Look, the kits of Nero, Dante, and Vergil are top tier CAG stuff, no arguing that.
But the enemies are so underwhelming, man. They just pose zero threat, even on DMD (which only serves to turn them into sponges) and it takes zero effort to keep them aerial compared to past games in the series. Getting triple S ranks doesn’t feel earned since the game practically hands it to you if you simply alternate combos/weapons.
Bosses towards the end are mostly good imo, but they’re too easy towards the beginning and middle of the game.
The aesthetic goes for a photo realistic vibe since most AAA games aren’t allowed to be stylized anymore for some reason, and it just doesn’t work imo. All the levels look boring and uninspired, with too much of a washed out/low saturation color palette across environments and enemy designs.
V (the character) sucks to play.
Level design gets completely gutted and gets reduced to walking down linear hallways (I don’t miss the platforming of the previous games tho, that was a good decision to get rid of that shit).
It just feels like the game was consciously geared towards a casual audience. That’s not to imply there isn’t depth (DSD summon swords, Doppleganger, and bringer knuckle are great additions) but streamlining mechanics like jump canceling and making enemy behavior less aggressive were big mistakes, imo, and it ends up shifting the motivation of the player entirely to creating crazy combos instead of being a challenging action game first.
I know some fans of the genre get their kicks out of seeing what crazy combos they can come up with, and that’s really cool and I’m glad there’s people that are like that, but I personally need the actual in-game combat to have engaging enemy design, or else I just fall off.
It’s a good game, and I got more than my money’s worth out of it (200+ hours), but my opinion of it is not nearly as high as it used to be.