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** ''VideoGame/DevilMayCry5'': The numbered sequel to the ''[=DMC=]'' franchise.
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* ''VideoGame/{{Stranglehold}}'': A third-person shooter directed by John Woo. Comboing in ''Stranglehold'' is based around interacting with the environment in scenery-chewing ways; props can be used for mobility, shot and dropped onto enemies, or destroyed to change the terrain of the fight. A simple scoring system rewards players for creative use of the environment and efficient shooting. The game's generous BulletTime and basic, relaxed combat make it an easy choice for players getting used to gun combos.

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* ''VideoGame/{{Stranglehold}}'': A third-person shooter directed produced by John Woo. Comboing in ''Stranglehold'' is based around interacting with the environment in scenery-chewing ways; props can be used for mobility, shot and dropped onto enemies, or destroyed to change the terrain of the fight. A simple scoring system rewards players for creative use of the environment and efficient shooting. The game's generous BulletTime and basic, relaxed combat make it an easy choice for players getting used to gun combos.
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The term "steep learning curve" is a misnomer that ends up confusing.


* ''VideoGame/MetalGearRisingRevengeance'': A Creator/PlatinumGames title with a steep learning curve. The game's combat is based in bladed weapons and realistic cutting physics, along with ''Metal Gear'' stealth. Defensive play is mostly reliant on parrying attacks and potentially counterattacking with frame-perfect timing, while players can also "stab-and-grab" repair units from foes to recharge their health and energy. A example of advanced tech being used on the final boss can be found [[https://www.youtube.com/watch?v=vgsp4oasfAY here]].[[note]]The player in this video is cancelling the animations of two tech options, a slide attack and a sidestep-slash, by briefly entering "Blade Mode", the game's at-will BulletTime mechanic. The sidestep normally grants brief invincibility, but when cancelled correctly with Blade Mode, the player can effectively stand in the way of an attack without taking any damage. This use for Blade Mode is never taught to the player in-game.[[/note]]

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* ''VideoGame/MetalGearRisingRevengeance'': A challenging Creator/PlatinumGames title with a steep learning curve.title. The game's combat is based in bladed weapons and realistic cutting physics, along with ''Metal Gear'' stealth. Defensive play is mostly reliant on parrying attacks and potentially counterattacking with frame-perfect timing, while players can also "stab-and-grab" repair units from foes to recharge their health and energy. A example of advanced tech being used on the final boss can be found [[https://www.youtube.com/watch?v=vgsp4oasfAY here]].[[note]]The player in this video is cancelling the animations of two tech options, a slide attack and a sidestep-slash, by briefly entering "Blade Mode", the game's at-will BulletTime mechanic. The sidestep normally grants brief invincibility, but when cancelled correctly with Blade Mode, the player can effectively stand in the way of an attack without taking any damage. This use for Blade Mode is never taught to the player in-game.[[/note]]
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* ''VideoGame/{{Nelo}}'': A game described by ''Creator/MagicAndMirrors'' as a "lightning fast, out of this world, genre-blending, bullet-hell, character-action epic"; it is currently on Steam in Early Access. [[https://www.youtube.com/watch?v=HjmdojbYCBQ Recent Gameplay from the Official Youtube Channel]]

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* ''VideoGame/{{Nelo}}'': A game described by developer ''Creator/MagicAndMirrors'' as a "lightning fast, out of this world, genre-blending, bullet-hell, character-action epic"; it is currently on Steam in Early Access. [[https://www.youtube.com/watch?v=HjmdojbYCBQ Recent Gameplay from the Official Youtube Channel]]
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Correcting how Vanquish's AR mode works.


* ''VideoGame/{{Vanquish}}'': A fast-paced third-person shooter from Creator/PlatinumGames. Guns, grenades, powerful melee attacks, and cover are standard fare for the genre, but ''Vanquish'' adds stylish action with two mechanics: the first is a high-speed powerslide that gives players unrivaled mobility, and the second is "AR Mode", an at-will BulletTime that players can trigger at almost any time and combine with the game's basic mechanics to create combos. A video of high-level play in the game's first level can be found [[https://www.youtube.com/watch?v=_tysaJyJ1hA here]].

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* ''VideoGame/{{Vanquish}}'': A fast-paced third-person shooter from Creator/PlatinumGames. Guns, grenades, powerful melee attacks, and cover are standard fare for the genre, but ''Vanquish'' adds stylish action with two mechanics: the first is a high-speed powerslide that gives players unrivaled mobility, and the second is "AR Mode", an at-will BulletTime that players can trigger at almost any time only with some form of movement or low health, forcing the player to be active/risking themselves in combat, and combine with the game's basic mechanics to create combos. A video of high-level play in the game's first level can be found [[https://www.youtube.com/watch?v=_tysaJyJ1hA here]].

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* ''Franchise/DevilMayCry'': The TropeMaker, and the first game of which was directed by eventual ''Bayonetta'' creator Hideki Kamiya.
** ''VideoGame/DMCDevilMayCry'': A franchise reboot of the ''Devil May Cry'' series from Ninja Theory.



* ''Franchise/DevilMayCry'': The TropeMaker, and the first game of which was directed by eventual ''Bayonetta'' creator Hideki Kamiya.
** ''VideoGame/DMCDevilMayCry'': A franchise reboot of the ''Devil May Cry'' series from Ninja Theory.
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Fixed typo


* ''VideoGame/{{Assault Spy}}'': A spy themed a "stylish, fast paced, pure-action game with a dash of comedy" [[https://store.steampowered.com/app/767930/Assault_Spy/ currently on Steam in Early Access]].

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* ''VideoGame/{{Assault Spy}}'': A spy themed a "stylish, fast paced, pure-action game with a dash of comedy" [[https://store.steampowered.com/app/767930/Assault_Spy/ currently on Steam in Early Access]].
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Polishing previous edits


* ''VideoGame/Nelo'': A game described by Creator/Magic andMirrors as a "lightning fast, out of this world, genre-blending, bullet-hell, character-action epic"; it is currently on Steam in Early Access. [[https://www.youtube.com/watch?v=HjmdojbYCBQ Gameplay from the official youtube channel showing what the game is like currently.]]
* ''VideoGame/AssaultSpy'': A spy themed Character action game currently on Steam in Early Access.

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* ''VideoGame/Nelo'': ''VideoGame/{{Nelo}}'': A game described by Creator/Magic andMirrors ''Creator/MagicAndMirrors'' as a "lightning fast, out of this world, genre-blending, bullet-hell, character-action epic"; it is currently on Steam in Early Access. [[https://www.youtube.com/watch?v=HjmdojbYCBQ Recent Gameplay from the official youtube channel showing what the game is like currently.]]
Official Youtube Channel]]
* ''VideoGame/AssaultSpy'': ''VideoGame/{{Assault Spy}}'': A spy themed Character action a "stylish, fast paced, pure-action game with a dash of comedy" [[https://store.steampowered.com/app/767930/Assault_Spy/ currently on Steam in Early Access.Access]].
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Trying to get the citations working properly


* ''VideoGame/Nelo'': A game described by Creator/MagicandMirrors as a "lightning fast, out of this world, genre-blending, bullet-hell, character-action epic"; it is currently on Steam in Early Access. [[https://www.youtube.com/watch?v=HjmdojbYCBQ Gameplay from the official youtube channel showing what the game is like currently.]]

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* ''VideoGame/Nelo'': A game described by Creator/MagicandMirrors Creator/Magic andMirrors as a "lightning fast, out of this world, genre-blending, bullet-hell, character-action epic"; it is currently on Steam in Early Access. [[https://www.youtube.com/watch?v=HjmdojbYCBQ Gameplay from the official youtube channel showing what the game is like currently.]]
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Adding two entries to the list.

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* ''VideoGame/Nelo'': A game described by Creator/MagicandMirrors as a "lightning fast, out of this world, genre-blending, bullet-hell, character-action epic"; it is currently on Steam in Early Access. [[https://www.youtube.com/watch?v=HjmdojbYCBQ Gameplay from the official youtube channel showing what the game is like currently.]]
* ''VideoGame/AssaultSpy'': A spy themed Character action game currently on Steam in Early Access.
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* ''VideoGame/{{Nioh}}'': From the same team as the above Ninja Gaiden games, it combines Ninja Gaiden esque mechanics with a [[Franchise/SoulsSeries Souls]] esque stamina bar and progression system.
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* ''VideoGame/{{Bujingai}}'': A game that followed in the wake of ''Devil May Cry'', except it uses {{Wuxia}} as a major influence.


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* ''VideoGame/{{Gungrave}}''
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* ''VideoGame/{{Bayonetta}}'' and ''VideoGame/{{Bayonetta 2}}'': The spiritual successor to ''Devil May Cry'', the most famous modern example, and exhibits every characteristic listed above. Both games are known for their wide selection of open-ended weapons, combos, and techniques, and defensive play revolves around well-timed dodging to trigger brief BulletTime. The first ''Bayonetta'' is considerably less forgiving than ''Bayonetta 2'', although combat in both games is famous for its complexity. A explanation of some mechanics can be found [[https://www.youtube.com/watch?v=lqzztvoVngY here]] and [[https://www.youtube.com/watch?v=NOVVmm4KOm4 here]], while an example of high-level play can be found [[https://www.youtube.com/watch?v=IiPnBzaxKvo&t=378s here]].

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* ''VideoGame/{{Bayonetta}}'' and / ''VideoGame/{{Bayonetta 2}}'': 2}}'' / ''VideoGame/{{Bayonetta 3}}'': The spiritual successor SpiritualSuccessor to ''Devil May Cry'', the most famous modern example, and exhibits every characteristic listed above. Both games are known for their wide selection of open-ended weapons, combos, and techniques, and defensive play revolves around well-timed dodging to trigger brief BulletTime. The first ''Bayonetta'' is considerably less forgiving than ''Bayonetta 2'', although combat in both games is famous for its complexity. A explanation of some mechanics can be found [[https://www.youtube.com/watch?v=lqzztvoVngY here]] and [[https://www.youtube.com/watch?v=NOVVmm4KOm4 here]], while an example of high-level play can be found [[https://www.youtube.com/watch?v=IiPnBzaxKvo&t=378s here]].
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* ''VideoGame/LostSoulAsid''e: Formerly a one man team made action game by Bing Yang (Now hired by Sony) that has aspects of the Teleportation system of ''VideoGame/FinalFantasyXV'' with ''VideoGame/DevilMayCry'' and ''VideoGame/{{Bujingai}}'' influences.

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* ''VideoGame/LostSoulAsid''e: ''VideoGame/LostSoulAside'': Formerly a one man team made made action game by Bing Yang (Now hired by Sony) that has aspects of the Teleportation system of ''VideoGame/FinalFantasyXV'' with ''VideoGame/DevilMayCry'' and ''VideoGame/{{Bujingai}}'' influences.
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* VideoGame/LostSoulAside: a formerly One man team made action game by Bing Yang (Now hired by Sony) that has aspects of the Teleportation system of ''VideoGame/FinalFantasyXV'' with ''VideoGame/DevilMayCry'' and ''VideoGame/{{Bujingai}}'' influences.

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* VideoGame/LostSoulAside: ''VideoGame/LostSoulAsid''e: Formerly a formerly One one man team made made action game by Bing Yang (Now hired by Sony) that has aspects of the Teleportation system of ''VideoGame/FinalFantasyXV'' with ''VideoGame/DevilMayCry'' and ''VideoGame/{{Bujingai}}'' influences.
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* VideoGame/LostSoulAside: a formerly One man team made action game by Bing Yang (Now hired by Sony) that has aspects of the Teleportation system of ''VideoGame/FinalFantasyXV'' with ''VideoGame/DevilMayCry'' and ''VideoGame/{{Bujingai}} influences

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* VideoGame/LostSoulAside: VideoGame/LostSoulAside: a formerly One man team made action game by Bing Yang (Now hired by Sony) that has aspects of the Teleportation system of ''VideoGame/FinalFantasyXV'' with ''VideoGame/DevilMayCry'' and ''VideoGame/{{Bujingai}} influences''VideoGame/{{Bujingai}}'' influences.
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* VideoGame/LostSoulAside: a formerly One man team made action game by Bing Yang (Now hired by Sony) that has aspects of the Teleportation system of ''VideoGame/FinalFantasyXV'' with ''VideoGame/DevilMayCry'' and ''VideoGame/{{Bujingai}} influences
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-->- '''[[GlassCannon Rosa]]''' from ''VideoGame/Bayonetta2'', spoken only when the player achieves a [[RankInflation Pure Platinum]] combat grade

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-->- -->-- '''[[GlassCannon Rosa]]''' from ''VideoGame/Bayonetta2'', spoken only when the player achieves a [[RankInflation Pure Platinum]] combat grade
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* '''Providing some motivation to improve'''. Multiple difficulty settings, combo scores, battle reports, and chapter rankings give the player a tangible sense of progress and how much room they have to improve.

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* '''Providing some motivation to improve'''. Multiple difficulty settings, combo scores, battle reports, and chapter rankings give the player a tangible sense of progress and how much room they have to improve.
improve. The JustFrameBonus is a popular way of applying this to individual moves, and mastering the precise timing needed for more efficient moves serves as a milestone in itself.
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'''Stylish Action''' is a sub-genre of action games that especially deals with unrealistic combat and [[RuleOfCool having fun creating it yourself]]. Its main point is to use a deep set of mechanics to be stylish, rather than the style coming from the animations itself. In short, the style is because ''you'', the player, are being stylish through your skills, not just the character through what's happening onscreen.

Unlike most action games, stylish action is just a particular way of engaging players in combat, so it's crossed over with a few established genres including BeatEmUp, HackAndSlash, and ThirdPersonShooter. Since its mechanics give players a relatively large amount of freedom over how their battles go (and players can develop consistent skills thanks to the absence of scripted GameplayRoulette), the genre is basically the WideOpenSandbox of action games.

Three elements are the backbone of stylish action:

* '''Combat depth'''. In stylish action, enemies can be interacted with in numerous ways; they can be knocked down, [[GrievousHarmWithABody thrown into others]], stunned in place, stripped of their weapons, or killed with finishers, for example. The character's options aren't just direct attacks; they could dodge, block, counter, [[BulletTime slow time]], [[PracticalTaunt provoke]], [[RealTimeWeaponChange switch weapons]], or [[SuperMode power up]]. PlatformFighter variables are key: besides controlling the enemy's launch direction, speed, and distance, the player might be able to dash to enemies, use the environment advantageously, or transition between ground and air. Weapons and attacks tend not to be clear upgrades of each other; each serves a distinct purpose and personal fighting style. Most importantly, these options lead into each other -- like in [[FightingGame multiplayer fighters]], skillful players will know how to extend their combos.

* '''Teaching through difficulty'''. Like old arcade games [[NintendoHard and Nintendo's early work]], stylish action teaches skills by making it impossible to proceed without them. Individual skills are taught through a diverse cast of enemies which, in turn, require the player to diversify their fighting style: for example, heavy enemies resist staggering, EliteMooks can break up overeager combos, and aerial enemies cannot be hit from the ground. Unlike ''Franchise/DynastyWarriors'' and its imitators, tougher fights will increase the skill, stamina, diversity, and unpredictability of enemies instead of their raw quantity. [[WakeUpCallBoss Bosses are often checkpoints]] [[FinalExamBoss to ensure these skills are applied correctly]]. Many examples, especially those made by Creator/PlatinumGames, test pure skill through [[MirrorBoss a boss with similar capabilities to the player character]] [[NoNonsenseNemesis and no exploitable behavior]], [[TheRival sometimes fought]] [[RecurringBoss multiple times]].

* '''Providing some motivation to improve'''. Stylish action always encourages skill improvement in some tangible way, not just by letting players complete fights quicker or without taking damage. This is done by judging the player's performance. Individual combos get scored, whether by a simple hit counter or a complex ScoreMultiplier, while fights and chapters as a whole get [[AwesomenessMeter ranked battle reports]]. The battle reports generally use some well-known ranking system (letter grades, or metal trophies or medals) so that players with mediocre performance know how much room they have to improve. Multiple difficulty settings generally fulfill the same purpose.

to:

'''Stylish Action''' is a sub-genre of action games that especially deals with involves unrealistic combat and [[RuleOfCool having the fun of creating it yourself]]. Its main point is to use a deep set of mechanics to be stylish, rather than the style coming from the animations itself. In short, the style is because ''you'', the player, are being stylish through your skills, not just the character through what's happening onscreen.

Unlike most action games, stylish action is just a particular way of engaging players in combat, so it's crossed over with a few established genres including BeatEmUp, HackAndSlash, and ThirdPersonShooter. Since its mechanics give players a relatively large amount of freedom over how their battles go (and players can develop consistent skills thanks to the absence of scripted GameplayRoulette), go, the genre is basically the WideOpenSandbox of action games.

Three elements are the backbone of stylish action:

this genre:

* '''Combat depth'''. In The selling point of stylish action, enemies can be interacted with in numerous ways; they can be knocked down, [[GrievousHarmWithABody thrown into others]], stunned in place, stripped of their weapons, or killed with finishers, for example. The character's options aren't just direct attacks; they could dodge, block, counter, [[BulletTime slow time]], [[PracticalTaunt provoke]], [[RealTimeWeaponChange switch weapons]], or [[SuperMode power up]]. PlatformFighter variables are key: besides controlling the enemy's launch direction, speed, and distance, the player might be able to dash to action's combat is its variety. Most action games emphasize defeating your enemies, use the environment advantageously, or transition between ground and air. Weapons and attacks but stylish action emphasizes ''how'' you do it, so combat tools tend not to be clear upgrades meant for different playstyles instead of being clearly better or worse than each other; each serves a distinct purpose other. Attacks and personal fighting style. Most importantly, these options lead into each other -- weapons can vary in range, speed, damage, knockback, launch angle, stun, and how much they move the player, and status changes like in [[FightingGame multiplayer fighters]], skillful players will know how SuperMode, taunts, and BulletTime add to extend their combos.

this further.

* '''Teaching through difficulty'''. Like old arcade games [[NintendoHard and Nintendo's early work]], stylish Stylish action teaches skills by making it impossible to proceed without them. Individual skills are taught through a diverse cast of enemies which, in turn, require are meant to challenge the player unless they adapt; just like the player's combat tools, enemies will vary in how susceptible they are to diversify their particular fighting style: for example, heavy enemies resist staggering, EliteMooks can break up overeager combos, and aerial enemies cannot be hit from the ground. styles. Unlike ''Franchise/DynastyWarriors'' and its imitators, tougher fights will increase most HackAndSlash games, there are no harmless one-hit mooks, so memorizing the skill, stamina, diversity, and unpredictability behavior patterns of enemies instead every type of their raw quantity. [[WakeUpCallBoss Bosses are often checkpoints]] [[FinalExamBoss enemy is key to ensure these skills are applied correctly]]. Many examples, especially those made by Creator/PlatinumGames, test pure skill through [[MirrorBoss a boss with similar capabilities surviving fights. Mistakes tend to be punished harshly to help the player character]] [[NoNonsenseNemesis and no exploitable behavior]], [[TheRival sometimes fought]] [[RecurringBoss multiple times]].

recognize what needs to be improved.

* '''Providing some motivation to improve'''. Stylish action always encourages skill improvement in some Multiple difficulty settings, combo scores, battle reports, and chapter rankings give the player a tangible way, not just by letting players complete fights quicker or without taking damage. This is done by judging the player's performance. Individual combos get scored, whether by a simple hit counter or a complex ScoreMultiplier, while fights sense of progress and chapters as a whole get [[AwesomenessMeter ranked battle reports]]. The battle reports generally use some well-known ranking system (letter grades, or metal trophies or medals) so that players with mediocre performance know how much room they have to improve. Multiple difficulty settings generally fulfill the same purpose.
improve.
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Over the years, the genre gained a '''lot''' of alternative names such as '''character action''', '''cuhrayzee games''', '''spectacle fighters''', '''deep action''', and '''extreme action'''.

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Over the years, the The genre gained has a '''lot''' of alternative names such as names, including '''character action''', '''cuhrayzee games''', '''spectacle fighters''', '''deep action''', '''arcade action''', and '''extreme action'''.
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** ''VideoGame/DMCDevilMayCry'': A franchise reboot of the ''Devil May Cry'' series from Ninja Theory.


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* ''VideoGame/MitsurugiKamuiHikae'': Takes inspiration from the Bloody Palace mode seen in later ''Devil May Cry'' entries and Tamsoft's ''VideoGame/{{Onechanbara}}'' series as players faces off multiple waves of enemies in an arena with an end boss after waves have been completed.
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* '''Providing some motivation to improve'''. Stylish action always encourages skill improvement in some tangible way, not just by letting them complete fights quicker or without taking damage. This is done by judging the player's performance. Individual combos get scored, whether by a simple hit counter or a complex ScoreMultiplier, while fights and chapters as a whole get [[AwesomenessMeter ranked battle reports]]. The battle reports generally use some well-known ranking system (letter grades, or metal trophies or medals) so that players with mediocre performance know how much room they have to improve. Multiple difficulty settings generally fulfill the same purpose.

to:

* '''Providing some motivation to improve'''. Stylish action always encourages skill improvement in some tangible way, not just by letting them players complete fights quicker or without taking damage. This is done by judging the player's performance. Individual combos get scored, whether by a simple hit counter or a complex ScoreMultiplier, while fights and chapters as a whole get [[AwesomenessMeter ranked battle reports]]. The battle reports generally use some well-known ranking system (letter grades, or metal trophies or medals) so that players with mediocre performance know how much room they have to improve. Multiple difficulty settings generally fulfill the same purpose.
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* ''VideoGame/RisingZanTheSamuraiGunman'': The UrExample.

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%%
%%
%%
%% "Stylish action" is not a badge of honor that can be applied to any game we think is cool, stylish, crazy, or deep. If a game meets these criteria, it belongs. If it doesn't, it doesn't. Read the description and make sure an example has these design choices before adding it.
%%
%%
%%



Unlike most action games, stylish action is just a particular way of engaging players in good combat, so it's crossed over with a few established genres including BeatEmUp, HackAndSlash, and ThirdPersonShooter. Since its mechanics give players a relatively large amount of freedom over how their battles go (and players can develop consistent skills thanks to the absence of scripted GameplayRoulette), the genre is basically the WideOpenSandbox of action games.

to:

Unlike most action games, stylish action is just a particular way of engaging players in good combat, so it's crossed over with a few established genres including BeatEmUp, HackAndSlash, and ThirdPersonShooter. Since its mechanics give players a relatively large amount of freedom over how their battles go (and players can develop consistent skills thanks to the absence of scripted GameplayRoulette), the genre is basically the WideOpenSandbox of action games.



Over the years the genre gained a '''lot''' of alternatives names such as '''character action''', '''cuhrayzee games''', '''spectacle fighters''', '''deep action''', and '''extreme action'''.

to:

Over the years years, the genre gained a '''lot''' of alternatives alternative names such as '''character action''', '''cuhrayzee games''', '''spectacle fighters''', '''deep action''', and '''extreme action'''.
Is there an issue? Send a MessageReason:
None


'''Stylish Action''' is a sub-genre of action games that especially deals with unrealistic combat and [[RuleOfCool having fun creating it yourself]]. Their main point is to use a deep set of mechanics to be stylish, rather than the style coming from the animations itself. In short, the style is because ''you'', the player, are being stylish, not just the character.

Unlike most action games, stylish action is just a particular way of engaging players in good combat, so it's crossed over with a few established genres. The most famous examples are based in beat 'em up and hack and slash, but the third-person shooter genre has seen some attention lately, too; as long as a genre relies on real-time action and isn't riddled with scripted GameplayRoulette, it can work with stylish action.

to:

'''Stylish Action''' is a sub-genre of action games that especially deals with unrealistic combat and [[RuleOfCool having fun creating it yourself]]. Their Its main point is to use a deep set of mechanics to be stylish, rather than the style coming from the animations itself. In short, the style is because ''you'', the player, are being stylish, stylish through your skills, not just the character.

character through what's happening onscreen.

Unlike most action games, stylish action is just a particular way of engaging players in good combat, so it's crossed over with a few established genres. The most famous examples are based in beat 'em up genres including BeatEmUp, HackAndSlash, and hack and slash, but ThirdPersonShooter. Since its mechanics give players a relatively large amount of freedom over how their battles go (and players can develop consistent skills thanks to the third-person shooter genre has seen some attention lately, too; as long as a genre relies on real-time action and isn't riddled with absence of scripted GameplayRoulette, it can work with stylish action.
GameplayRoulette), the genre is basically the WideOpenSandbox of action games.



* '''Combat depth''', or giving players options besides modifying how much damage they're doing and how fast they're doing it. Stylish action enemies can be interacted with in numerous ways; they can be knocked down, [[GrievousHarmWithABody picked up and thrown into others]], stunned in place, stripped of their weapons, or killed instantly with finishers, for example. The character themselves will have combat options that aren't direct attacks; they could dodge, block, counterattack, [[BulletTime stop time]], [[PracticalTaunt provoke enemies]], [[StanceSystem switch styles]], [[{{Shapeshifter}} forms]], [[RealTimeWeaponChange or weapons]], or [[SuperMode power up]]. PlatformFighter variables are key, since they allow players to move the fight anywhere. Movement and launch speed, direction, and distance, transitioning between ground and air, using the environment advantageously, and dashing to a target are standard fare. Weapons and attacks tend to serve their own purposes, so no one option will be clearly better than another.

* '''Teaching through difficulty'''. Similar to old arcade games [[NintendoHard and Nintendo's earlier work]], stylish action teaches skills by making it difficult to proceed without them. To do this, stylish action games present a diverse cast of enemies which must be interacted with differently. For example, heavy enemies cannot be staggered or grappled, EliteMooks can break up lengthy combos, and aerial enemies cannot be hit from the ground. Unlike ''Franchise/DynastyWarriors'' and the like, there are no OneHitPointWonder mooks and even the easiest enemies require a decent amount of attention to kill. [[WakeUpCallBoss Boss fights are designed to put]] [[FinalExamBoss these skills to the test]], but the most common archetype tests the player's raw skill [[TheRival against someone]] [[MirrorBoss with similar combat capabilities]] [[NoNonsenseNemesis and no exploitable weaknesses or behavior]], [[RecurringBoss often more than just once]].

* '''Providing some motivation to improve'''. Stylish action always encourages skill improvement in some tangible way, not just by letting them complete fights quicker or without taking damage, and this is done by judging the player's performance. Individual combos get scored, whether by a simple hit counter or a complex ScoreMultiplier, while fights and chapters as a whole get [[AwesomenessMeter ranked battle reports]]. The battle reports generally use some well-known ranking system (letter grades, or metal trophies or medals) so that players with mediocre performance know how much room they have to improve. Multiple difficulty settings generally fulfill the same purpose.

to:

* '''Combat depth''', or giving players options besides modifying how much damage they're doing and how fast they're doing it. Stylish action depth'''. In stylish action, enemies can be interacted with in numerous ways; they can be knocked down, [[GrievousHarmWithABody picked up and thrown into others]], stunned in place, stripped of their weapons, or killed instantly with finishers, for example. The character themselves will have combat character's options that aren't just direct attacks; they could dodge, block, counterattack, counter, [[BulletTime stop slow time]], [[PracticalTaunt provoke enemies]], [[StanceSystem switch styles]], [[{{Shapeshifter}} forms]], provoke]], [[RealTimeWeaponChange or switch weapons]], or [[SuperMode power up]]. PlatformFighter variables are key, since they allow players to move key: besides controlling the fight anywhere. Movement and enemy's launch speed, direction, speed, and distance, transitioning between ground and air, using the player might be able to dash to enemies, use the environment advantageously, or transition between ground and dashing to a target are standard fare. air. Weapons and attacks tend not to serve be clear upgrades of each other; each serves a distinct purpose and personal fighting style. Most importantly, these options lead into each other -- like in [[FightingGame multiplayer fighters]], skillful players will know how to extend their own purposes, so no one option will be clearly better than another.

combos.

* '''Teaching through difficulty'''. Similar to Like old arcade games [[NintendoHard and Nintendo's earlier early work]], stylish action teaches skills by making it difficult impossible to proceed without them. To do this, stylish action games present Individual skills are taught through a diverse cast of enemies which must be interacted with differently. For which, in turn, require the player to diversify their fighting style: for example, heavy enemies cannot be staggered or grappled, resist staggering, EliteMooks can break up lengthy overeager combos, and aerial enemies cannot be hit from the ground. Unlike ''Franchise/DynastyWarriors'' and its imitators, tougher fights will increase the like, there are no OneHitPointWonder mooks skill, stamina, diversity, and even the easiest unpredictability of enemies require a decent amount instead of attention to kill. their raw quantity. [[WakeUpCallBoss Boss fights Bosses are designed to put]] often checkpoints]] [[FinalExamBoss to ensure these skills to the test]], but the most common archetype tests the player's raw are applied correctly]]. Many examples, especially those made by Creator/PlatinumGames, test pure skill [[TheRival against someone]] through [[MirrorBoss a boss with similar combat capabilities]] capabilities to the player character]] [[NoNonsenseNemesis and no exploitable weaknesses or behavior]], [[TheRival sometimes fought]] [[RecurringBoss often more than just once]].

multiple times]].

* '''Providing some motivation to improve'''. Stylish action always encourages skill improvement in some tangible way, not just by letting them complete fights quicker or without taking damage, and this damage. This is done by judging the player's performance. Individual combos get scored, whether by a simple hit counter or a complex ScoreMultiplier, while fights and chapters as a whole get [[AwesomenessMeter ranked battle reports]]. The battle reports generally use some well-known ranking system (letter grades, or metal trophies or medals) so that players with mediocre performance know how much room they have to improve. Multiple difficulty settings generally fulfill the same purpose.
Is there an issue? Send a MessageReason:
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* ''VideoGame/{{Bayonetta}}'' and ''VideoGame/{{Bayonetta 2}}'': The spiritual successor to ''Devil May Cry'', the most famous modern example, and exhibits every characteristic listed above. Both games are known for their wide selection of open-ended weapons, combos, and techniques, and defensive play revolves around well-timed dodging to trigger brief BulletTime. The first ''Bayonetta'' is considerably less forgiving than ''Bayonetta 2'', although combat in both games is famous for its complexity. A explanation of some mechanics can be found [[https://www.youtube.com/watch?v=lqzztvoVngY here]] and [[https://www.youtube.com/watch?v=NOVVmm4KOm4 here]], while an example of high-level play can be found [[https://www.youtube.com/watch?v=IiPnBzaxKvo&t=378s here]].\

to:

* ''VideoGame/{{Bayonetta}}'' and ''VideoGame/{{Bayonetta 2}}'': The spiritual successor to ''Devil May Cry'', the most famous modern example, and exhibits every characteristic listed above. Both games are known for their wide selection of open-ended weapons, combos, and techniques, and defensive play revolves around well-timed dodging to trigger brief BulletTime. The first ''Bayonetta'' is considerably less forgiving than ''Bayonetta 2'', although combat in both games is famous for its complexity. A explanation of some mechanics can be found [[https://www.youtube.com/watch?v=lqzztvoVngY here]] and [[https://www.youtube.com/watch?v=NOVVmm4KOm4 here]], while an example of high-level play can be found [[https://www.youtube.com/watch?v=IiPnBzaxKvo&t=378s here]].\

Changed: 12326

Removed: 2912

Is there an issue? Send a MessageReason:
None


'''Spectacle Fighters''', also known as '''Character Action''', '''Stylish Action''', '''Deep Action''', '''Extreme Action''', '''Cuhrayzee Games''', and somewhat erroneously as '''Hack and Slash''' in some languages, are a sub-genre of action and action-adventure, hack-and-slash, and beat-em-up games.

In addition to the usual action goal of destroying enemies efficiently, spectacle fighters add the twist of also trying to create a visual spectacle through stylish battle, making them the action genre's sandbox of sorts. Rather than by forcing the player to memorize a handful of extensive combos and techniques, spectacle fighters present the player with a vast number of open-ended, basic combat tools capable of leading into each other, allowing skilled players to build highly creative cutscene-level action sequences in regular combat. Spectacle fighters have a very high skill floor and an even higher skill ceiling, and play that's close to the game's limits often appears to make use of cheats or exploits at first glance. While the amount of story mode content will vary from game to game, they often employ multiple difficulty settings and performance grades to increase replay value and encourage the player to learn from their mistakes.

As a general rule, these games are thoroughly unrealistic, whether it's controllable gameplay or the storytelling that drives it.

Some common characteristics of spectacle fighters, in descending order of frequency and importance, are:

* Regular enemy encounters that greatly outnumber and/or outmuscle the player, designed to encourage creative, fast-paced gameplay and make unskilled, simple LeeroyJenkins strategies unviable.
* Employing magic or advanced technology as an excuse for the game's unrealistic combat mechanics.
* Scoring and ranking systems that grade the player on variables like how much damage they took, how long the mission or fight took to complete, and a combo score calculated to reward long, uninterrupted combos that make use of diverse combat options.
* Single-player, real-time gameplay with a third-person perspective making up most of what the game has to offer.
* An energy or magic meter of some sort that is charged through regular combat and can be spent on special moves, such as powerful attacks, increased combo multipliers, or enhanced combat capabilities.
* Moves, especially dedicated defense moves, that reward the player for frame-perfect timing.
* Starting off players with movesets and weapons that are already suited to high combo scores, but also giving them access to optional techniques or weapons purchasable with in-game currency acquired through combat and high rankings.
* UnexpectedShmupLevel elements that can help break up the action and prevent overly repeated combat. (a staple of Creator/HidekiKamiya directed games in particular)
* Most enemy encounters, even ones that are not bosses or story-significant, preventing players from moving on until all enemies have been defeated.
* Optional missions that do not advance the plot and challenge the player to complete special objectives or fight under unusual conditions.
* Quick-time events in combat and/or in cutscenes.
* Control schemes that dedicate at least two buttons or sticks to combat, such as for light and heavy attacks.
* Multiplayer modes that emphasize style and combo scores just as much as, if not more than, kills or completion time.

Despite the name, it's nothing to do with any of the GlassesTropes.

to:

'''Spectacle Fighters''', also known as '''Character Action''', ->''"This is simply the benefit of training!"''
-->- '''[[GlassCannon Rosa]]''' from ''VideoGame/Bayonetta2'', spoken only when the player achieves a [[RankInflation Pure Platinum]] combat grade

'''Stylish Action''', '''Deep Action''', '''Extreme Action''', '''Cuhrayzee Games''', and somewhat erroneously as '''Hack and Slash''' in some languages, are Action''' is a sub-genre of action games that especially deals with unrealistic combat and action-adventure, hack-and-slash, and beat-em-up games.

In addition
[[RuleOfCool having fun creating it yourself]]. Their main point is to use a deep set of mechanics to be stylish, rather than the usual style coming from the animations itself. In short, the style is because ''you'', the player, are being stylish, not just the character.

Unlike most
action goal games, stylish action is just a particular way of destroying engaging players in good combat, so it's crossed over with a few established genres. The most famous examples are based in beat 'em up and hack and slash, but the third-person shooter genre has seen some attention lately, too; as long as a genre relies on real-time action and isn't riddled with scripted GameplayRoulette, it can work with stylish action.

Three elements are the backbone of stylish action:

* '''Combat depth''', or giving players options besides modifying how much damage they're doing and how fast they're doing it. Stylish action
enemies efficiently, spectacle fighters add the twist of also trying to create a visual spectacle through stylish battle, making them the action genre's sandbox of sorts. Rather than by forcing the player to memorize a handful of extensive combos and techniques, spectacle fighters present the player can be interacted with a vast number in numerous ways; they can be knocked down, [[GrievousHarmWithABody picked up and thrown into others]], stunned in place, stripped of open-ended, basic their weapons, or killed instantly with finishers, for example. The character themselves will have combat tools capable of leading into each other, allowing skilled options that aren't direct attacks; they could dodge, block, counterattack, [[BulletTime stop time]], [[PracticalTaunt provoke enemies]], [[StanceSystem switch styles]], [[{{Shapeshifter}} forms]], [[RealTimeWeaponChange or weapons]], or [[SuperMode power up]]. PlatformFighter variables are key, since they allow players to build highly creative cutscene-level move the fight anywhere. Movement and launch speed, direction, and distance, transitioning between ground and air, using the environment advantageously, and dashing to a target are standard fare. Weapons and attacks tend to serve their own purposes, so no one option will be clearly better than another.

* '''Teaching through difficulty'''. Similar to old arcade games [[NintendoHard and Nintendo's earlier work]], stylish
action sequences in regular combat. Spectacle fighters have teaches skills by making it difficult to proceed without them. To do this, stylish action games present a very high skill floor diverse cast of enemies which must be interacted with differently. For example, heavy enemies cannot be staggered or grappled, EliteMooks can break up lengthy combos, and an aerial enemies cannot be hit from the ground. Unlike ''Franchise/DynastyWarriors'' and the like, there are no OneHitPointWonder mooks and even higher skill ceiling, and play that's close to the game's limits often appears to make use of cheats or exploits at first glance. While the easiest enemies require a decent amount of story mode content will vary from game attention to game, they kill. [[WakeUpCallBoss Boss fights are designed to put]] [[FinalExamBoss these skills to the test]], but the most common archetype tests the player's raw skill [[TheRival against someone]] [[MirrorBoss with similar combat capabilities]] [[NoNonsenseNemesis and no exploitable weaknesses or behavior]], [[RecurringBoss often employ multiple more than just once]].

* '''Providing some motivation to improve'''. Stylish action always encourages skill improvement in some tangible way, not just by letting them complete fights quicker or without taking damage, and this is done by judging the player's performance. Individual combos get scored, whether by a simple hit counter or a complex ScoreMultiplier, while fights and chapters as a whole get [[AwesomenessMeter ranked battle reports]]. The battle reports generally use some well-known ranking system (letter grades, or metal trophies or medals) so that players with mediocre performance know how much room they have to improve. Multiple
difficulty settings and performance grades to increase replay value and encourage generally fulfill the player to learn from their mistakes.

As a general rule, these games are thoroughly unrealistic, whether it's controllable gameplay or
same purpose.

TropeCodifier was
the storytelling original ''Franchise/DevilMayCry''. The director, Creator/HidekiKamiya, stated that drives it.

Some common characteristics of spectacle fighters, in descending order of frequency and importance, are:

* Regular enemy encounters that greatly outnumber and/or outmuscle the player, designed to encourage creative, fast-paced gameplay and make unskilled, simple LeeroyJenkins strategies unviable.
* Employing magic or advanced technology as an excuse
his inspiration for the game's unrealistic combat mechanics.
* Scoring and ranking systems that grade
came from his days of playing at arcades, where he often found the player on variables like how much damage they took, how long the mission or fight took ability to complete, and a combo score calculated to reward long, uninterrupted combos that make use of diverse combat options.
* Single-player, real-time gameplay with
a third-person perspective making up cool move because he knew people were watching. Subsequent improvements to the genre have made ''Devil May Cry'' seem shallow by today's standards, but since the core vision behind it is the same, it remains the genre's most of what well-known example.

Over
the game has to offer.
* An energy or magic meter
years the genre gained a '''lot''' of some sort that is charged through regular combat and can be spent on special moves, alternatives names such as powerful attacks, increased combo multipliers, or enhanced combat capabilities.
* Moves, especially dedicated defense moves, that reward the player for frame-perfect timing.
* Starting off players with movesets
'''character action''', '''cuhrayzee games''', '''spectacle fighters''', '''deep action''', and weapons that are already suited to high combo scores, but also giving them access to optional techniques or weapons purchasable with in-game currency acquired through combat and high rankings.
* UnexpectedShmupLevel elements that can help break up the action and prevent overly repeated combat. (a staple of Creator/HidekiKamiya directed games in particular)
* Most enemy encounters, even ones that are not bosses or story-significant, preventing players from moving on until all enemies have been defeated.
* Optional missions that do not advance the plot and challenge the player to complete special objectives or fight under unusual conditions.
* Quick-time events in combat and/or in cutscenes.
* Control schemes that dedicate at least two buttons or sticks to combat, such as for light and heavy attacks.
* Multiplayer modes that emphasize style and combo scores just as much as, if not more than, kills or completion time.

Despite the name, it's nothing to do with any of the GlassesTropes.
'''extreme action'''.



* ''VideoGame/AnarchyReigns'': The genre's flagship player-versus-player game. Bayonetta appears as a GuestFighter.
* ''VideoGame/{{Bayonetta}}'' and ''VideoGame/{{Bayonetta 2}}'': The most famous modern example and exhibits every characteristic listed above. Known for its deep combat options, difficulty, and BulletTime mechanic.
* ''VideoGame/{{Bujingai}}'': A game inspired by {{Wuxia}} mainly set in a post-apocalyptic world filled with demons.
* ''VideoGame/CastlevaniaLordsOfShadow'' and ''VideoGame/CastlevaniaLordsOfShadow2'': A reboot of the series that takes some cues from ''God of War''.
* ''VideoGame/DantesInferno'': A different take on ''Inferno'' from ''The Divine Comedy'' featuring ''God of War''-esque combat.
* ''VideoGame/{{Darksiders}}'': A ''Legend of Zelda'' and ''God of War''-inspired game set in a post-apocalyptic where War, one of the Four Houseman of the Apocalypse, is framed for starting the End War and siding with Hell.
** ''VideoGame/DarksidersII'': Sequel that stars Death, seeking to clear his brother's name that mixes in [=RPG=] elements and loot finding akin to ''Diablo''.
** ''VideoGame/DarksidersIII'': Third installment featuring Fury, the sole female member of the Four Horseman, on quest to destroy the Seven Deadly Sins.
* ''Franchise/DevilMayCry'': The TropeCodifier, and the first game of which was directed by eventual ''Bayonetta'' creator Hideki Kamiya.
** ''VideoGame/DmcDevilMayCry'': The reboot of the franchise. Developed by Ninja Theory.
* ''VideoGame/DynastyWarriors'' franchise from Koei Tecmo, along with their many sequels, crossovers, spinoffs, and offshoots.

to:

* ''VideoGame/AnarchyReigns'': The genre's flagship player-versus-player game. Bayonetta appears as a GuestFighter.
* ''VideoGame/{{Bayonetta}}'' and ''VideoGame/{{Bayonetta 2}}'': The spiritual successor to ''Devil May Cry'', the most famous modern example example, and exhibits every characteristic listed above. Known Both games are known for their wide selection of open-ended weapons, combos, and techniques, and defensive play revolves around well-timed dodging to trigger brief BulletTime. The first ''Bayonetta'' is considerably less forgiving than ''Bayonetta 2'', although combat in both games is famous for its deep combat options, difficulty, and BulletTime mechanic.
* ''VideoGame/{{Bujingai}}'':
complexity. A game inspired by {{Wuxia}} mainly set in a post-apocalyptic world filled with demons.
* ''VideoGame/CastlevaniaLordsOfShadow'' and ''VideoGame/CastlevaniaLordsOfShadow2'': A reboot
explanation of the series that takes some cues from ''God of War''.
* ''VideoGame/DantesInferno'': A different take on ''Inferno'' from ''The Divine Comedy'' featuring ''God of War''-esque combat.
* ''VideoGame/{{Darksiders}}'': A ''Legend of Zelda''
mechanics can be found [[https://www.youtube.com/watch?v=lqzztvoVngY here]] and ''God [[https://www.youtube.com/watch?v=NOVVmm4KOm4 here]], while an example of War''-inspired game set in a post-apocalyptic where War, one of the Four Houseman of the Apocalypse, is framed for starting the End War and siding with Hell.
** ''VideoGame/DarksidersII'': Sequel that stars Death, seeking to clear his brother's name that mixes in [=RPG=] elements and loot finding akin to ''Diablo''.
** ''VideoGame/DarksidersIII'': Third installment featuring Fury, the sole female member of the Four Horseman, on quest to destroy the Seven Deadly Sins.
high-level play can be found [[https://www.youtube.com/watch?v=IiPnBzaxKvo&t=378s here]].\
* ''Franchise/DevilMayCry'': The TropeCodifier, TropeMaker, and the first game of which was directed by eventual ''Bayonetta'' creator Hideki Kamiya.
** ''VideoGame/DmcDevilMayCry'': The reboot of the franchise. Developed by Ninja Theory.
* ''VideoGame/DynastyWarriors'' franchise from Koei Tecmo, along with their many sequels, crossovers, spinoffs, and offshoots.
Kamiya.



* ''Fate/Extella:TheUmbralStar'' is a hoard-type spectacle fighter from Marvelous.



* ''VideoGame/GodOfWarSeries'': A brutal take on Greek Mythology about an enraged Spartan who's about to give the Greek Pantheon their just desserts. Incorporates some Action-Adventure elements and puzzle-solving gameplay.
* ''VideoGame/{{Gungrave}}'': One of the first third person shooters to do this for the genre.
* ''VideoGame/KillerIsDead'': The SpiritualSuccessor to ''No More Heroes'' and ''VideoGame/Killer7''.
* ''VideoGame/TheLegendOfKorra'': Based on the animated TV series developed by [=PlatinumGames=].
* ''VideoGame/LollipopChainsaw'': A game where a zombie hunting cheerleader tries to prevent a ZombieApocalypse.
* ''VideoGame/MarlowBriggsAndTheMaskOfDeath''
* ''VideoGame/MetalGearRisingRevengeance'': Focuses on bladed combat, parrying as defense, and realistic cutting physics along with ''Metal Gear'' stealth.

to:

* ''VideoGame/GodOfWarSeries'': A brutal take on Greek Mythology about an enraged Spartan who's about to give hack-and-slash series featuring chained swords, grapples, and magic as its combat components, and perhaps the Greek Pantheon their just desserts. Incorporates some Action-Adventure elements genre's most basic example. ''God of War'' features easy-to-master combat, a few token combo setups, and puzzle-solving gameplay.
* ''VideoGame/{{Gungrave}}'': One of
a simple scoring system that rewards extended combos at certain lengths. While nowhere near as deep as genre classics like ''Devil May Cry'', the series' accessibility makes it a good choice for casual players trying out stylish action for the first third person shooters to do this for time. [[https://www.youtube.com/watch?v=DjTG5LpaG3o This video]] from ''God of War III'' shows the genre.
* ''VideoGame/KillerIsDead'': The SpiritualSuccessor to ''No More Heroes'' and ''VideoGame/Killer7''.
best of what the series allows.
* ''VideoGame/TheLegendOfKorra'': Based on Another Creator/PlatinumGames work, which features deep combat based around physical combat and "bending" four elements with different uses. While the animated TV series developed by [=PlatinumGames=].
* ''VideoGame/LollipopChainsaw'': A game where a zombie hunting cheerleader tries
scoring system is shallow compared to prevent a ZombieApocalypse.
* ''VideoGame/MarlowBriggsAndTheMaskOfDeath''
other Platinum games, its versatile combat and surprisingly harsh difficulty still make it one of the genre's most complex games.
* ''VideoGame/MetalGearRisingRevengeance'': Focuses on A Creator/PlatinumGames title with a steep learning curve. The game's combat is based in bladed combat, parrying as defense, weapons and realistic cutting physics physics, along with ''Metal Gear'' stealth.stealth. Defensive play is mostly reliant on parrying attacks and potentially counterattacking with frame-perfect timing, while players can also "stab-and-grab" repair units from foes to recharge their health and energy. A example of advanced tech being used on the final boss can be found [[https://www.youtube.com/watch?v=vgsp4oasfAY here]].[[note]]The player in this video is cancelling the animations of two tech options, a slide attack and a sidestep-slash, by briefly entering "Blade Mode", the game's at-will BulletTime mechanic. The sidestep normally grants brief invincibility, but when cancelled correctly with Blade Mode, the player can effectively stand in the way of an attack without taking any damage. This use for Blade Mode is never taught to the player in-game.[[/note]]



* ''VideoGame/NinjaGaiden'': Primarily the ''Devil May Cry''-like 3D games (and the ''God of War''-like ''[[VideoGame/YaibaNinjaGaidenZ Yaiba]]'' to a lesser extent), the originals being a side scrolling Beat 'Em Up, and a high-speed action platformer trilogy.
* ''VideoGame/NoMoreHeroes'' and ''VideoGame/NoMoreHeroes2DesperateStruggle''
* ''VideoGame/{{Onechanbara}}'': More so ''Z: Kagura'' and ''Z2: Chaos'', as both have a ranking system, and more complex combat.
* ''[[VideoGame/RainBloodChroniclesMirage Rain Blood Chronicles: Mirage]]'': A 2D game whose feudal aesthetic and style mechanics take their cues from {{Wuxia}}.
* ''VideoGame/RisingZanTheSamuraiGunman'': The [[UrExample first]] of its kind back on the [=PS1=]. This game featured a lot of gameplay elements that would show up years later in the genre. There are quick-time events, an end of level rank, and has a super mode.
* ''VideoGame/SenranKagura'': The PlayStation and PC ''Versus'' games feature this type of combat in contrast to the main 3DS games, which are full-fledged beat 'em ups.
* ''VideoGame/{{Stranglehold}}'': A sequel to John Woo's ''Film/HardBoiled'' where scoring is based on how stylishly you shoot enemies and the [[SceneryGorn destruction of the surrounding environment]]. Features BulletTime similar to ''VideoGame/MaxPayne''.
* ''VideoGame/TransformersDevastation'': A brawler based on the Gen 1 ''Transformers'' animated series, also by [=PlatinumGames=].
* ''VideoGame/{{Vanquish}}'': A third-person shooter; its surface mechanics of BulletTime, power-sliding, cover options, and variable melee attacks are all capable of interacting with each other and creating deep gameplay on par with melee stylish action.
* ''VideoGame/ViewtifulJoe'': A hybrid of 2D platformer and progressive beat 'em up, featuring a film fan who gets sucked into his favorite tokusatsu movie and becomes a henshin hero with cinematic powers. Another title by the then Clover Studios and Hideki Kamiya.
* ''VideoGame/{{The Wonderful 101}}'': Players fight with gigantic "Unite Morphs" composed of their allies. Known for its harsh difficulty and escalation of scale, and directed by Hideki Kamiya.

to:

* ''VideoGame/NinjaGaiden'': Primarily the ''Devil May Cry''-like 3D games (and the ''God of War''-like ''[[VideoGame/YaibaNinjaGaidenZ Yaiba]]'' ''Yaiba'' to a lesser extent), the originals being a side scrolling Beat 'Em Up, and a high-speed action platformer trilogy.
* ''VideoGame/NoMoreHeroes'' and ''VideoGame/NoMoreHeroes2DesperateStruggle''
* ''VideoGame/{{Onechanbara}}'': More so ''Z: Kagura'' and ''Z2: Chaos'', as both have a ranking system, and more complex combat.
* ''[[VideoGame/RainBloodChroniclesMirage Rain Blood Chronicles: Mirage]]'': A 2D game whose feudal aesthetic and style mechanics take their cues from {{Wuxia}}.
* ''VideoGame/RisingZanTheSamuraiGunman'': The [[UrExample first]] of its kind back on the [=PS1=]. This game featured a lot of gameplay elements that would show up years later in the genre. There are quick-time events, an end of level rank, and has a super mode.
* ''VideoGame/SenranKagura'': The PlayStation and PC ''Versus'' games feature this type of combat in contrast to the main 3DS games, which are full-fledged beat 'em ups.
mechanics.
* ''VideoGame/{{Stranglehold}}'': A sequel to third-person shooter directed by John Woo's ''Film/HardBoiled'' where scoring Woo. Comboing in ''Stranglehold'' is based on how stylishly you shoot enemies around interacting with the environment in scenery-chewing ways; props can be used for mobility, shot and dropped onto enemies, or destroyed to change the [[SceneryGorn destruction terrain of the surrounding environment]]. Features fight. A simple scoring system rewards players for creative use of the environment and efficient shooting. The game's generous BulletTime similar and basic, relaxed combat make it an easy choice for players getting used to ''VideoGame/MaxPayne''.
gun combos.
* ''VideoGame/TransformersDevastation'': A brawler based on the Gen 1 ''Transformers'' animated series, also by [=PlatinumGames=].
''VideoGame/TransformersDevastation''
* ''VideoGame/{{Vanquish}}'': A fast-paced third-person shooter; its surface shooter from Creator/PlatinumGames. Guns, grenades, powerful melee attacks, and cover are standard fare for the genre, but ''Vanquish'' adds stylish action with two mechanics: the first is a high-speed powerslide that gives players unrivaled mobility, and the second is "AR Mode", an at-will BulletTime that players can trigger at almost any time and combine with the game's basic mechanics to create combos. A video of BulletTime, power-sliding, cover options, and variable melee attacks are all capable of interacting with each other and creating deep gameplay on par with melee stylish action.
* ''VideoGame/ViewtifulJoe'': A hybrid of 2D platformer and progressive beat 'em up, featuring a film fan who gets sucked into his favorite tokusatsu movie and becomes a henshin hero with cinematic powers. Another title by
high-level play in the then Clover Studios and Hideki Kamiya.
game's first level can be found [[https://www.youtube.com/watch?v=_tysaJyJ1hA here]].
* ''VideoGame/ViewtifulJoe''
* ''VideoGame/{{The Wonderful 101}}'': Players fight A ''VideoGame/{{Pikmin}}'' and ''VideoGame/{{Okami}}'' hybrid with gigantic "Unite Morphs" composed an over-the-top sense of their allies. Known for its harsh difficulty and escalation of superhero scale, made by Creator/PlatinumGames and directed by Hideki Kamiya.Kamiya. Players fight by combining their team members to form "Unite Morphs," gigantic weapons and objects that can interact with the arena and its enemies in various ways. As with Kamiya's other games, new players can expect lots of difficulty, but the fast-paced combat is ultimately fair once it's mastered.
Is there an issue? Send a MessageReason:
Per TRS

Added DiffLines:

'''Spectacle Fighters''', also known as '''Character Action''', '''Stylish Action''', '''Deep Action''', '''Extreme Action''', '''Cuhrayzee Games''', and somewhat erroneously as '''Hack and Slash''' in some languages, are a sub-genre of action and action-adventure, hack-and-slash, and beat-em-up games.

In addition to the usual action goal of destroying enemies efficiently, spectacle fighters add the twist of also trying to create a visual spectacle through stylish battle, making them the action genre's sandbox of sorts. Rather than by forcing the player to memorize a handful of extensive combos and techniques, spectacle fighters present the player with a vast number of open-ended, basic combat tools capable of leading into each other, allowing skilled players to build highly creative cutscene-level action sequences in regular combat. Spectacle fighters have a very high skill floor and an even higher skill ceiling, and play that's close to the game's limits often appears to make use of cheats or exploits at first glance. While the amount of story mode content will vary from game to game, they often employ multiple difficulty settings and performance grades to increase replay value and encourage the player to learn from their mistakes.

As a general rule, these games are thoroughly unrealistic, whether it's controllable gameplay or the storytelling that drives it.

Some common characteristics of spectacle fighters, in descending order of frequency and importance, are:

* Regular enemy encounters that greatly outnumber and/or outmuscle the player, designed to encourage creative, fast-paced gameplay and make unskilled, simple LeeroyJenkins strategies unviable.
* Employing magic or advanced technology as an excuse for the game's unrealistic combat mechanics.
* Scoring and ranking systems that grade the player on variables like how much damage they took, how long the mission or fight took to complete, and a combo score calculated to reward long, uninterrupted combos that make use of diverse combat options.
* Single-player, real-time gameplay with a third-person perspective making up most of what the game has to offer.
* An energy or magic meter of some sort that is charged through regular combat and can be spent on special moves, such as powerful attacks, increased combo multipliers, or enhanced combat capabilities.
* Moves, especially dedicated defense moves, that reward the player for frame-perfect timing.
* Starting off players with movesets and weapons that are already suited to high combo scores, but also giving them access to optional techniques or weapons purchasable with in-game currency acquired through combat and high rankings.
* UnexpectedShmupLevel elements that can help break up the action and prevent overly repeated combat. (a staple of Creator/HidekiKamiya directed games in particular)
* Most enemy encounters, even ones that are not bosses or story-significant, preventing players from moving on until all enemies have been defeated.
* Optional missions that do not advance the plot and challenge the player to complete special objectives or fight under unusual conditions.
* Quick-time events in combat and/or in cutscenes.
* Control schemes that dedicate at least two buttons or sticks to combat, such as for light and heavy attacks.
* Multiplayer modes that emphasize style and combo scores just as much as, if not more than, kills or completion time.

Despite the name, it's nothing to do with any of the GlassesTropes.

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!! The following are examples of the genre:
* ''VideoGame/AnarchyReigns'': The genre's flagship player-versus-player game. Bayonetta appears as a GuestFighter.
* ''VideoGame/{{Bayonetta}}'' and ''VideoGame/{{Bayonetta 2}}'': The most famous modern example and exhibits every characteristic listed above. Known for its deep combat options, difficulty, and BulletTime mechanic.
* ''VideoGame/{{Bujingai}}'': A game inspired by {{Wuxia}} mainly set in a post-apocalyptic world filled with demons.
* ''VideoGame/CastlevaniaLordsOfShadow'' and ''VideoGame/CastlevaniaLordsOfShadow2'': A reboot of the series that takes some cues from ''God of War''.
* ''VideoGame/DantesInferno'': A different take on ''Inferno'' from ''The Divine Comedy'' featuring ''God of War''-esque combat.
* ''VideoGame/{{Darksiders}}'': A ''Legend of Zelda'' and ''God of War''-inspired game set in a post-apocalyptic where War, one of the Four Houseman of the Apocalypse, is framed for starting the End War and siding with Hell.
** ''VideoGame/DarksidersII'': Sequel that stars Death, seeking to clear his brother's name that mixes in [=RPG=] elements and loot finding akin to ''Diablo''.
** ''VideoGame/DarksidersIII'': Third installment featuring Fury, the sole female member of the Four Horseman, on quest to destroy the Seven Deadly Sins.
* ''Franchise/DevilMayCry'': The TropeCodifier, and the first game of which was directed by eventual ''Bayonetta'' creator Hideki Kamiya.
** ''VideoGame/DmcDevilMayCry'': The reboot of the franchise. Developed by Ninja Theory.
* ''VideoGame/DynastyWarriors'' franchise from Koei Tecmo, along with their many sequels, crossovers, spinoffs, and offshoots.
* ''VideoGame/FairyBloomFreesia'': A 2D indie title that features extensive ground-to-air combo capabilities similar to ''Bayonetta''.
* ''Fate/Extella:TheUmbralStar'' is a hoard-type spectacle fighter from Marvelous.
* ''VideoGame/GodHand'': An over-the-top hand-to-hand fighter that lets players assign techniques to three attacking buttons in lieu of weapons. This was the last game made by Clover Studios before they became stylish action-regular Creator/PlatinumGames.
* ''VideoGame/GodOfWarSeries'': A brutal take on Greek Mythology about an enraged Spartan who's about to give the Greek Pantheon their just desserts. Incorporates some Action-Adventure elements and puzzle-solving gameplay.
* ''VideoGame/{{Gungrave}}'': One of the first third person shooters to do this for the genre.
* ''VideoGame/KillerIsDead'': The SpiritualSuccessor to ''No More Heroes'' and ''VideoGame/Killer7''.
* ''VideoGame/TheLegendOfKorra'': Based on the animated TV series developed by [=PlatinumGames=].
* ''VideoGame/LollipopChainsaw'': A game where a zombie hunting cheerleader tries to prevent a ZombieApocalypse.
* ''VideoGame/MarlowBriggsAndTheMaskOfDeath''
* ''VideoGame/MetalGearRisingRevengeance'': Focuses on bladed combat, parrying as defense, and realistic cutting physics along with ''Metal Gear'' stealth.
* ''VideoGame/NierAutomata'': Somewhat simpler than some of ''Platinum'''s other works, and slightly more reliant on stats and equips, but it still requires precision for high-level play, and it's significantly more skill-based than your typical ActionRPG.
* ''VideoGame/NinjaGaiden'': Primarily the ''Devil May Cry''-like 3D games (and the ''God of War''-like ''[[VideoGame/YaibaNinjaGaidenZ Yaiba]]'' to a lesser extent), the originals being a side scrolling Beat 'Em Up, and a high-speed action platformer trilogy.
* ''VideoGame/NoMoreHeroes'' and ''VideoGame/NoMoreHeroes2DesperateStruggle''
* ''VideoGame/{{Onechanbara}}'': More so ''Z: Kagura'' and ''Z2: Chaos'', as both have a ranking system, and more complex combat.
* ''[[VideoGame/RainBloodChroniclesMirage Rain Blood Chronicles: Mirage]]'': A 2D game whose feudal aesthetic and style mechanics take their cues from {{Wuxia}}.
* ''VideoGame/RisingZanTheSamuraiGunman'': The [[UrExample first]] of its kind back on the [=PS1=]. This game featured a lot of gameplay elements that would show up years later in the genre. There are quick-time events, an end of level rank, and has a super mode.
* ''VideoGame/SenranKagura'': The PlayStation and PC ''Versus'' games feature this type of combat in contrast to the main 3DS games, which are full-fledged beat 'em ups.
* ''VideoGame/{{Stranglehold}}'': A sequel to John Woo's ''Film/HardBoiled'' where scoring is based on how stylishly you shoot enemies and the [[SceneryGorn destruction of the surrounding environment]]. Features BulletTime similar to ''VideoGame/MaxPayne''.
* ''VideoGame/TransformersDevastation'': A brawler based on the Gen 1 ''Transformers'' animated series, also by [=PlatinumGames=].
* ''VideoGame/{{Vanquish}}'': A third-person shooter; its surface mechanics of BulletTime, power-sliding, cover options, and variable melee attacks are all capable of interacting with each other and creating deep gameplay on par with melee stylish action.
* ''VideoGame/ViewtifulJoe'': A hybrid of 2D platformer and progressive beat 'em up, featuring a film fan who gets sucked into his favorite tokusatsu movie and becomes a henshin hero with cinematic powers. Another title by the then Clover Studios and Hideki Kamiya.
* ''VideoGame/{{The Wonderful 101}}'': Players fight with gigantic "Unite Morphs" composed of their allies. Known for its harsh difficulty and escalation of scale, and directed by Hideki Kamiya.
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