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As far as DMC's future as a franchise goes, I would like a good new game in that series, especially since aside from mechanical tweaks there isn't as much potential for fan creation as we get in Half-Life mods & whatnot. But I don't trust new staff to take the helm after Itsuno. Yet another unfortunate instance of old-guard talent bound for an uncertain future without their former resources. Granted, it was hard to tell what could be done without Kamiya's founding the series in the first place, and things got quite good after the initial misstep of DMC2. But thing is, most of this new wave of "character action" games is pretty underwhelming.
Critics loved stuff like Sifu & Stellar Blade for the most part, but those of us who want to engage in fundamentals such as spacing (which even the teleportation, Devil Bringer, & Royal Guard still respected) are a bit starved with how much omnipresent omnidirectional counters have turned the field into Simon Says with cutscenes. Seeing how utterly broken legacy series such as Tekken have ended up, I distrust the newer generations of game designers, who are more likely to be basing their work to literally cater to DarkSydePhil than to heed the ingenuity of the still-ahead-of-their-time arcade cornerstonesthat inspired Kamiya, Itsuno, etc. We got legends like DMC because their devs played score-centric classic shmups & beat-em-ups, but now walk-and-talk games with lots of stat numbers are the "basis of good game design" even without microtransactions or casino-based key-jangling presentation. The Style performance assessment system is something a AAA studio would NEVER come up with from the blue now, too much "friction" to semi-objectively assert that you can't just counter-spam to be the best at the game.
As far as plot premises go, I think it'd have to be a true breath of fresh air mixing things up instead of plumbing the past. What we didn't know we want moreso than what we think we want. Like the intrigue with Nero instead of it being "just Dante vs Vergil on repeat with absurd stake-raising & graphical touchups" as TGBS put it. More importantly, they'd have to not only fend off producers trying to water DMC down, but also force the game designers themselves to watch and rewatch The Electric Underground for days on end to make sure that mechanical complexity is respected:
Critics loved stuff like Sifu & Stellar Blade for the most part, but those of us who want to engage in fundamentals such as spacing (which even the teleportation, Devil Bringer, & Royal Guard still respected) are a bit starved with how much omnipresent omnidirectional counters have turned the field into Simon Says with cutscenes. Seeing how utterly broken legacy series such as Tekken have ended up, I distrust the newer generations of game designers, who are more likely to be basing their work to literally cater to DarkSydePhil than to heed the ingenuity of the still-ahead-of-their-time arcade cornerstonesthat inspired Kamiya, Itsuno, etc. We got legends like DMC because their devs played score-centric classic shmups & beat-em-ups, but now walk-and-talk games with lots of stat numbers are the "basis of good game design" even without microtransactions or casino-based key-jangling presentation. The Style performance assessment system is something a AAA studio would NEVER come up with from the blue now, too much "friction" to semi-objectively assert that you can't just counter-spam to be the best at the game.
As far as plot premises go, I think it'd have to be a true breath of fresh air mixing things up instead of plumbing the past. What we didn't know we want moreso than what we think we want. Like the intrigue with Nero instead of it being "just Dante vs Vergil on repeat with absurd stake-raising & graphical touchups" as TGBS put it. More importantly, they'd have to not only fend off producers trying to water DMC down, but also force the game designers themselves to watch and rewatch The Electric Underground for days on end to make sure that mechanical complexity is respected: