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.
On Characterizing Potential
Devil May Cry 3’s first fight between the twins Dante and Vergil is set at the highest point of a large tower jabbing from the Earth, lit by the full moon. The differences between the brothers’ fighting styles are as striking as their fashion senses, the hot-headed Dante in his red trench coat unleashing his Rebellion sword and dual pistols a contrast to the cool-as-ice Vergil in his blue jacket and air slicing katana, Yamato. The two clash swords and exchange gunfire, taking advantage of any opening in the other’s defense to chop ‘em down. And then they flaunt their success with a cool taunt, unconcerned by the time it takes to mock their opponent. Every second of this brawl is intense and fast, and, by product of the game’s design, requires the player to fully realize the personalities of the sons of the legendary demon warrior Sparda.
Even after the snow had melted on the harsh planet E.D.N. III, Thermal Energy is such a scarce commodity that the scattered human factions are still locked in a brutal war for its reserves, a conflict that further leaves them vulnerable to attacks from the insectroid race of Akrids native to the land. Of course, when a load of T-Eng is being transported by train, a worm-like beast attacks that is so massive, it dwarfs the four people that are forced to fight it back, even with the racks of weapons littered about. As it takes out the rear cars and any player left behind, the only thing that can counter its immense size is the cumulative strength of those standing against it, all focusing their fire into its mouth and tender insides. And when the worm finally falls, the group makes off with the spoils. With its in-mission economy, Lost Planet 2 portrays an ecological system reminiscent of Frank Herbert’s Dune, showing that, on E.D.N., every second is a fight to survive. It’s a metaphor ripped from the history books of every life form that’s ever lived.
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.
Depending on whether you chose to play as X or Zero, the fight against Web Spider requires a different set of tactics. With his X-Buster, X can dash around the small jungle room until Spider descends from the canopy, wall jumping over the webs he shoots and firing from afar. With his Z-Sabre, Zero is forced to stay close to the bug on his line, dashing away from the web only to careen up and around over it in a circle and strike before your foe scrambles back to safety. The fight gets harder when the Repliforce member lays an electric grid and starts scurrying about the scene. Because of their different playstyles, the remaining seven robot masters will present X and Zero with a similarly different dynamic. Continue reading “Going Maverick: How X4 Upgraded Mega Man’s Hardware”
God Hand’s penultimate fight pits Gene against his rival Azel in a knuckle-breaking slug-fest that demands that the player understands every pillar of the games mechanics. To stop him from resurrecting the ancient devil Angra, you need to pick and choose your moves to beat his, to reposition to gain a tactical advantage, and to bob and weave around counter attacks that can lead into a button mashing power struggle you’ll feel all the way down your arm. And just like main character Gene, Azel can activate the supreme powers in his arm and execute a fast-action barrage thanks to his God Hand. To beat him, you need the full cooperation of a focused mind and tuned body.
Asura’s Wrath contains one of the most brilliant player-directed narrative sequences in videogames; a fist fight. The two brawlers dance about the screen, one trying desperately to explain his actions to the other among a flurry of attacks. To evade them, the player must nail the timing for the increasingly frequent on-screen button prompts as any mistake is punished with a fist to the face, interrupting the dialogue and completely ending the conversation.
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.
Mega Man 9 fixed Mega Man by distilling the Blue Bomber’s staid gameplay to its essentials: moving and shooting. By striving to limit itself to the restrictions of twenty year old hardware, Inti Creates game highlights how bogged down with its own design the series core gameplay had become over its evolution. What they made is a long lost NES game.
The story immediately sets the tone in sprites full of personality. Having again been defeated by our blue hero, Dr. Wily swears off his evil ways. But its not long before the residents of Monsteropolis are in danger from a collection on renegade robots again. But its Wily that steps up to protect the city, claiming innocence and insisting the robots were created by the good-natured Dr. Light. To clear his name, Mega Man heads out.
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: