FireMage7777 posted...Are either Resident Evil or Dead Space in the same pacing as action games...no I thought not.
And I
just mentioned how coming from this angle will only result in ridiculous rebuttals...
Look, it doesn't matter what type of games they are. I'm just letting you know that me (and most likely a lot of people) have no problems holding down shoulder buttons.
It's not a huge problem as you're making it out to be.
Also never brought up MGR, don't really care for MGS so don't really care.
Don't let me catch you saying things like "MGR is what DmC should have been" or anything like that later.
Twosome Time useful for interrupting two enemies at once,
So instead of a specialized shot that can interrupt enemies, they just made it so that the regular shot does just that in DmC.
Twosome Time became redundant.
Guns have always been more of a weak, "complementary" attack and all the Gunslinger variations do is make them just
slightly more useful, but still redundant overall.
Tell me, how should it be done?
By tearing down the current control scheme and redo from the ground up.
NT/Capcom has already done that.
If I tried resetting, it might have been a little different, because I'd put priority on a toggle lock-on.
But then, I might have went to the same direction and made signature moves lock-on dependent.
It's nice how DmC made it so that the moves here aren't dependent on locking on first, although it will take a little getting used to.
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There is no such thing as a "Quick Time Event done right".
A game that has Quick Time Events is a "video game done wrong".