Devil May Cry And How Character Action Burst Onto The Gaming Scene In Style

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.

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Metal Gear Solid 2 and Mass Producing Solid Snake

Metal Gear Solid 2: Sons of Liberty is celebrated for how it critiques social engineering, Hideo Kojima having crafted a theme that shows how controls built into the social fabric of a culture can shape an individual’s thoughts, ideas, and beliefs. The story and game progression do an outstanding job of subtly running players through a simulation of the events of MGS1’s Shadow Moses incident as the rookie Raiden, forcing them to question whether their actions were truly their own or if they had been molded into a clone of Shadow Moses’ legendary hero Solid Snake.

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Metal Gear Solid Analysis: The Identity Trilogy Part 2: Sons of Liberty

Sons of Liberty

The second installment in the Metal Gear Solid saga is about the dissemination of information, how important ideas are to the beliefs of an individual, and how they get passed within a society.

For those who never played The Twin Snakes, its story is recounted on disc as the fictional novel ‘In The Darkness of Shadow Moses: The Unofficial Truth’ written by that games weapons specialist, Nastasha Romanenko. The book fulfills several important roles all at once: it provides players of the first game with new story bits that happened on the opposite end of the Codec that Snake wasn’t privy to and exists in the Metal Gear universe as the tell-all that made Solid Snake and his crop of dark mulleted hair a hero the world over for preventing nuclear war.

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