The character action genre is hard to fully define considering how wildly different one title can be from the next, but it largely comes from the stylish combat defined by Capcom’s 2001 milestone, Devil May Cry. DMC’s action design was so strong that it could seamlessly transition between melee and ranged combat, where you can launch an enemy into the air with your sword and juggle them with gunfire. These fast fights are made from a simple yet complete moveset that works well at different distances. Director Hideki Kamiya translated hack ‘n slash games and brawlers into three dimensions, emphasizing twitch action and fair but challenging difficulty by imbuing it with fighting game mechanics and systems that grade your performance in real time. It offers players the means to create spectacular combat sequences where the goal isn’t just to defeat your enemy but to stylishly wreck them.
To understand how it all came together, we have to look at DMC’s family tree.
Continue reading “Devil May Cry And How Character Action Burst Onto The Gaming Scene In Style”
It’s said that the eyes are the window to the soul, an idiom Metroid Prime explores from a different angle. If Super Metroid’s greatest achievement was creating a cohesive world, where the majority of the game was told organically through the events on screen rather than by traditional cinematic techniques, moving that series into three dimensions needed more than translation, it needed reinterpretation. The most honest move would be to maintain the naturalness of perspective, the harmony of self and environment, and Retro Studios made the wisest, boldest move available to them, designing a first person shooter to capture the spirit of that classic and letting players strap themselves directly into Samus Aran’s suit. The first time an energy beam glances off our intrepid bounty hunters helmet and the flash reflects her eyes off the inside of her visor, it becomes apparent that the old adage holds true.
Continue reading “Exploring Metroid Prime: How Samus’ Soul Was Transplanted Into A New Body”
For a decade across the 8 and 16-bit generations, Mega Man had been an action-packed dynamo, but after some twenty odd games, his aging framework was in need of some vital upgrades. Powered by the PlayStation hardware, Keiji Inafune and his crew of robot masters successfully forged a new Blue Bomber, translating his action concepts onto a three-dimensional world.
The new 32 bit tech gave the series a chance to break away from the techno-future aesthetic found in both the Classic and X series with their cities dependent on robots for manual labor. Mega Man Legends is an adventure in a world covered in endless water where diggers explore the ruins of a lost civilization amongst the scattered land masses for Zenny and treasure.
Continue reading “Mega Man Legends & The Future Archaeology”