Devil May Cry 4 is intended for a controller, playable with a keyboard (on the highest difficulties and for doing advanced combos)- but bizarre as the mouse is only for menus. In a lot of cases the game will require the player to press 3+ keys at the same time without ghosting (common in cheap keyboards made only for typing).
The game still refers to a left analog stick when listing the inputs for a command, which corresponds to some action with WASD- there is no walk modifier key, and the interact [contextual] button will remain even when the command it's tied to has been rebound.
The game also forces the player to play as specific characters for certain missions, while leaving some boss fights unavailable (i.e Sanctus vs Dante; The Savior vs Nero) or far less accessible (i.e Credo vs Dante after 79 waves in Bloody Palace compared to Nero who only needs to reach the end of a mission).
This could also affect the general learning curve and game progression (e.g unlocks, next difficulty) if the characters are played for imbalanced amounts of time and/or the player finds a preference of which character to play.
In content, it's typical for a Devil May Cry game to have some backtracking or content recycling; in this iteration, it's done quite unimaginatively in having the backtracking mission's traversal mostly be the backwards of the initial path. Another is using the same generic battle theme per character for the non-boss encounters (few exceptions).
The game excels in combat and the nuances & quirks in building combos- e.g Jump Canceling, Guard Flying, Guard Cancel, Invulnerable Frames on certain actions; though at points there'll be a disconnection between what the game considers 'stylish' and what is actually technically impressive ('stylish' to other people).
If you find yourself having little intention to replay or practice playing the game long enough to accomplish the more technical feats, this game, like most, may not be as satisfying as doing so.
Posted: November 28th, 2013