From Gamesradar
A day's worth of impressions according to them:
http://www.gamesradar.com/dmc-devil-may-cry-hands-on-6-ways-it-improves-original-series/
Control changes additions:
New control scheme
The more modern control scheme no longer requires you to contort your fingers to do a simple attack.
New weapon changing system
I really can't see how haters can disagree with the addition of this system, it makes weapon changing immediate and natural, you don't have to move your thumb over to the dpad anymore and cycle through weapons.
New pulling/grabbing system
An expansion over the grab system of DMC4, mixes it up with how the grab works in GOW3, using both at the same time. It's a cool idea, I think.
Improved platforming
I don't see how anyone can argue with this either, the platforming sections in every single game in the series has been putrid trash, this is one section of DmC that appears to be unmistakeably superior.
There's some other stuff about visuals/music/story in the article.
A day's worth of impressions according to them:
http://www.gamesradar.com/dmc-devil-may-cry-hands-on-6-ways-it-improves-original-series/
Control changes additions:
New control scheme
This is a more accessible game in the literal sense, not the dirty, casual-baiting Super Wii Party Family Sports Collection meaning of the word. Dante can still launch, juggle, evade, grapple and air-combo with just as much precision as before, and the ability to do so is still utterly demanded. It’s just that the ability to execute all of the above now feels far more immediately to hand.
The more modern control scheme no longer requires you to contort your fingers to do a simple attack.
New weapon changing system
Separate horizontal and vertical melee swipe inputs make launches, down-strikes, juggles and crowd control much more immediate and instinctive. The ability to equip two different melee weapons at a time, activating each for as long as the left or right trigger is held, makes tactical switch-ups and extravagantly varied combos second nature in no time.
I really can't see how haters can disagree with the addition of this system, it makes weapon changing immediate and natural, you don't have to move your thumb over to the dpad anymore and cycle through weapons.
New pulling/grabbing system
Ditto the use of trigger modifiers for Dante’s two complimentary long-range grabs, one of which pulls enemies towards him, the other of which zips him towards them. The system seriously empowers the air-game, giving it a freer, rangier sense of creative spatial control than before, creating a feeling of almost pulling apart and reconfiguring the battle from within.
An expansion over the grab system of DMC4, mixes it up with how the grab works in GOW3, using both at the same time. It's a cool idea, I think.
Improved platforming
Devil May Cry could always be a bit jarring when it came to breaking up the combat. Platforming and puzzle diversions often felt like uneasy token gestures, stapled to the games as an afterthought and breaking their flow rather abruptly. In DmC though, everything feels absolutely right. Dante’s jumping controls are much smoother now and, coupled with his slick, tactile grapple abilities and smooth air-dash, they make exploration almost as appealing a prospect as the game’s core demon-battery.
I don't see how anyone can argue with this either, the platforming sections in every single game in the series has been putrid trash, this is one section of DmC that appears to be unmistakeably superior.
There's some other stuff about visuals/music/story in the article.