Scoring Devil May Cry 4’s Smokin’ Sick Style

Devil May Cry may be revered for merging fighting game’s pugilist science with brawler’s crowd management, but it was driven by its arcade-inspired scoring system. Dedicated fans can easily spend dozens of hours honing their skills against the game’s difficult enemies and massive bosses, all to improve their final scores. With DMC3, Hideaki Itsuno expanded the single player fighting game’s combat and worked in replayable missions. When that amazing foundation jumped to the PS3 and Xbox360 for the fourth release, Itsuno could further distill the series down into an arcade experience and offer new characters for those chasing that high score high. Let’s look at how it succeeds.

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Metal Gear Solid Analysis: The Proxy Trilogy Part 1: Guns of the Patriots

The Individual And The Society

A textual read of the elements of the first three Metal Gear Solid games reveal an analysis of the creation of both the individual and the societies they form with others. So complete was the deconstruction that they exist thematically separate from the entries that followed, in essence comprising their own complete trilogy. But there was a problem: there was still much story to be told.

With the close of this first ‘identity’ trilogy, Hideo Kojima embarked on a second, expanding on the epistemological convergence between the individual and the society as he’d already explored them- politics. Starting with MGS4, the series worked towards completing its narrative loop while examining the rise of a new type of political strategy that came into vogue in the modern era with the development of a workable model of proxy warfare. Though there are recurring themes throughout these three works, most notably the ideas of transformation and rebirth, the concept of political proxies is the thread that ties them together, first portraying its characteristics and then showing its range of applications. Continue reading “Metal Gear Solid Analysis: The Proxy Trilogy Part 1: Guns of the Patriots”

Crisis Core: Final Fantasy 7: The Cinematic ‘Not Quite Action’, ‘Not Entirely RPG’ Action RPG

Final Fantasy 7 so thoroughly revolutionized JRPG’s that its legacy was long and wide reaching. From it’s move to polygonal graphics that allowed its characters a deeper range of expression to its dense and layered environments that didn’t rely on sticking the perspective in the ceiling of the world to look down on its inhabitants to its mind-blowing CG cutscenes, it tolds its story of good and evil with a memorable cast of characters with cinematic (though not always consistent) flair. So it’s fitting that as a pivotal entry in the Compilation of Final Fantasy 7’s timeline, Crisis Core is the snake’s jaws wrapped around the back of its own head, further realizing the cinematic ambitions of that important milestone.

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