Cerberus was a big roadblock for people in its day, so congrats on getting past that hurdle. Together with something like SMT Nocturne, DMC3 teetered on the edge of a niche in what kind of play it wanted out of people who approached it relative to its peers, and had that big publisher and series visibility to attract players who otherwise might have ignored it. It lead to some rude awakenings and consequently "this game is unreasonably difficult" kind of estimations in response. For some people, 3 is the fundamental start of the subgenre in the form they most recognize and desire, but looking back it's easier to see that the qualities that make it stand out now are the transitional and liminal design conceits that live in it as it's reorienting the series concept from what was to what it would become. It's also still a system-defining showpiece to me in choreography and direction in its cinematics, totally elevating what is in its dramatic arcs also the best the series has to offer in storytelling. Complete commitment to tone in ways that don't feel accidental or lost in translation as parts of the first game might.