Honestly, any weakness in DC is beaten by what it does RIGHT. Now this doesn't make it my favorite BEU ever: I think modern design holds it back in that regard. But it's very satisfying to play in it's own right, and it surmounts many of the concepts I had of the game before playing it.
Combat Gameplay:
I hate the "combat is not deep" commentary many gamers give recently. What DO you consider deep combat? For me, I consider 2 things to make a game "deep":
- Design Depth: It has a lot of options that allow me to play in a variety of ways, and these ways have some synergy between them, that keeps each feeling fresh, and viable.
- Control Depth: This isn't what you're thinking. I don't mean complicated motions, I mean meaningful control of the targets. Being able to manipulate how, where, and how long an enemy is thrown or rest is the most enjoyable building block to a BEU IMHO. This is why I love Grapples, enemy-collection abilities, safety / damage zones, and placable distractions. They're the kind of thing each player can just sap strategy from (such as using AOE's once one player has gathered the enemies, or attacking with back attacks after the tank has taunted) that don't depend on intimate knowledge of the games manual or FAQs... they just make sense through natural play.
DC offered a lot of this. Regardless of what a min/max player might tell you, much of the different skill tries felt viable, and as if they offered a different way to play the same characters. And each character on their own felt very unique, each having a little something no other class could excel in as well. The slow characters still had fast combos and juggles, the tanks still had some spell-like attacks, and a summoner could distribute damage differently by acting as a party-buffer. This could carry you through a lot of the game (though variations might fall apart at harder difficulties, though re-specs existed for this very reason.)
Movement:
I hate loose, overly-fast vertical movement, makes games feel cheaply made. Couldn't one use dodging to move "planes" faster anyway? Movement and the width of attacks to hit the perceived areas are 2 things I think BEUs share hand-in-hand, and I didn't have nearly as much issue with DC as I eventually did with Castle Crashers, or Scott Pilgrim. I loved dashing, I loved dodging, I loved dash attacks. I thought they were very moble, and loved the ability to attack out almost anything,.
- Visual Presentation:
It is somewhat oversaturated in Town / Map / VN-like speaking scenes... but this serves the art and artist very well. They obviously enjoy illustrating these interactions, and it comes through in how bold and strong the artwork is. I didn't need a town, or townsfolk.. but their existence gives me a fun free-space to mess around in, and admire the artworks of it all. I love the art gallery that comes with completing quest. What a large exercise in useless, gorgeous extravagance. I'd much rather see art like this as a reward for my quest, as opposed to texture and character artist wasting time on hugely open worlds that have no interaction or fun to them in certain areas.
- Enemy Attack Response:
Streets of Rage probably will always be my favorite; the "so strong a blow, they're shaking at the knees!" hit reactions are great, and the opening they give for continued combos feels natural. But this doesn't mean every game has to play this way. I don't mind the blinking no-sell from pelting attacks, stagger and launcher from strong attacks, etc. With the scale of battles in the game, I think it makes everything coherent. I hate when games offer me enemies that bow to EVERYTHING with the grunts, and then take ALL of that away on boss encounters (this is basically how old Konami BEU's worked.) NO, no, NO. The very reason I want crowd-control is so I can use them on enemies I NEED them on. I WANT to stop the boss's trump-card before he launches it. I want to poison him as a sneaky way around his resistant armor. If he's a speed demon, I want slow and enfeebles to work on him. I could even use grapples and throws on boss class enemies! SATISFACTION!
- Game Length:
Yeah, I'm not really a fan of "long for the sake of long" in most games. Especialllt BEU's. If you start needing to repeat ideas, you're doing it wrong. At LEAST don't repeat them in the same playthrough / route. Remix them in an honest-to-goodness unique route, with special stories, NPCs, and all.
DC is kind of good about this, with it's alternate paths through stages. The stages feel like legit branches to separate adventures, and that's great.
But the backtracking through each stage at one point is kind of... erugh. I could have done without that, but I accept it for Vanillaware being able to appropriately milk it's art for it's actual value. I'd personally have preferred taking out that portion, and instead having something like a remix dungeon lane of stages to play through, rather than the whole original stages in a very similar style.
- Difficulty in readability:
This... doesn't really bother me much. It happened some times, sure, but I don't ever find it a strong enough deterrent to how I'm playing. Why is it that so many gamers now have a problem tracing action due to screen chaos? This comes up with Killer Instinct 2k13 too. I like feeling overwhelmed, but at the same time, I understand the assistance the games give me to see through the complexity. In DC, the cursors that float over characters helped a lot. In KI, the way particles clash with the characters (thereby minimalizing the obstruction of characters, by clashing with them, rather than splashing over them) helps place some order within the chaos.
DC's artwork; the fact is has so much flesh amongst iron and steel, all with different texture and movement to it, helps cut down on the feeling of getting visually lost. It does it pretty well for a game with such a lavish layer of design detail. This stuff was so much easier when eacjh player could have a mono-chromatic color them, against minimal color and detail backgrounds, but that's not what we want in this world of pixel-counting and demands for high resolution, is it?
- The Vanillaware curse: Mechanics for Mechanic's sake:
I think this game might be one of these best at this (though there are quite a few here and there I haven't fully played.) Basically, the mechanics let a person get a "Party" style experience, even while playing along. Maybe the AI becomes little more than cannon fodder after a certain point... but so what? I wants a meat shield, I gots a meat shield. Same for glass cannons. I would have been find without these systems, but I actually liked how they were integrated. I didn't find looting or Tiki intrusive or distracting; I could play the game in a way that indulged them if I felt like, or just ran though and enjoyed combat if I wished.
I liked where it ended up MUCH better than Odin Sphere, where it's need to craft progression-based items and such felt to push against the gameplay. It felt about as nice as Muramasa's DLCs did, in term of system depth not overstaying their welcome, and existing just enough to have fun with what was presented.
--What did I find lacking?--
I wish the game had DLC similar to Vita's Muramasa. That stuff was all so meaningfully done. I liked a lot of it better than the game, because the pacing and variety of scenery seemed more fit to what I want out of side-quest. In a way, Muramasa's DLCs show the perfect balance of art and gameplay that Vanillaware strives for in most of their games.
I wish they'd remixed the content into straight stage-style arcade playlist. I'd love to see our large cast of "actors" fit into a wide myriad of tales. SO MUCH ART TO USE, this would have been great. Especially if they did sneaky things like re-create the D&D arcade storylines, or rift on other games (Guardian Heroes? Streets of Rage?)
Vanillaware character content would have been great. I'd have loved to have seen everyone get the DC style attempt.
Basically, I think the base game did a good job at proving what a Brawler could be at full retail price. They are absolutely a genre that can have an entry made that justifies a full game price tag. But there are other ways to go about providing that value that the genre needs to look at too, because the omission of such ideas is very weird now-a-days, when online shooters (to me, a much more repetitive genre than BEUs) and such have shown how much remixing and mutating the same content can make a game have long-stretching legs.