speaking of "limiting your options can be fun and just forces you to be creative in different ways", there's literally a thread on the front page of this forum right now of
someone fighting a DMC5 boss entirely with aerial moves with a challenge to never touch the ground but apparently that's cool and "demonstrates mastery" but when DmC gives you a fight over a glass floor that you have to touch as little as possible that's an Actual Gameplay Crime
Because that's a player made challenge when you still have all your options (including all your air options) available to you, on the flip side, in DmC you would not have all your air options available to you, and stuff like this isn't nearly as fun to do. Not a difficulty concept to follow, on replays people will discover another way to sauce on that boss besides the floor is lava. DmC's way alternatively, would be like the only sauce path is floor is lava.
But one of the things it does excellently is guiding players through Dante's arsenal (colour coded enemies aside).
I think what these games do best is giving players enough space to comfortably feel their skills grow and have the game change around them because of it. It's why we say "the real game doesn't start until DMD". DmC has obvious shortcomings at the higher skill level that's been noted, but I think also people too quickly dismiss how good the game is at explaining the basic DNA of DMC to people who don't understand it.
Like people turn their noses up at the trigger switching, and tbh it's not my favourite combat idea either. But there's a satisfying symmetry there that makes sense and helps people jump up from the skill floor and get good at the game really quickly. While DMC5 takes multiple playthroughs to get to that same feeling (or you need a history with the other games in the series)
Ideally I'd love a game which can manage what DmC does for beginner players and what 4 and 5 does for the vets. But I appreciate there's a give and take between accessibility and complexity that's hard to balance.
*shrugs* being more teachable doesn't excuse that Dante has less moves, no inertia of any kind, no styles, worse weapons, and an all around more rigid kit, while having less satisfying enemies n bosses to fight. The error is too quickly we trip over ourselves to act like there wasn't anything wrong with the floor of DmC. Not having a lock on until a definitive edition is a pretty big deal for a 3rd person action game, much less Devil May Cry. Adding said lock on, and still having messier controls than DMC4 n 5 Dante who basically uses the whole controller is just absurd, yet some how NT did it.
People turn their nose at the trigger switching, that aren't even just die hard DMC fans. People act like that shit wasn't criticized in reviews, and we all know the journos are many thing, but elitist DMC fans aint one of them. Even the more casual player can recognize why that set up isn't as fun, it's almost never fun in any video game to get a shit load of tools, and then the game has segments where your tools become useless.
Personally I don't buy the needing multiple playthroughs for it to become a satisfying combat engine, but whatevs.
I never understood this reasoning. Why does a spin off need to be like the previous games?.
Whoa whoa whoa whoa. It wasn't a spinoff, it was a reboot, every bit meant to replace the main series. And it got said flack, because at the end of the day the gameplay is still very much in line as a watered down version of the old games.
Color coded enemies being restrictive isn't a poor flaw just for DmC, it's going to get criticized in any type of action game about being creative.