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* ''VideoGame/SunsetOverdrive'': An [[UsefulNotes/XboxOne Xbox One]]-exclusive ThirdPersonShooter similar to ''Vanquish'' that has seen a port on PC. Gameplay places emphasis on constantly moving around, generating points through the Parkour system and firing at enemies with over-the-top weapons while grinding on rails.

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* ''VideoGame/SunsetOverdrive'': An [[UsefulNotes/XboxOne [[Platform/XboxOne Xbox One]]-exclusive ThirdPersonShooter similar to ''Vanquish'' that has seen a port on PC. Gameplay places emphasis on constantly moving around, generating points through the Parkour system and firing at enemies with over-the-top weapons while grinding on rails.
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'''Stylish Action''' is a sub-genre of [[ActionGame action]] video games that involves unrealistic combat and [[RuleOfCool the fun that comes from learning how to create it]]. Its main point is to use a deep set of mechanics to be stylish in your very own playstyle, rather than the flash coming from the animations themselves (not that these games lack in that department either). In short, the style is because ''you'', the player, are ''earning'' stylish combat through developing your skills, not just the character through what they're programmed to do, similarly to a FightingGame.

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'''Stylish Action''' is a sub-genre SubGenre of [[ActionGame action]] video games that involves unrealistic combat and [[RuleOfCool the fun that comes from learning how to create it]]. Its main point is to use a deep set of mechanics to be stylish in your very own playstyle, rather than the flash coming from the animations themselves (not that these games lack in that department either). In short, the style is because ''you'', the player, are ''earning'' stylish combat through developing your skills, not just the character through what they're programmed to do, similarly to a FightingGame.
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* ''VideoGame/GhostOfTsushima'' ([=PlayStation=] 4, [=PlayStation=] 5) is the closest an ''VideoGame/AssassinsCreed''-style game comes to this, with a stance system similar to ''VideoGame/{{Nioh}}'', as well as a wide array of unlockable projectiles that encourage versatility and creativity in combat. These, combined with a plethora of stealth moves, a unique skill tree to each stance with varying effectiveness against certain enemy types, and methodical-yet-fast battles that require a mixture of offensive and defensive tactics to win effectively, give the player a huge array of ways to manage fights, whether you choose a stealthy or close-quarters approach.

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* ''VideoGame/GhostOfTsushima'' ([=PlayStation=] 4, [=PlayStation=] 5) is the closest an ''VideoGame/AssassinsCreed''-style ''Franchise/AssassinsCreed''-style game comes to this, with a stance system similar to ''VideoGame/{{Nioh}}'', as well as a wide array of unlockable projectiles that encourage versatility and creativity in combat. These, combined with a plethora of stealth moves, a unique skill tree to each stance with varying effectiveness against certain enemy types, and methodical-yet-fast battles that require a mixture of offensive and defensive tactics to win effectively, give the player a huge array of ways to manage fights, whether you choose a stealthy or close-quarters approach.
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* ''VideoGame/{{Yakuza}}'': ''Yakuza'' 0-6, as well as ''VideoGame/FistOfTheNorthStarLostParadise'' (PS4) are hand-to-hand variations of the usual formula, but they don't stop the player from performing dazzling combos and finishers anyway, [[https://youtu.be/n-eOTZskx1M as shown here]].[[note]]The latest game in the series, ''VideoGame/YakuzaLikeADragon'', is a turn-based RPG instead.[[/note]]

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* ''VideoGame/{{Yakuza}}'': ''Yakuza'' 0-6, as well as ''VideoGame/FistOfTheNorthStarLostParadise'' (PS4) ([=PS4=]) are hand-to-hand variations of the usual formula, but they don't stop the player from performing dazzling combos and finishers anyway, [[https://youtu.be/n-eOTZskx1M as shown here]].[[note]]The latest game in the series, ''VideoGame/YakuzaLikeADragon'', is a turn-based RPG instead.[[/note]]
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An Axe To Grind is no longer a trope


** The 2018 ''[[VideoGame/GodOfWarPS4 God of War]]'' soft reboot's placement in the genre is more up in the air, as it moves away from the faster-paced, over the top action of the previous games in favor of a more grounded, almost [[Main/SoulsLikeRPG ''Souls''-like methodical]] combat that also emphasizes the usage of Kratos' son Atreus as AssistCharacter. That said, the game still heavily encourages chaining combos to great effect, mixing with [[AnAxeToGrind an axe that can be thrown away]] and addition of RPGElements that expand on Kratos' options and abilities for battles, as well as carefully translating the old combat system of the original games to a new perspective.

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** The 2018 ''[[VideoGame/GodOfWarPS4 God of War]]'' soft reboot's placement in the genre is more up in the air, as it moves away from the faster-paced, over the top action of the previous games in favor of a more grounded, almost [[Main/SoulsLikeRPG [[SoulsLikeRPG ''Souls''-like methodical]] combat that also emphasizes the usage of Kratos' son Atreus as AssistCharacter. That said, the game still heavily encourages chaining combos to great effect, mixing with [[AnAxeToGrind an axe that can be thrown away]] away and addition of RPGElements that expand on Kratos' options and abilities for battles, as well as carefully translating the old combat system of the original games to a new perspective.
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Correcting Red Link


* ''[[https://www.nintendo.com/games/detail/ultra-age-switch/ Ultra]]'' ''[[https://store.playstation.com/en-us/product/UP4873-CUSA14637_00-ULTRAAGEPS400000 Age]]'': A high-speed sword-based action game for PlayStation 4 and Nintendo Switch combining elements from ''VideoGame/GodEater'' and ''VideoGame/FinalFantasyXV'' with ''VideoGame/NierAutomata'' to slay monsters with style. [[https://youtu.be/vBg8lHMQARg Here's a trailer.]]

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* ''[[https://www.nintendo.com/games/detail/ultra-age-switch/ Ultra]]'' ''[[https://store.playstation.com/en-us/product/UP4873-CUSA14637_00-ULTRAAGEPS400000 Age]]'': A high-speed sword-based action game for PlayStation [=PlayStation=] 4 and Nintendo Switch combining elements from ''VideoGame/GodEater'' and ''VideoGame/FinalFantasyXV'' with ''VideoGame/NierAutomata'' to slay monsters with style. [[https://youtu.be/vBg8lHMQARg Here's a trailer.]]
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'''Stylish Action''' is a sub-genre of [[ActionGame action]] video games that involves unrealistic combat and [[RuleOfCool the fun that comes from learning how to create it]]. Its main point is to use a deep set of mechanics to be stylish, rather than the style coming from the animations themselves. In short, the style is because ''you'', the player, are ''earning'' stylish combat through developing your skills, not just the character through what they're programmed to do.

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, the genre is basically the WideOpenSandbox of action games.

to:

'''Stylish Action''' is a sub-genre of [[ActionGame action]] video games that involves unrealistic combat and [[RuleOfCool the fun that comes from learning how to create it]]. Its main point is to use a deep set of mechanics to be stylish, stylish in your very own playstyle, rather than the style flash coming from the animations themselves. themselves (not that these games lack in that department either). In short, the style is because ''you'', the player, are ''earning'' stylish combat through developing your skills, not just the character through what they're programmed to do.

Unlike most action games, stylish action
do, similarly to a FightingGame.

Stylish Action
is just less of a complete genre and more of a particular way philosophy of engaging players in PvE combat, so it's crossed over with a few established genres including BeatEmUp, HackAndSlash, ThirdPersonShooter and ThirdPersonShooter.recently even FirstPersonShooter. Since its mechanics give players a relatively large amount of freedom over how their battles go, the genre is basically the WideOpenSandbox of action games.



* '''Combat depth'''. The selling point of stylish action's combat is its variety. Most action games emphasize defeating your enemies, but stylish action emphasizes ''how'' you do it, so combat tools tend to be meant for different playstyles instead of being clearly better or worse than each other. Attacks and weapons can vary in range, speed, damage, knockback, launch angle, stun, and how much they move the player, and status changes like SuperMode, taunts, and BulletTime add to this further.

* '''Teaching through difficulty'''. Stylish action enemies 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 particular fighting styles. Unlike most HackAndSlash games, there are no harmless one-hit mooks, so memorizing the behavior patterns of every type of enemy is key to surviving fights. Mistakes tend to be punished harshly to help the player recognize what needs to be improved. On TV Tropes, we call this NintendoHard -- a term from the old days of console gaming where many titles were ported over from arcade cabinets designed to snarf up your quarters.

to:

* '''Combat depth'''.'''A large and versatile moveset'''. The selling point of stylish action's combat is its variety. Most action games emphasize defeating your enemies, but stylish action emphasizes ''how'' you do it, so combat tools tend to be meant for different playstyles instead of being clearly better or worse than each other. Attacks and weapons can vary in range, speed, damage, knockback, launch angle, stun, and how much they move the player, and status changes like SuperMode, taunts, and BulletTime add to this further.

* '''Teaching through difficulty'''. Stylish '''A NoDamageRun supporting environment'''. Although stylish action enemies are meant to challenge the player heavily unless they adapt; just like adapt, the player's combat tools, enemies will vary in how susceptible they are player is also given many tools to particular fighting styles. Unlike most HackAndSlash games, there are no harmless one-hit mooks, so memorizing the behavior patterns of every type of enemy is key to surviving fights.completely avoid damage, such a parrying and "iframe dodging", dodges or dashes that make you invincible for their entirety. Mistakes tend to be punished harshly to help the player recognize what needs to be improved. On TV Tropes, we call this NintendoHard -- a term from the old days of console gaming where many titles were ported over from arcade cabinets designed to snarf up your quarters.



If this sounds like stylish action games try to replicate the feel of arcade games, [[OlderThanTheyThink you're absolutely right]] -- Creator/HidekiKamiya (who directed the TropeCodifier ''VideoGame/DevilMayCry'' and its SpiritualSuccessor ''VideoGame/{{Bayonetta}}'') stated that his inspiration for the game's combat came from his days of playing at arcades and finding the ability to make a cool move because he knew people were watching.

Some of the genre's alternate names are '''character action''', '''technical action''', '''cuhrayzee games''', '''spectacle fighters''', '''deep action''', '''arcade action''' and '''extreme action'''. There are some, however, that don't like this label, and prefer to simply call them action games.

Compare and contrast with two other subgenres: ''[[VideoGame/DynastyWarriors musou]]'', which pit the player against entire armies of individually-harmless enemies, and the SoulsLikeRPG, which refers to games (notably those of Creator/FromSoftware's output like ''VideoGame/DemonsSouls'', ''VideoGame/DarkSouls'' and ''VideoGame/{{Bloodborne}}'') that ''greatly'' prefer "teaching through difficulty" over combat depth or scoring systems.

to:

If this sounds like stylish action games try to replicate the feel of arcade games, [[OlderThanTheyThink you're absolutely right]] -- Creator/HidekiKamiya (who directed the TropeCodifier ''VideoGame/DevilMayCry'' and its SpiritualSuccessor ''VideoGame/{{Bayonetta}}'') stated that his inspiration for the game's combat came from his days of playing at arcades and finding the ability to make perform a cool move because he knew people were watching.

Some of the genre's alternate names are '''character The genre has had many names, which added more confusion to an already quite abstract genre definition. '''Character action''', '''technical action''', '''cuhrayzee games''', '''spectacle fighters''', '''deep action''', '''arcade action''' and '''extreme action'''. There are some, however, that don't like this label, and prefer to Additionally, some people simply call them action games.

"Action Games".

Compare and contrast with two other subgenres: ''[[VideoGame/DynastyWarriors musou]]'', which pit the player against entire armies of individually-harmless enemies, and the SoulsLikeRPG, which refers to games (notably those of Creator/FromSoftware's output like ''VideoGame/DemonsSouls'', ''VideoGame/DarkSouls'' and ''VideoGame/{{Bloodborne}}'') that ''greatly'' prefer "teaching through difficulty" over combat depth or scoring systems.
share some mechanics, but are slower-paced and make the player considerably weaker rather than stronger.
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An attempt at reworking the Stylish Action page begins (nothing done yet)

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%% "Stylish action" (alt. ''Spectacle Fighter'') 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 all of these criteria, it belongs. If it doesn't, it doesn't. Read the description and make sure an example has all of these design choices before adding it.
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[[quoteright:350:[[VideoGame/DevilMayCry5 https://static.tvtropes.org/pmwiki/pub/images/2020_devil_may_cry_5_screenshot_5_1528782856.jpg]]]]
[[caption-width-right:350: You, too, can do this, any time you want -- so long as you know what you're doing.]]

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

[[WebAnimation/DeathBattle For some action heroes, it's not enough to just save the world; they've gotta look good doin' it.]]

'''Stylish Action''' is a sub-genre of [[ActionGame action]] video games that involves unrealistic combat and [[RuleOfCool the fun that comes from learning how to create it]]. Its main point is to use a deep set of mechanics to be stylish, rather than the style coming from the animations themselves. In short, the style is because ''you'', the player, are ''earning'' stylish combat through developing your skills, not just the character through what they're programmed to do.

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, the genre is basically the WideOpenSandbox of action games.

Three elements are the backbone of this genre:

* '''Combat depth'''. The selling point of stylish action's combat is its variety. Most action games emphasize defeating your enemies, but stylish action emphasizes ''how'' you do it, so combat tools tend to be meant for different playstyles instead of being clearly better or worse than each other. Attacks and weapons can vary in range, speed, damage, knockback, launch angle, stun, and how much they move the player, and status changes like SuperMode, taunts, and BulletTime add to this further.

* '''Teaching through difficulty'''. Stylish action enemies 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 particular fighting styles. Unlike most HackAndSlash games, there are no harmless one-hit mooks, so memorizing the behavior patterns of every type of enemy is key to surviving fights. Mistakes tend to be punished harshly to help the player recognize what needs to be improved. On TV Tropes, we call this NintendoHard -- a term from the old days of console gaming where many titles were ported over from arcade cabinets designed to snarf up your quarters.

* '''[[GameplayGrading Scoring as motivation to improve]]'''. Multiple difficulty settings, combo scores, battle reports, and chapter rankings give the player a tangible sense of progress, and more recent games may carry online leaderboards that let players compare their high scores against everyone else. The JustFrameBonus is a popular way of applying this to individual moves; gradually mastering the tricky timing of a particular attack or defend lets players test their skill whenever they want.

If this sounds like stylish action games try to replicate the feel of arcade games, [[OlderThanTheyThink you're absolutely right]] -- Creator/HidekiKamiya (who directed the TropeCodifier ''VideoGame/DevilMayCry'' and its SpiritualSuccessor ''VideoGame/{{Bayonetta}}'') stated that his inspiration for the game's combat came from his days of playing at arcades and finding the ability to make a cool move because he knew people were watching.

Some of the genre's alternate names are '''character action''', '''technical action''', '''cuhrayzee games''', '''spectacle fighters''', '''deep action''', '''arcade action''' and '''extreme action'''. There are some, however, that don't like this label, and prefer to simply call them action games.

Compare and contrast with two other subgenres: ''[[VideoGame/DynastyWarriors musou]]'', which pit the player against entire armies of individually-harmless enemies, and the SoulsLikeRPG, which refers to games (notably those of Creator/FromSoftware's output like ''VideoGame/DemonsSouls'', ''VideoGame/DarkSouls'' and ''VideoGame/{{Bloodborne}}'') that ''greatly'' prefer "teaching through difficulty" over combat depth or scoring systems.

----
!!The following are examples of the genre:
* ''VideoGame/{{Assault Spy}}'' (PC): A spy themed "stylish, fast paced, pure-action game with a dash of comedy" [[https://store.steampowered.com/app/767930/Assault_Spy/ on Steam]] and [[https://www.gog.com/game/assault_spy GOG]].
* ''VideoGame/AstralChain'' (Nintendo Switch): This Creator/PlatinumGames title combines the gameplay of fellow Platinum works ''Bayonetta'' and ''[=NieR: Automata=]'' with a touch of ''The Wonderful 101'' to create a game where the player takes control of not just his or her player character, but also a weapon called the Legion at the same time. Mastering the ability to control both the player character and Legion at the same time allows for creative and dazzling combos in what Platinum dubs a ''Synergetic Action'' game.
* ''VideoGame/{{Bayonetta}}'' (PC, [=PlayStation=] 3, [=PlayStation=] 4, Xbox 360, Xbox One, Wii U, Nintendo Switch) / ''VideoGame/{{Bayonetta 2}}'' (Wii U, Nintendo Switch) / ''VideoGame/{{Bayonetta 3}}'' (Nintendo Switch): The 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. An 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 examples of high-level play can be found [[https://www.youtube.com/watch?v=IiPnBzaxKvo&t=378s here]] and [[https://youtu.be/z9ebzDdYd5g here]].
* ''VideoGame/BloodOver'' (PC): A [=2D=] doujin game where players are encouraged to "overkill" enemies by effectively using the protagonist's guns and kick attacks as well as their partner to deal out heavy damage to their opposition.
* ''VideoGame/{{Bulletstorm}}'' (Switch, PC, [=PlayStation=] 3, [=PlayStation=] 4, Xbox 360, Xbox One): A first-person shooter by Creator/PeopleCanFly. Described with the tagline of "kill with skill," it's based around racking up massive combos of "skillshots" that involve slaughtering your opponent in more stylish ways than just basic headshots (and repeating the same one often lowers your score). Becomes essential on the hard difficulty, since the higher your score is with the skillshot system, the more often you can buy ammo & upgrades for your weaponry.
* ''VideoGame/{{Bujingai}}'' ([=PS2=]): A game that followed in the wake of ''Devil May Cry'', except it uses {{Wuxia}} as a major influence.
* ''Videogame/CastlevaniaLordsOfShadow'' and ''Videogame/CastlevaniaLordsOfShadow2'' (Xbox 360, [=PlayStation=] 3, PC), a SpinOff of the ''Franchise/{{Castlevania}}'' franchise in which you get to play as the series' BigBad {{Dracula}} himself, both in his time as a human and as a vampire, the game encourages a varied and aggressive fighting style through its meter system and various SuperMode to keep the fighting fresh.
* ''VideoGame/ChaosLegion'' ([=PS2=]): A video game based on the obscure and Japan-only light novel series of the same name, which is also considered to be the spiritual predecessor to ''Astral Chain'' as its protagonist has the ability to summon various Legions at their beck and call to fight hordes of enemies. The game features various abilities their character can learn through their Legions and encourages skillful play to get the most amount of experience points possible through each stage.
* ''VideoGame/{{Croixleur}}'' (PC): An arcade-styled doujin game heavily inspired by the Bloody Palace from the later ''Devil May Cry'' entries where players must quickly dispatch waves of enemies using various weapons of their choice under a time limit. Its re-releases add a scoring system and grading system that evaluates player performance.
* ''VideoGame/DantesInferno'' (Xbox 360, [=PlayStation=] 3, PSP): Developed by Visceral Games, the same team behind the ''Dead Space'' franchise, it is a hack-and-slash game heavily inspired by ''God of War'' and loosely based on the first part of Dante Alighieri's ''The Divine Comedy''. This incarnation of Dante fights his way through the Nine Circles of Hell armed with Death's scythe and magic spells in an attempt to rescue Beatrice from the clutches of Lucifer. Combining the scythe's hack-and-slash mechanics with the Cross' projectile spells, the game encourages the player to fight stylishly through waves of enemies while solving the occasional puzzle.
* ''VideoGame/DevilMayCry'': The TropeMaker for [=3D=] games, and the first game of which was directed by eventual ''Bayonetta'' creator Hideki Kamiya. [[VideoGame/DevilMayCry3DantesAwakening The third entry]], largely considered to be the series' finest installment, is often seen as the "[[TropeCodifier refinement]]" of the genre, while [[VideoGame/DevilMayCry5 the fifth game]] is considered a masterpiece of Stylish Action.
** ''VideoGame/DMCDevilMayCry'': A franchise reboot of the ''Devil May Cry'' series from Ninja Theory.
* ''VideoGame/Doom2016'' (PC, Switch, [=PlayStation=] 4, Xbox One) and ''VideoGame/DoomEternal'' (PC, [=PlayStation=] 4, Xbox One, Switch): Two classic shooter game reboots made by ''Creator/idSoftware''. Bringing style to shooters in a method similar to ''VideoGame/{{Vanquish}}'', the reboots introduce two mechanics designed to improve the combat: Glory Kills, which serve as FinishingMoves, and weapon mods, which change how alternate weapon fire works for each of the guns, giving the games an extra layer of strategy.
* ''VideoGame/FairyBloomFreesia'' (PC): A 2D indie title that features extensive ground-to-air combo capabilities similar to ''Bayonetta''.
* ''VideoGame/FinalFantasyXV'' (Xbox One, [=PlayStation=] 4, PC): The ultimate culmination of Creator/SquareEnix attempting to replicate the action scenes of ''Anime/FinalFantasyVIIAdventChildren'' in an actual game, higher-level gameplay is as high flying and action-packed as your typical Shounen anime, emphasizing skillful play more than raw stats by grading your performance based on your Offense (how aggressive you are), your Time (how short the battle is), and your Finesse (how often you attack the enemy's blind spots, and how often you parry), and rewarding you with more skill points for the game's skill tree if you A+ one of them with specific accessories equipped, the ability to swap between multiple weapons, as well as grenade-like spells, on the relative fly, the need to tactically command your party to efficiently, and even giving the option of intentionally making yourself WeakButSkilled by locking the level up system behind your characters resting. [[https://www.youtube.com/watch?v=hYnuJ4dQe-M As this gameplay video shows]], there's a reason why ''VideoGame/LostSoulAside'', a longtime member of this list, had this as one of its inspirations.
** ''VideoGame/FinalFantasyVIIRemake'' ([=PlayStation=] 4) continues to build upon Square's vision of a highly-stylish combat system by using the framework established by ''Final Fantasy XV'' and the ''Kingdom Hearts'' series to create a balanced mixture between the dynamic combat of newer Square Enix titles and the more methodical, strategic nature of older [=JRPG=]s. Gameplay is notably heavier and slower than ''XV'', but players gain access to distinct combat styles offered by different characters (which can be changed on the fly) and chain combos, magic, and parries to deliver devastating damage.
** ''VideoGame/FinalFantasyXVI'' ([=PlayStation=] 5), the long-awaited successor to ''XV'', is [[https://www.gematsu.com/2021/02/final-fantasy-xvi-is-quite-action-oriented-but-includes-story-focused-mode apparently]] taking the action further, and most notably has the involvement of Ryota Suzuki, who was one of the combat designers for Capcom's ''VideoGame/DevilMayCry5''.
** ''VideoGame/StrangerOfParadiseFinalFantasyOrigin'' (Xbox One, Xbox Series, [=PlayStation=] 4, [=PlayStation=] 5): A SpinOff developed by Creator/TeamNinja which brings a combat system more akin to the studio's ''VideoGame/{{Nioh}}'' and combines it with the aesthetics and magic systems of the franchise.
* ''VideoGame/GhostOfTsushima'' ([=PlayStation=] 4, [=PlayStation=] 5) is the closest an ''VideoGame/AssassinsCreed''-style game comes to this, with a stance system similar to ''VideoGame/{{Nioh}}'', as well as a wide array of unlockable projectiles that encourage versatility and creativity in combat. These, combined with a plethora of stealth moves, a unique skill tree to each stance with varying effectiveness against certain enemy types, and methodical-yet-fast battles that require a mixture of offensive and defensive tactics to win effectively, give the player a huge array of ways to manage fights, whether you choose a stealthy or close-quarters approach.
* ''VideoGame/GodHand'' ([=PS2=]): An over-the-top hand-to-hand brawler that lets players assign techniques to three attacking buttons in lieu of weapons. This was the last game made by Creator/CloverStudio before shutting down, though many of the design team migrated over to Creator/PlatinumGames afterward.
* ''VideoGame/GodOfWar'': A hack-and-slash series featuring chained swords, grapples, and magic as its combat components. ''God of War'' features easy-to-learn combat, various setups for combos and loops, and a simple scoring system that rewards extended combos at certain lengths. While not as overtly technical as other classics in the genre like ''Devil May Cry'', the low execution barrier, and simplicity make it a good choice for newer players. However, to those that are willing to dig deeper, there is significantly more to the combat than many assume there is. [[https://www.youtube.com/watch?v=DjTG5LpaG3o This video]] from ''VideoGame/GodOfWarIII'' shows off some possibilities of the combat system.
** The 2018 ''[[VideoGame/GodOfWarPS4 God of War]]'' soft reboot's placement in the genre is more up in the air, as it moves away from the faster-paced, over the top action of the previous games in favor of a more grounded, almost [[Main/SoulsLikeRPG ''Souls''-like methodical]] combat that also emphasizes the usage of Kratos' son Atreus as AssistCharacter. That said, the game still heavily encourages chaining combos to great effect, mixing with [[AnAxeToGrind an axe that can be thrown away]] and addition of RPGElements that expand on Kratos' options and abilities for battles, as well as carefully translating the old combat system of the original games to a new perspective.
* ''VideoGame/{{Gungrave}}'' ([=PS2=]): A ThirdPersonShooter that could be considered the "spiritual ancestor" of sorts to ''Vanquish'', [[https://youtu.be/mXjNapmxZtc?t=291 if this video is anything to go by]].
* ''[[https://store.steampowered.com/app/922040/Hamsterdam/ Hamsterdam]]'' (PC, Mobile, Switch). [[https://youtu.be/A3yqPH1lXeY As it turns out, you only need two buttons to make an action game complex.]] Granted, while the game's action scenes run mostly on QuickTimeEvents, there is still quite a bit of depth that makes this easy-to-learn game surprisingly difficult for completionists.
* ''VideoGame/KamenRiderMemoryofHeroez'' ([=PS2=]): An action game starring the main characters of [[Series/KamenRiderDouble Kamen Rider W]], Series/KamenRiderOOO and Series/KamenRiderZeroOne. Despite having a Souls-like stamina system (which can be easily nullified upon equipping an "Accelarator" earned from clearing the game for the first time) in the form of "Rider Power" gauge which depletes from doing actions that aren't moving or normal attacks, the game still allows and encourages you to make extensive use of the Form Change mechanic and chain combos (or simply just the latter if you're playing as Kamen Rider Joker, [=FangJoker=] and Proto-Birth, who does not have an alternate form like every other characters in the roster) for the best score during an enemy encounter and boss fight. With the aforementioned "Accelarator" that nullifies the stamina system equipped, the player is capable of performing series of [[https://youtu.be/bHYexgJ6BZ8 amazing]] [[https://youtu.be/yvqpJaQ22cI combos]] with more freedom.
* ''VideoGame/KillerIsDead'' (Xbox 360, [=PlayStation=] 3, PC): Created by Creator/GrasshopperManufacture as a SpiritualSuccessor to both ''VideoGame/Killer7'' and the ''VideoGame/NoMoreHeroes'' series, the game features a complex combat system that, while simpler than that of ''Devil May Cry'' and ''Bayonetta'', allows for some visually spectacular fights.
* ''VideoGame/KingdomHeartsIII'' ([=PlayStation=] 4, Xbox One, PC, Switch) is this, especially compared to previous titles, the combat is fast-paced with a great variety of foes to fight, but an even greater amount of ways to take them down, including normal combos, magic, summons, rides, Keyblade transformations, {{Super Mode}}s, and more, all of which is at the control of the player and can be unleashed, many times simultaneously for even greater combos. The ReMind DLC (As well as the free update that proceeds it) adds in brand new combo modifiers for Base Sora that take this even further, and the update also increased the overall combat speed of Sora himself.
** ''VideoGame/KingdomHeartsII'' ([=PlayStation=] 2, [=PlayStation=] 3, [=PlayStation=] 4, Xbox One, PC, Switch), especially the final mix version, is also this to a lesser extent, with a distinct amount of combo modifiers, fast-paced gameplay, various drive form transformations for new combos and abilities, that can be activated even mid-combo, and more.
* ''VideoGame/TheLegendOfKorra'' ([=PS3=], [=PS4=], Xbox 360, Xbox One, PC): Another Creator/PlatinumGames work, which features deep combat based around physical combat and "bending" four elements with different uses. While the scoring system is shallow compared to other Platinum games, its versatile combat and surprisingly harsh difficulty still make it one of the genre's most complex games.
* ''VideoGame/LollipopChainsaw'' (Xbox 360, [=PS3=]), Creator/GrasshopperManufacture's answer to ''Bayonetta''. With a mix of hand-to-hand fighting and chainsaw attacks, players can trigger Sparkle Hunts, which are slow-mo-style rewards earned by killing multiple enemies at once.
* ''VideoGame/LostSoulAside'' ([=PS4=]): 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.
* ''[[https://store.steampowered.com/app/1165870/Mahou_Arms/ Mahou Arms]]'' (PC): A ''Devil May Cry''/''NieR:Automata'' character action fusion with the former's Style Ranks and the latter's protagonist and setting.
* ''VideoGame/MetalGearRisingRevengeance'' (Xbox 360, [=PS3=], PC): A challenging Creator/PlatinumGames 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. An 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 canceling 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 canceled 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/MitsurugiKamuiHikae'' (Switch, PC, [=PS4=], Xbox One): 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.
* ''[[https://store.steampowered.com/app/537000/Nelo/ Nelo]]'' (PC): 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]]
* ''VideoGame/NierAutomata'' ([=PS4=], Xbox One, PC): 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/TheNightmareBeforeChristmasOogiesRevenge'' ([=PS2=]): No, really. A ''WesternAnimation/TheNightmareBeforeChristmas'' LicensedGame, developed by Creator/{{Capcom}}, including several of the talent behind the ''Devil May Cry'' series, originally released between ''DMC 2'' and ''3''. While a bit more simplistic than most due to its status as a licensed game, several mechanics introduced in later ''DMC'' games and ''Bayonetta'' actually originated here, making it a strange step in the genre's history.
* ''VideoGame/NinjaGaiden'': Primarily the ''Devil May Cry''-like 3D games (and the ''God of War''-like ''Yaiba'' to a lesser extent), the originals being a side-scrolling Beat 'Em Up, and a high-speed action platformer trilogy.
* ''VideoGame/{{Nioh}}'' and ''VideoGame/Nioh2'' (both [=PS4=]): From the same team as the above Ninja Gaiden games, it combines Ninja Gaiden esque mechanics with a [[VideoGame/DarkSouls Souls]]-esque stamina bar and progression system.
* ''VideoGame/NoMoreHeroes'', to an extent. While not as fast-paced as ''Devil May Cry'' or ''God of War'', the game nonetheless encourages the player to make use of both the [[LaserSword beam katana]] and [[WrestlerInAllOfUs wrestling]] moves in order to fight like a badass.
** ''VideoGame/NoMoreHeroesIII'' (Switch), especially compared to the first three installments. Whereas the first two games were hack-and-slash with minor stylish action elements with the wrestling moves and extended beam katana combos and ''[[VideoGame/TravisStrikesAgainNoMoreHeroes Travis Strikes Again]]'' was a top-down action game with platformer and GenreRoulette elements, this game takes the action to new heights, with far-reaching beam katana combos, all-new wrestling finishers, and the Death Glove from ''TSA'' allowing Travis to perform new skills to extend his combos with. By far Creator/Suda51's flashiest game yet, which is really saying a lot.
* ''VideoGame/{{Onechanbara}}'': Starting with ''Onechanbara Z ~ Kagura ~'', the series took a more Bayonetta[=/=]DMC playstyle with a ranking system. Becoming less of a ''Dynasty Warriors'' clone. ''Z2 Chaos'' takes this further: allowing air juggling and switching between 4 players on the fly, even during mid-combo or in-between attacks.
* ''VideoGame/Persona5Strikers'' (Switch, [=PS4=], PC) is the closest a ''Warriors''-like game comes to this genre, with a diverse movelist that encourages improvisation, requiring players to master melee, ranged combat, and elemental magic at a fast pace to exploit enemy weaknesses. Combine this with each party member's abilities differing, along with the strategic use of customizable Persona skills translating to real-time combat, and there are tons of creative ways to manage battles.
* ''[[https://store.steampowered.com/app/240660/Rain_Blood_Chronicles_Mirage/ Rain Blood Chronicles: Mirage]]'' (PC): A 2D game whose feudal aesthetic and style mechanics.
* ''VideoGame/RisingZanTheSamuraiGunman'' ([=PS1=]): The UrExample.
* ''VideoGame/SakunaOfRiceAndRuin'' ([=PS4=], Switch, PC), along with being a SimulationGame of Rice Farming, stars a war god's daughter, appropriately. [[https://www.youtube.com/watch?v=KXLRyKEHBVg It's also surprisingly technical for a 2D action game.]]
* The first game of the ''VideoGame/ShadowWarrior2013'' reboot series had a ''DMC'' inspired score-system that rewarded combos, experimentation and using your sword after each arena encounter.
* ''VideoGame/ScarletNexus'' ([=PS4=], [=PS5=], Xbox One, Xbox Series, PC): Chaining high-speed melee attacks with psychokinetic powers and skills [[https://youtu.be/y-ZMwkYJ2QE can open]] [[https://youtu.be/KSYA5oCjQ7o up]] [[https://youtu.be/XyhGDNCGK4A a variety]] [[https://youtu.be/4KqiyoQMtT8 of opportunities]] [[https://youtu.be/EGnsyzny5ic with different characters]]
* ''VideoGame/SekiroShadowsDieTwice'' ([=PS4=], Xbox One, PC): The closest example to this from Creator/FromSoftware[[note]]if you ignore Ninja Blade[[/note]], it is notably much quicker in terms of action than their other Souls-likes, putting emphasis on aggression, using perfect parries to deflect moves, and using certain types of alternate weapons and tools to find weak points in enemies.
* ''VideoGame/{{Sifu}}'' ([=PS4=], PC): an upcoming [=PlayStation=] and PC action brawler with ''God Hand'' and ''Yakuza'' influences. With the combat from both and the setting of the latter, players skillfully fight through rooms of enemy fighters with many kung-fu style attacks. [[https://youtu.be/Vy-enf5xxgQ Sometimes words do not do a game justice.]]
* ''[[https://store.steampowered.com/app/468670/Speed_Brawl/ Speed Brawl]]'' (PC): A speed-based 2D brawler that allows for slick and speedy combos, tag-team combat, and parkour mechanics to finish combat encounters with speed and style.
* ''VideoGame/SpiderManPS4'': A third-person open-world action-adventure game based on Spider-Man, released exclusively for the [=PS4=], featuring air combos, web attacks, and environmental combat that gives the player a huge variety of tools to take down enemies, making fights extremely improvisational, as well as far deeper than any prior Spider-Man game. Featuring a large skill tree, including suit powers that allow for customizable special moves.
** ''VideoGame/SpiderManMilesMorales'' ([=PS4=], [=PS5=]): A SpinOff starring ComicBook/MilesMorales, with an altered combat system that features largely the same combat system but with notable alterations befitting its protagonist, including [[ShockAndAwe bioelectrical abilities]] that Miles can chain into combos and finishers. Those powers also exist to compensate for and balance Miles' lower raw strength and durability compared to the first game's Peter.
* ''VideoGame/{{Stranglehold}}'' ([=PS3=], Xbox 360, PC): A third-person shooter 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.
* ''VideoGame/StreetsOfRage 4'' (Switch, [=PS4=], Xbox One, PC): A first time in the series due to the revamped combat. There's an emphasis on juggling and air combos. There's a [[IdiosyncraticComboLevels combo meter]] you have to maintain without getting hit to reach high scores. Each stage has a [[RankInflation end of level rank]], with a bonus, if you manage to do a [[NoDamageRun perfect run]] at the end of a stage.
** There's also ''[[https://store.steampowered.com/app/350910/Streets_of_Fury_EX/ Streets Of Fury]]'' (PC), made by one of the developers behind ''Streets of Rage 4'', a BeatEmUp with the complexity of a FightingGame that, despite what the visual style might initially lead you to believe, is a real gamer's game that demands you git gud.
* ''VideoGame/SunsetOverdrive'': An [[UsefulNotes/XboxOne Xbox One]]-exclusive ThirdPersonShooter similar to ''Vanquish'' that has seen a port on PC. Gameplay places emphasis on constantly moving around, generating points through the Parkour system and firing at enemies with over-the-top weapons while grinding on rails.
* ''VideoGame/TalesSeries'': Commonly compared to Fighting Games, while the combat requires endgame skills to truly master, the series prides itself on it's [[https://www.youtube.com/watch?v=rpUCRv4BHh8 deep, combo-centric gameplay by RPG standards]] that rewards skillful play with [=GRADE=] (which act as currency to trade for modifiers in NewGamePlus playthroughs).
** ''VideoGame/TalesOfXillia2'' ([=PS3=]) is the closest the series got to a full-blown one when playing as Ludger, since he has multiple weapons he switches between, as well as a SuperMode that looks like a Devil Trigger. Heck, it's to the point where [[https://www.youtube.com/watch?v=iB-GNixRNeY his similarities to Dante were lampshaded by a combo video]].
** To an extent, ''VideoGame/TalesOfArise'' ([=PS4=], [=PS5=], Xbox One, Xbox Series) even moreso, with the combo system being much more freeform than previous games, including proper Aerial Raves and Air Dodges, having boss Mystic Artes being a reflex test rather than an unavoidable cutscene, and generally being the most skill-based one to date.
* ''VideoGame/TeenageMutantNinjaTurtlesMutantsInManhattan'' (PC, Xbox One, [=PS4=], Xbox 360, [=PS3=]): Another one of Creator/PlatinumGames' licensed games published by Creator/Activision. This title is notable for its 4-player single-screen multiplayer, allowing each of the Turtles to combo enemies as a team.
* ''VideoGame/TheWorldEndsWithYou'' (Nintendo DS, Mobile, Switch), believe it or not. Cited as one of the most innovative Action [=RPGs=] ever made, combat utilizes the top and bottom screens to control two different characters at once, delivering mix-and-match opportunities with the pin system while chaining together partner attacks on the top screen to erase enemies with style.
** ''VideoGame/NEOTheWorldEndsWithYou'' ([=PS4=], Switch, PC), even more so than its predecessor, with the ability to control up to six characters at a time at once. New to this game is the Groove mechanic, which only fills up when different psychs (attacks used with pins) are used in conjunction with each other, similar to ''Devil May Cry'''s Stylish Rank system.
* ''VideoGame/TransformersDevastation'' ([=PS4=], [=PS3=], Xbox 360, Xbox One, PC): A licensed ''Creator/PlatinumGames'' work. For a game about robots fighting other robots with swords, guns, a function identical to [[VideoGame/{{Bayonetta}} Witch Time]], hand-to-hand combat, laser fire, and vehicle mode to chain combos together into more combos, [[https://youtu.be/oz8gdggfBkY the game can get surprisingly technical.]]
* ''[[https://www.nintendo.com/games/detail/ultra-age-switch/ Ultra]]'' ''[[https://store.playstation.com/en-us/product/UP4873-CUSA14637_00-ULTRAAGEPS400000 Age]]'': A high-speed sword-based action game for PlayStation 4 and Nintendo Switch combining elements from ''VideoGame/GodEater'' and ''VideoGame/FinalFantasyXV'' with ''VideoGame/NierAutomata'' to slay monsters with style. [[https://youtu.be/vBg8lHMQARg Here's a trailer.]]
* ''VideoGame/{{ULTRAKILL}}'' (PC): An independently-developed first-person shooter hearkening back to the lightning-fast shooters of the late '90s, placing extreme emphasis on unbridled aggression and extremely fast movement and mixing it up with more traditional character action mechanics like a ''Devil May Cry''-esque style meter, arena-based level design, and parrying.
* ''VideoGame/{{Vanquish}}'' (Xbox 360, [=PS3=], [=PS4=], Xbox One, PC): 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 only trigger 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]].
* ''VideoGame/ViewtifulJoe'' ([=PS2=], Gamecube): A sidescrolling, 2.5D beat-em-up game developed by ''VideoGame/{{Okami}}'' developer Clover Studio and published by Capcom as one of the "Capcom Five"[[note]]A set of five games published by Capcom for the Nintendo Gamecube which include this game, ''P.N.03'', ''Dead Phoenix'', ''VideoGame/ResidentEvil4'', and ''VideoGame/Killer7''[[/note]]. The game utilizes a time manipulation gimmick which allows the player to either speed up or slow down time for dodging enemy attacks and solving puzzles, with the player's performance being graded after every encounter. This naturally leads to some [[https://www.youtube.com/watch?v=T6-yoYRyAFQ impressive combat scenarios]] in the hands of a skilled player.
* ''VideoGame/{{The Wonderful 101}}'' (Wii U, Nintendo Switch, [=PS4=], PC): A ''VideoGame/{{Pikmin}}'' and ''VideoGame/{{Okami}}'' hybrid with an over-the-top sense of superhero scale, published by Nintendo, made by Creator/PlatinumGames and directed by Hideki 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.
** {{VideoGame/Okami}} ([=PS2=], [=PS3=] [=PS4=], Xbox One, Wii, Nintendo Switch) for that matter, while hardly a ball-buster in the difficulty department and with a comparatively simplistic grading system, rewards skillful fighting with extra currency based on [[GameplayGrading final grade]] and offers a decent assortment of combos, purchasable techniques, and brush powers to play with.
* ''VideoGame/{{Yakuza}}'': ''Yakuza'' 0-6, as well as ''VideoGame/FistOfTheNorthStarLostParadise'' (PS4) are hand-to-hand variations of the usual formula, but they don't stop the player from performing dazzling combos and finishers anyway, [[https://youtu.be/n-eOTZskx1M as shown here]].[[note]]The latest game in the series, ''VideoGame/YakuzaLikeADragon'', is a turn-based RPG instead.[[/note]]
** ''[[VideoGame/LostJudgment (Lost)]] VideoGame/{{Judgment}}'' continues where the brawler action of ''VideoGame/Yakuza6'' left off and builds upon it in its own ways.
** The Japan-exclusive samurai spin-off duo (''[[VideoGame/RyuGaGotokuKenzan Kenzan]]'' and ''[[VideoGame/RyuGaGotokuIshin Ishin]]'') is a more straightforward example, featuring the addition of weapon-based combos into the same formula.
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