[quote=@Dynamo Frokane] the colour matching thing doesn't come up in combat as much as you are trying to imply, and the variety of weapons are more interesting than what Devil May Cry 1 had. Devil May Cry's combat is functional and flashy but hollow. It's literally the Ready Player One of combat systems. [/quote] Variety doesn't mean shit if the combat system surrounding it is dull as drywall, nor does variety mean anything if half the arsenal is useless outside of specific instances, aka color coded enemies that exist solely to limit the combo potential and interrupt the flow that is [i]intrinsic to the Devil May Cry design[/i]. Dante in DmC is slower and the gameplay isn't balanced around its systems. DmC is about crowd control and mashing while Devil May Cry was more about killing solo enemies - that's why the puppet enemies were like paper and the harder stuff came at you in groups of two or less. DmC realizes this which is why your 'style meter' is less about actual combos and more about just doing damage. It's a bad combat system for people that like Devil May Cry but a good one for people who thought Agni and Rudra were too difficult because oh no [i]two bosses at once[/i]. DmC fundamentally misunderstood the entire point of its namesake. Using the sword spin to hold an enemy in place while you swap to the gauntlets to launch into air combo juggle with the shotgun, or shifting between Devil Trigger for further mobility or even just taunting to both continue a combo and fill the Devil Meter is hardly 'hollow'. It's not as flashy and mechanical as the later games, but having easier inputs and fewer weapons doesn't make it any less rewarding. Devil May Cry was solid, DMC 3 enhanced it, and DMC 4 perfected it. Even with its dated mechanics, DMC 1 is still a better combat system than DmC. Ninja Theory is functional and flashy but hollow. That's their entire design philosophy. "Look pretty and do little else."