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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Take That! Cross Examining Phoenix Wright’s Judicial Arts

Rookie attorney Phoenix Wright’s first case was a lively battle of wits. With the freedom of his client on the line, the lawyer pressed the witness about the crime and threw down evidence that contradicted his claims until his testimony crumbled, all while his mentor Mia Fey stood beside him. But at the start of his second case, the rookie’s fortune is flipped upside down when Mia is killed by a mystery man with curly hair and a loud purple suit, and her spirit-medium sister Maya is wrongfully fingered for the murder. With no other attorney willing to help, Wright vows to defend her against the notorious prosecutor Miles Edgeworth. With Phoenix Wright: Ace Attorney, Shu Takumi and his team built a different kind of visual novel that turns deductive reasoning into a weapon to bring justice to the corrupt, while creating confident stories filled with energy, humor, and drama. A close inspection uncovers how.

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Resident Evil 4’s Silent Tutorial

Fifteen minutes into Resident Evil 4, Shinji Mikami and his design team test your comprehension of the mechanics they’ve been invisibly teaching you since you selected ‘New Game’. Former rookie cop Leon S. Kennedy had just fought his way through the Ganado’s Village and now finds himself catching his breath on an old dingy farm. Stray slightly from the beaten path and you’ll find a radiant pearl necklace enticingly suspended above a barrel of putrid water, patiently waiting for you to find it. Retrieving this necklace is your test. You can’t just reach out and interact with it, so you draw your handgun and shoot it loose- and immediately fail as it falls directly into the barrel of sludge beneath. When you pull it from the filth, your inventory lists the item as ‘Dirty Pearl Pendant’, its picture a grimy mess. Looking back at the barrel, you notice the 2×4 propping up the lid, so you shoot that next and watch it create a cover. Since you didn’t learn the lesson before, you do now: Resident Evil 4 rewards tactical gunplay.

Let’s study the notes:

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