot into a crowd of Pathos/Bathos/Harpies. Notice how gunfire only goes towards one. Now click in the right thumbstick and, voila, you just changed targets like in the DMC of old. A simple indicator of the enemy Dante was auto-locked-on to, a la Bayonetta, would have really improved the ability to accurately control Dante, but Ninja Theory isn't very experienced, so this thought never crossed their mind. With an indicator, you would actually know what Dante is going to pull/shoot and make informed decisions of the fly.
-Style and scoring was a real mess. Ease of acquiring top ranks wasn't the flaw that stood out most in my experience, but how boring going for SSS was. DmC rewarded the player immensely for using power moves (like Trinity Smash, Tornado, Charged Eyrx Punches, Drive) but was scarce with points for sequences of lesser-powered techniques. It was basically a reverse-Bayonetta, except that the subset of scoring-viable techniques was a much smaller proportion of the entire set; at least most attacks in Bayonetta weren't heavy hitters (like Iai-Jutsu, Pillow Talk, and Durga Bombs), so score runs could feel a lot more varied. DMC3/4 struck a good balance between rewarding quick sequences a well as well-placed heavy blows, so there's no reason DmC shouldn't be held to this standard.
-Aesthetically the game was dreadful.
Environments, outside of the demo levels, tended towards boring corridors or repeat environs (see the recycling of the same office blocks four times in the level where Dante assaults the Silver Sacks building.
The inventive enemy designs of Devil May Cry were replaced by generic crap and those quadrupedal reptile demons from Darksiders.
The soundtrack was so terrible it made "Taste the Blood" seem decent in comparison. DMC3/4 had pretty mediocre soundtracks, with some really bad tracks in prominent positions, but DmC was bad all the way through. Sound effects were pretty terrible as well, with the Rage's stock growl and the Shotgun's anemic report really taking the cake in terms of being hilariously bad. The Shield Witch's screech was just plain bad.
Writing was awful because of all the forced edginess; it's sad, because reboot Dante could have been a pretty likable character if he stuck more to the "loner with a dry wit" persona he had half the time.
Really, it's not a good game. It's extremely derivative of DM3/DMC4/Bayonetta, adds hardly nothing of value, and does practically everything worse than those titles. It's DMC for people who don't really like DMC or action games.