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* '''Stylish Action'''' is an ActionGame where combat is not only a complex endeavor but also stylish because of the complexity, with SomeDexterityRequired, and being rewarded with some useful things for doing cool things in the game. The game will expect you to do ever cooler things, and maximize the use of all of your capabilities in the game. -- Getta

to:

* '''Stylish Action'''' Action''' is an ActionGame where combat is not only a complex endeavor but also stylish because of the complexity, with SomeDexterityRequired, and being rewarded with some useful things for doing cool things in the game. The game will expect you to do ever cooler things, and maximize the use of all of your capabilities in the game. -- Getta
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%%I'm putting this because by today standard the original DevilMayCry isn't really that deep, whoever due to its status as the TropeMaker it is still considered a StylishAction, not to mention by the standards when it was released it was way deeper than other games. And I also don't want to run into the problem of "b-but X-game is deeper than the Original DevilMayCry"

to:

%%I'm putting this because by today standard the original DevilMayCry Devil May Cry isn't really that deep, whoever due to its status as the TropeMaker it is still considered a StylishAction, not to mention by the standards when it was released it was way deeper than other games. And I also don't want to run into the problem of "b-but X-game is deeper than the Original DevilMayCry"Devil May Cry"



* ''VideoGame/{{The Wonderful 101}}'': A ''VideoGame/{{Pikmin}}'' and ''VideoGame/{{Okami}}'' hybrid with an over-the-top sense of superhero scale, 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.

to:

* ''VideoGame/{{The Wonderful 101}}'': ''VideoGame/TheWonderful101'': A ''VideoGame/{{Pikmin}}'' and ''VideoGame/{{Okami}}'' hybrid with an over-the-top sense of superhero scale, 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.
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* ''VideoGame/GodOfWarSeries'': A hack-and-slash series featuring chained swords, grapples, and magic as its combat components, and perhaps the genre's most basic example. ''God of War'' features easy-to-master combat, a few token combo setups, and 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 time. [[https://www.youtube.com/watch?v=DjTG5LpaG3o This video]] from ''God of War III'' shows the best of what the series allows.

to:

* ''VideoGame/GodOfWarSeries'': ''VideoGame/GodOfWar'': A hack-and-slash series featuring chained swords, grapples, and magic as its combat components, and perhaps the genre's most basic example. ''God of War'' features easy-to-master combat, a few token combo setups, and 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 time. [[https://www.youtube.com/watch?v=DjTG5LpaG3o This video]] from ''God of War III'' shows the best of what the series allows.
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TropeCodifier was the original ''Franchise/DevilMayCry''. The director, Creator/HidekiKamiya, stated that his inspiration for the game's combat came from his days of playing at arcades, where he often found the ability to make a 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 well-known example.

to:

TropeCodifier was the original ''Franchise/DevilMayCry''.''VideoGame/DevilMayCry1''. The director, Creator/HidekiKamiya, stated that his inspiration for the game's combat came from his days of playing at arcades, where he often found the ability to make a 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 well-known example.



* ''Franchise/DevilMayCry'': The TropeMaker, and the first game of which was directed by eventual ''Bayonetta'' creator Hideki Kamiya.

to:

* ''Franchise/DevilMayCry'': ''VideoGame/DevilMayCry1'': The TropeMaker, and the first game of which was directed by eventual ''Bayonetta'' creator Hideki Kamiya.
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* '''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]].

to:

* '''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'' ''VideoGame/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]].
Is there an issue? Send a MessageReason:
None


* '''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]].

to:

* '''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 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]].
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None


Three variables are the backbone of stylish action:

* '''Combat depth''', which is determined by how much control a player has over a fight. This means more than just how much damage they're doing and how fast they're doing it. Enemies can be knocked down, grappled, launched in a particular direction or at a particular speed, stunned, or pulled toward the player, for example, and different weapons and techniques will get the job done in different ways. The player character themselves can have depth in how they move and interact with enemies, such as by dodging, blocking, counterattacking, dashing or airdashing, jumping off of walls or an enemy's head, entering SuperMode, or (a favorite of Creator/PlatinumGames) controlling the flow of time.

* '''Teaching the player through difficulty'''. Similar to old arcade games [[NintendoHard and Nintendo's earlier work]], stylish action teaches players the fundamentals of combat by making sure they keep dying until they catch on. The biggest way this manifests is through a cast of enemies which must be approached and defeated in different ways; heavy enemies cannot be staggered, armored enemies can break up lengthy combos, and aerial enemies cannot be hit with grounded attacks, for example. Key defensive mechanics like dodging or blocking are often taught by giving the player poor damage resistance, and harder games can enforce better reaction from the player by presenting a strict timing window for some moves.

* '''Providing some challenge or incentive to improve'''. Another aspect of arcade games that stylish action borrows from is [[VideoGame/{{Undertale}} that wonderful feeling of watching a number go up]], and most of the genre goes to the trouble of scoring and ranking the player in some way. Expect individual combos to get a numerical score that cranks up a ScoreMultiplier if you're being really efficient and using lots of different moves, while fights and chapters as a whole will give you a letter grade or shiny award that [[AwesomenessMeter takes a bit more into account]]. Stylish action usually employs multiple difficulty settings with a HarderThanHard on top.

to:

Three variables elements are the backbone of stylish action:

* '''Combat depth''', which is determined by how much control a player has over a fight. This means more than just or giving players options besides modifying how much damage they're doing and how fast they're doing it. Enemies Stylish action enemies can be interacted with in numerous ways; they can be knocked down, grappled, launched [[GrievousHarmWithABody picked up and thrown into others]], stunned in a particular direction place, stripped of their weapons, or at a particular speed, stunned, or pulled toward the player, killed instantly with finishers, for example, and different weapons and techniques will get the job done in different ways. example. The player character themselves can will have depth in how 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 interact with enemies, such as by dodging, blocking, counterattacking, launch speed, direction, and distance, transitioning between ground and air, using the environment advantageously, and dashing or airdashing, jumping off of walls or an enemy's head, entering SuperMode, or (a favorite of Creator/PlatinumGames) controlling the flow of time.

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 the player through difficulty'''. Similar to old arcade games [[NintendoHard and Nintendo's earlier work]], stylish action teaches players the fundamentals of combat skills by making sure they keep dying until they catch on. The biggest way this manifests is through it difficult to proceed without them. To do this, stylish action games present a diverse cast of enemies which must be approached and defeated in different ways; interacted with differently. For example, heavy enemies cannot be staggered, armored enemies staggered or grappled, EliteMooks can break up lengthy combos, and aerial enemies cannot be hit with grounded attacks, for example. Key defensive mechanics like dodging or blocking are often taught by giving the player poor damage resistance, and harder games can enforce better reaction from the player by presenting ground; unlike ''Franchise/DynastyWarriors'' and the like, there are no OneHitPointWonder mooks and even the easiest enemies require a strict timing window for some moves.

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 challenge or incentive motivation to improve'''. Another aspect of arcade games that stylish Stylish action borrows from is [[VideoGame/{{Undertale}} that wonderful feeling of watching a number go up]], and most of the genre goes to the trouble of scoring and ranking the player always encourages skill improvement in some way. Expect individual 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 to get scored, whether by a numerical score that cranks up simple hit counter or a ScoreMultiplier if you're being really efficient and using lots of different moves, complex ScoreMultiplier, while fights and chapters as a whole will give you a letter grade or shiny award that get [[AwesomenessMeter takes a bit more into account]]. Stylish action usually employs multiple 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 with a HarderThanHard on top.
generally fulfill the same purpose.
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* '''Providing some incentive to improve'''. Another aspect of arcade games that stylish action borrows from is [[VideoGame/{{Undertale}} that wonderful feeling of watching a number go up]], and most of the genre goes to the trouble of scoring and ranking the player in some way. Expect individual combos to get a numerical score that cranks up a ScoreMultiplier if you're being really efficient and using lots of different moves, while fights and chapters as a whole will give you a letter grade or shiny award that [[AwesomenessMeter takes a bit more into account]]. Stylish action usually employs multiple difficulty settings with a HarderThanHard on top.

to:

* '''Providing some challenge or incentive to improve'''. Another aspect of arcade games that stylish action borrows from is [[VideoGame/{{Undertale}} that wonderful feeling of watching a number go up]], and most of the genre goes to the trouble of scoring and ranking the player in some way. Expect individual combos to get a numerical score that cranks up a ScoreMultiplier if you're being really efficient and using lots of different moves, while fights and chapters as a whole will give you a letter grade or shiny award that [[AwesomenessMeter takes a bit more into account]]. Stylish action usually employs multiple difficulty settings with a HarderThanHard on top.
Is there an issue? Send a MessageReason:
None



* '''Stylish Action''' is a subset of action games that, in addition to presenting the usual goal of surviving levels and defeating enemies in combat, challenge the player to develop their skill and creativity. This can be done in a few ways: players can be graded on their performance after a mission, combo scores can favor diversity or penalize repetition, and point bonuses can be awarded for executing a special move, for example. Regardless of a game's combat depth, stylish action is always characterized by responsive controls and a wide selection of basic techniques that are meant to lead into each other. Mastering a game's combat system is often DifficultButAwesome, and high-level play is both fun to look at and fun to create. Despite being commonly associated with HackAndSlash and BeatEmUp games, stylish action can be used in any genre with a real-time combat system, as evidenced by games like ''Stranglehold'', ''The Wonderful 101'', and ''Nier: Automata''. -- The Orb Of Confusion, 5/9/2017 2:01 PM EDT

Changed: 4980

Removed: 1322

Is there an issue? Send a MessageReason:
Condensed the bullet points into just three that flow better, as per what ChristianWS requested a while back. Should be good to go.


'''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. It should be noted that while Stylish Action games always have deep combat mechanics, deep mechanics don't automatically make a game 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 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. It should be noted that while Stylish Action games always have deep combat mechanics, deep mechanics don't automatically make a game stylish action.
character.



Stylish action can overlap with many action genres, but its core characteristics are the same in any. In no particular order, they are:

* Single-player, third-person perspective gameplay in real time making up core gameplay and combat. Quick-time events are common in some earlier games, but stylish action reserves them for cutscenes and special finishers and does not force the player to use them in combat.
* Responsive combat mechanics; the player character fights in strict real time and buffering is not to be relied on.
* Combat options that have depth on par with FightingGames. Techniques will vary in damage, attack speed, stagger, and knockdown, but also give control over PlatformFighter variables like launch direction, launch distance, and even the player's own position in the arena or in the air. These combat options are given in distinct forms: weapons, combo strings, and non-combo standalone techniques with dedicated inputs.
* Little to no direction on how to fight from the game itself; in general, stylish action tutorials will provide a rundown of basic controls, but the properties of individual combos and techniques, as well as how they can be chained together, must be discovered by the player on their own. If present, advanced tech such as cancels will usually go unexplained to the player.
* Diverse enemy and boss types that are meant to challenge the player unless they can adapt their fighting style to them. For example, an armored enemy can break up an AttackAttackAttack player's combo and counter at a whim, while heavy enemies are difficult to stagger and will punish the player for not defending themselves. Most fights in stylish action are not optional, and require the player to defeat all enemies to proceed further in the level.
* The last, and most important, is encouraging the player to improve their skill. This can be done in a few ways, and is usually done with most:
** The general foregoing of experience and level-up systems. To overcome difficulties, players must instead develop their own skill and dexterity. Stylish action games that do have those systems will still demand more from the player than LevelGrinding.
** Scoring is often used for individual combos, and commonly rewards the player for length, diversity, and aggression while penalizing repetition and tentative hit-and-run tactics. A ScoreMultiplier is often used.
** Ranking players with AwesomenessMeter-style battle reports; common criteria are the player's combo score, how long they took to complete the mission, and whether they received any damage or died. However, anything the game wants the player to improve on can be used to calculate their rank, and RankInflation usually offers an award that demands perfection.
** Special moves, usually defense-oriented moves, that reward the player more if they meet a strict or even frame-perfect timing window.
** Multiple difficulty settings, which often offer RankInflation like the reward system to make the game's HarderThanHard mode especially prestigious. However, every difficulty mode is fair to players at its skill level, and they never suffer from luck-based FakeDifficulty.
** Most subjectively, stylish action is just meant to be ''cool'' when it's mastered, and the games are DareToBeBadass in playable form. Individual techniques and combos are meant to be basic, but their open-ended nature and the genre's responsive controls challenge players to see what they're capable of -- and once they've conquered the game, the fast-paced combat still makes for an engaging play.

The modern-day TropeCodifier was the original ''Franchise/DevilMayCry''. The director, Creator/HidekiKamiya, stated that his inspiration for the game's stylish combat came from arcade games -- specifically, when he played at arcades and found the ability to make a difficult or stylish move because he knew people were watching him play. Subsequent games of the genre pushed its definition and flexibility even further, to the point where the original ''Devil May Cry'' seems shallow by today's standards. However, as the vision behind it is the same as the vision guiding modern-day stylish action, it remains the genre's most well-known example.

to:

Stylish Unlike most action can overlap with many action genres, but its core characteristics are the same in any. In no particular order, they are:

* Single-player, third-person perspective gameplay in real time making up core gameplay and combat. Quick-time events are common in some earlier
games, but stylish action reserves them for cutscenes and special finishers and does not force the player to use them in combat.
* Responsive combat mechanics; the player character fights in strict real time and buffering is not to be relied on.
* Combat options that have depth on par with FightingGames. Techniques will vary in damage, attack speed, stagger, and knockdown, but also give control over PlatformFighter variables like launch direction, launch distance, and even the player's own position in the arena or in the air. These combat options are given in distinct forms: weapons, combo strings, and non-combo standalone techniques with dedicated inputs.
* Little to no direction on how to fight from the game itself; in general, stylish action tutorials will provide a rundown of basic controls, but the properties of individual combos and techniques, as well as how they can be chained together, must be discovered by the player on their own. If present, advanced tech such as cancels will usually go unexplained to the player.
* Diverse enemy and boss types that are meant to challenge the player unless they can adapt their fighting style to them. For example, an armored enemy can break up an AttackAttackAttack player's combo and counter at a whim, while heavy enemies are difficult to stagger and will punish the player for not defending themselves. Most fights in stylish action are not optional, and require the player to defeat all enemies to proceed further in the level.
* The last, and most important, is encouraging the player to improve their skill. This can be done in a few ways, and is usually done with most:
** The general foregoing of experience and level-up systems. To overcome difficulties, players must instead develop their own skill and dexterity. Stylish action games that do have those systems will still demand more from the player than LevelGrinding.
** Scoring is often used for individual combos, and commonly rewards the player for length, diversity, and aggression while penalizing repetition and tentative hit-and-run tactics. A ScoreMultiplier is often used.
** Ranking players with AwesomenessMeter-style battle reports; common criteria are the player's combo score, how long they took to complete the mission, and whether they received any damage or died. However, anything the game wants the player to improve on can be used to calculate their rank, and RankInflation usually offers an award that demands perfection.
** Special moves, usually defense-oriented moves, that reward the player more if they meet a strict or even frame-perfect timing window.
** Multiple difficulty settings, which often offer RankInflation like the reward system to make the game's HarderThanHard mode especially prestigious. However, every difficulty mode is fair to players at its skill level, and they never suffer from luck-based FakeDifficulty.
** Most subjectively,
stylish action is just meant to be ''cool'' when a particular way of engaging players in good combat, so it's mastered, crossed over with a few established genres. The most famous examples are based in beat 'em up and hack and slash, but the games 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 variables
are DareToBeBadass in playable form. Individual techniques and combos are meant to be basic, but their open-ended nature and the genre's responsive controls challenge players to see what backbone of stylish action:

* '''Combat depth''', which is determined by how much control a player has over a fight. This means more than just how much damage
they're capable of -- doing and once they've conquered how fast they're doing it. Enemies can be knocked down, grappled, launched in a particular direction or at a particular speed, stunned, or pulled toward the game, player, for example, and different weapons and techniques will get the fast-paced job done in different ways. The player character themselves can have depth in how they move and interact with enemies, such as by dodging, blocking, counterattacking, dashing or airdashing, jumping off of walls or an enemy's head, entering SuperMode, or (a favorite of Creator/PlatinumGames) controlling the flow of time.

* '''Teaching the player through difficulty'''. Similar to old arcade games [[NintendoHard and Nintendo's earlier work]], stylish action teaches players the fundamentals of
combat still makes by making sure they keep dying until they catch on. The biggest way this manifests is through a cast of enemies which must be approached and defeated in different ways; heavy enemies cannot be staggered, armored enemies can break up lengthy combos, and aerial enemies cannot be hit with grounded attacks, for an engaging play.

The modern-day
example. Key defensive mechanics like dodging or blocking are often taught by giving the player poor damage resistance, and harder games can enforce better reaction from the player by presenting a strict timing window for some moves.

* '''Providing some incentive to improve'''. Another aspect of arcade games that stylish action borrows from is [[VideoGame/{{Undertale}} that wonderful feeling of watching a number go up]], and most of the genre goes to the trouble of scoring and ranking the player in some way. Expect individual combos to get a numerical score that cranks up a ScoreMultiplier if you're being really efficient and using lots of different moves, while fights and chapters as a whole will give you a letter grade or shiny award that [[AwesomenessMeter takes a bit more into account]]. Stylish action usually employs multiple difficulty settings with a HarderThanHard on top.

TropeCodifier was the original ''Franchise/DevilMayCry''. The director, Creator/HidekiKamiya, stated that his inspiration for the game's stylish combat came from arcade games -- specifically, when his days of playing at arcades, where he played at arcades and often found the ability to make a difficult or stylish cool move because he knew people were watching him play. watching. Subsequent games of improvements to the genre pushed its definition and flexibility even further, to the point where the original have made ''Devil May Cry'' seems seem shallow by today's standards. However, as standards, but since the core vision behind it is the same as the vision guiding modern-day stylish action, same, it remains the genre's most well-known example.
Is there an issue? Send a MessageReason:
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*
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* ''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/{{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:
None


* Diverse enemy and boss types that are meant to challenge the player unless they adapt. For example, an armored enemy can break up an AttackAttackAttack player's combo and counter at a whim, while heavy enemies are difficult to stagger and will punish the player for not defending themselves. Most fights in stylish action are not optional, and require the player to defeat all enemies to proceed further in the level.

to:

* Diverse enemy and boss types that are meant to challenge the player unless they adapt.can adapt their fighting style to them. For example, an armored enemy can break up an AttackAttackAttack player's combo and counter at a whim, while heavy enemies are difficult to stagger and will punish the player for not defending themselves. Most fights in stylish action are not optional, and require the player to defeat all enemies to proceed further in the level.
Is there an issue? Send a MessageReason:
None


'''Stylish Action''' is a sub-genre of action games that deal especially 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. It should be noted that while Stylish Action games always have deep combat mechanics, deep mechanics don't automatically make a game stylish action.

to:

'''Stylish Action''' is a sub-genre of action games that deal 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. It should be noted that while Stylish Action games always have deep combat mechanics, deep mechanics don't automatically make a game stylish action.
Is there an issue? Send a MessageReason:
None


* Combat options that have depth on par with FightingGames. Techniques will vary in damage, attack speed, stagger, and knockdown, but also give control over PlatformFighter variables like launch direction, launch distance, and even the player's own position in the arena or in the air. These combat options are given in distinct forms: weapons, combo strings, and non-combo standalone techniques with distinct inputs.

to:

* Combat options that have depth on par with FightingGames. Techniques will vary in damage, attack speed, stagger, and knockdown, but also give control over PlatformFighter variables like launch direction, launch distance, and even the player's own position in the arena or in the air. These combat options are given in distinct forms: weapons, combo strings, and non-combo standalone techniques with distinct dedicated inputs.
Is there an issue? Send a MessageReason:
None


* The last, and most important, is encouraging the player to improve their skill. This can be done in a few ways:

to:

* The last, and most important, is encouraging the player to improve their skill. This can be done in a few ways: ways, and is usually done with most:

Changed: 6125

Removed: 637

Is there an issue? Send a MessageReason:
None


'''Stylish Action''' are a sub-genre of games whose main point is to be stylish using a deep set of mechanics rather than the style coming from the animations itself, in short the style is because YOU are being stylish, not only the character. It should be noted that while Stylish Action games always have deep combat mechanics, not every game with deep mechanics is a Stylish Action

to:

'''Stylish Action''' are is a sub-genre of action games whose that deal especially with unrealistic combat and [[RuleOfCool having fun creating it yourself]]. Their main point is to be stylish using use a deep set of mechanics to be stylish, rather than the style coming from the animations itself, in short itself. In short, the style is because YOU ''you'', the player, are being stylish, not only just the character. It should be noted that while Stylish Action games always have deep combat mechanics, not every game with deep mechanics is don't automatically make a Stylish Action
game stylish action.



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 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.
* 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.

The TropeMaker was DevilMayCry, released on 2001, the inspiration for the Stylish aspect of the game was according to Kamiya, Arcade Games, more specifically the feeling you get when you are playing at an arcade and people gather around you to see you playing, and you can successfully make a difficult or cool looking move. Subsequent games of the genre pushed the genre even further, to the point where the original DevilMayCry don't seems that deep by today genre standards, it is still considered part of the genre due to historical reasons for being the TropeMaker.

to:

In addition to the usual Stylish 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 can overlap with many 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 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
genres, but its core characteristics of spectacle fighters, are the same in descending order of frequency and importance, any. In no particular order, they 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 gameplay in real time making up most of what the game has to offer.
* An energy or magic meter of some sort that is charged through regular combat
core gameplay 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.
* 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.
*
combat. Quick-time events are common in some earlier games, but stylish action reserves them for cutscenes and special finishers and does not force the player to use them in combat.
* Responsive
combat and/or mechanics; the player character fights in cutscenes.
* Control schemes that dedicate at least two buttons or sticks to combat, such as for light
strict real time and heavy attacks.
* Multiplayer modes that emphasize style and combo scores just as much as, if
buffering is not more than, kills or completion time.

The TropeMaker was DevilMayCry, released on 2001, the inspiration for the Stylish aspect of the game was according
to Kamiya, Arcade Games, more specifically the feeling you get when you are playing at an arcade and people gather around you to see you playing, and you can successfully make a difficult or cool looking move. Subsequent games of the genre pushed the genre even further, to the point where the original DevilMayCry don't seems that deep by today genre standards, it is still considered part of the genre due to historical reasons for being the TropeMaker.be relied on.
* Combat options that have depth on par with FightingGames. Techniques will vary in damage, attack speed, stagger, and knockdown, but also give control over PlatformFighter variables like launch direction, launch distance, and even the player's own position in the arena or in the air. These combat options are given in distinct forms: weapons, combo strings, and non-combo standalone techniques with distinct inputs.
* Little to no direction on how to fight from the game itself; in general, stylish action tutorials will provide a rundown of basic controls, but the properties of individual combos and techniques, as well as how they can be chained together, must be discovered by the player on their own. If present, advanced tech such as cancels will usually go unexplained to the player.
* Diverse enemy and boss types that are meant to challenge the player unless they adapt. For example, an armored enemy can break up an AttackAttackAttack player's combo and counter at a whim, while heavy enemies are difficult to stagger and will punish the player for not defending themselves. Most fights in stylish action are not optional, and require the player to defeat all enemies to proceed further in the level.
* The last, and most important, is encouraging the player to improve their skill. This can be done in a few ways:
** The general foregoing of experience and level-up systems. To overcome difficulties, players must instead develop their own skill and dexterity. Stylish action games that do have those systems will still demand more from the player than LevelGrinding.
** Scoring is often used for individual combos, and commonly rewards the player for length, diversity, and aggression while penalizing repetition and tentative hit-and-run tactics. A ScoreMultiplier is often used.
** Ranking players with AwesomenessMeter-style battle reports; common criteria are the player's combo score, how long they took to complete the mission, and whether they received any damage or died. However, anything the game wants the player to improve on can be used to calculate their rank, and RankInflation usually offers an award that demands perfection.
** Special moves, usually defense-oriented moves, that reward the player more if they meet a strict or even frame-perfect timing window.
** Multiple difficulty settings, which often offer RankInflation like the reward system to make the game's HarderThanHard mode especially prestigious. However, every difficulty mode is fair to players at its skill level, and they never suffer from luck-based FakeDifficulty.
** Most subjectively, stylish action is just meant to be ''cool'' when it's mastered, and the games are DareToBeBadass in playable form. Individual techniques and combos are meant to be basic, but their open-ended nature and the genre's responsive controls challenge players to see what they're capable of -- and once they've conquered the game, the fast-paced combat still makes for an engaging play.

The modern-day TropeCodifier was the original ''Franchise/DevilMayCry''. The director, Creator/HidekiKamiya, stated that his inspiration for the game's stylish combat came from arcade games -- specifically, when he played at arcades and found the ability to make a difficult or stylish move because he knew people were watching him play. Subsequent games of the genre pushed its definition and flexibility even further, to the point where the original ''Devil May Cry'' seems shallow by today's standards. However, as the vision behind it is the same as the vision guiding modern-day stylish action, it remains the genre's most well-known example.

%%Depending on which of the main page's examples make the cut, DMC might be labeled the Trope Codifier if there's an example that predates it (and I think there was one). -Orb



During the years the genre gained a '''lot''' of alternatives names such as'''Character Action''', '''Cuhrayzee Games''', '''Spectacle Fighters''', '''Deep Action''' and '''Extreme Action''',

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

to:

During Over the years the genre gained a '''lot''' of alternatives names such as'''Character Action''', '''Cuhrayzee Games''', '''Spectacle Fighters''', '''Deep Action''' as '''character action''', '''cuhrayzee games''', '''spectacle fighters''', '''deep action''', and '''Extreme Action''',

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

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I don't think Stranglehold is anywhere near Vanquish, but it has everything we're looking for.


* ''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.



* ''VideoGame/{{Vanquish}}'': A 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]].

to:

* ''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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Found a good quote that isn't just zero-context RULEZ OF NAYCHURR.



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

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The TropeMaker was DevilMayCry, released on 2001, the inspiration for the Stylish aspect of the game was according to Kamiya, Arcade Games, more specifically the feeling you get when you are playing at an arcade and people gather around you to see you playing, and you can successfully make a difficult or cool looking move. Subsequent games of the genre pushed the genre even further, to the point where the original DevilMayCry don't seems that deep by today genre standards, it is still considered part of the genre due to historical reasons for being the TropeMaker. The genre itself was created to differentiate the combat style of DevilMayCry from the combat of the VideoGame/GodOfWarSeries and others HackNSlash

to:

The TropeMaker was DevilMayCry, released on 2001, the inspiration for the Stylish aspect of the game was according to Kamiya, Arcade Games, more specifically the feeling you get when you are playing at an arcade and people gather around you to see you playing, and you can successfully make a difficult or cool looking move. Subsequent games of the genre pushed the genre even further, to the point where the original DevilMayCry don't seems that deep by today genre standards, it is still considered part of the genre due to historical reasons for being the TropeMaker. The genre itself was created to differentiate the combat style of DevilMayCry from the combat of the VideoGame/GodOfWarSeries and others HackNSlash\n



* ''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. 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 the combat being put to its limits 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 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.complexity. A explanation of some mechanics can be found [[https://www.youtube.com/watch?v=lqzztvoVngY here]] and[[https://www.and [[https://www.youtube.com/watch?v=NOVVmm4KOm4 here]], while an example of the combat being put to its limits high-level play can be found [[https://www.youtube.com/watch?v=IiPnBzaxKvo&t=378s here]]here]].




to:

%%Good idea. If anyone can find more combo videos for the rest of the gang, particularly if you've played the games in question yourself, that would help.



* ''VideoGame/TheLegendOfKorra''
* ''VideoGame/MetalGearRisingRevengeance'': Focuses on bladed combat, parrying as defense, and realistic cutting physics along with ''Metal Gear'' stealth. A example of the mechanics being used on a stylish manner can be found [[https://www.youtube.com/watch?v=vgsp4oasfAY here]] (Warning: Contain Spoilers of the final boss)

to:

* ''VideoGame/TheLegendOfKorra''
* ''VideoGame/MetalGearRisingRevengeance'': Focuses on bladed
''VideoGame/GodOfWarSeries'': A hack-and-slash series featuring chained swords, grapples, and magic as its combat components, and perhaps the genre's most basic example. ''God of War'' features easy-to-master combat, parrying as defense, a few token combo setups, and realistic cutting physics along with ''Metal Gear'' stealth. A example 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 mechanics being used on series' accessibility makes it a good choice for casual players trying out stylish manner can be found action for the first time. [[https://www.youtube.com/watch?v=DjTG5LpaG3o This video]] from ''God of War III'' shows the best of what the series allows.
* ''VideoGame/TheLegendOfKorra'': 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/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]] (Warning: Contain Spoilers of here]].[[note]]The player in this video is cancelling the final boss)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/{{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.

to:

* ''VideoGame/{{Vanquish}}'': A 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.high-level play in the game's first level can be found [[https://www.youtube.com/watch?v=_tysaJyJ1hA here]].
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Oops. Getta, you were right.


* '''Stylish Action''' is a GenreBusting subset of action games that, in addition to presenting the usual goal of surviving levels and defeating enemies in combat, challenge the player to develop their skill and creativity. This can be done in a few ways: players can be graded on their performance after a mission, combo scores can favor diversity or penalize repetition, and point bonuses can be awarded for executing a special move, for example. Regardless of a game's combat depth, stylish action is always characterized by responsive controls and a wide selection of basic techniques that are meant to lead into each other. Mastering a game's combat system is often DifficultButAwesome, and high-level play is both fun to look at and fun to create. Despite being commonly associated with HackAndSlash and BeatEmUp games, stylish action can overlap with any genre with a real-time combat system, as evidenced by games like ''Stranglehold'', ''The Wonderful 101'', and ''Nier: Automata''. -- The Orb Of Confusion, 5/9/2017 2:01 PM EDT

to:

* '''Stylish Action''' is a GenreBusting subset of action games that, in addition to presenting the usual goal of surviving levels and defeating enemies in combat, challenge the player to develop their skill and creativity. This can be done in a few ways: players can be graded on their performance after a mission, combo scores can favor diversity or penalize repetition, and point bonuses can be awarded for executing a special move, for example. Regardless of a game's combat depth, stylish action is always characterized by responsive controls and a wide selection of basic techniques that are meant to lead into each other. Mastering a game's combat system is often DifficultButAwesome, and high-level play is both fun to look at and fun to create. Despite being commonly associated with HackAndSlash and BeatEmUp games, stylish action can overlap with be used in any genre with a real-time combat system, as evidenced by games like ''Stranglehold'', ''The Wonderful 101'', and ''Nier: Automata''. -- The Orb Of Confusion, 5/9/2017 2:01 PM EDT

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* '''Stylish Action'''' is an ActionGame where combat is not only a complex endeavor but also stylish because of the complexity, with SomeDexterityRequired, and being rewarded with some useful things for doing cool things in the game. The game will expect you to do ever cooler things, and maximize the use of all of your capabilities in the game. -- Getta



*



%% I Will be honest: my english isn't that good to meet the TV Stardards, so I will try to make a skelekton and put some comments why I made the changes and what I think it's important on that part so that you can hopefully rewrite it without losing the essence

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%% I Will be honest: my english isn't that good to meet the TV Stardards, so I will try to make a skelekton skeleton and put some comments why I made the changes and what I think it's important on that part so that you can hopefully rewrite it without losing the essence

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* '''Stylish Action''' is a GenreBusting subset of action games that, in addition to presenting the usual goal of surviving levels and defeating enemies in combat, challenge the player to develop their skill and creativity. This can be done in a few ways: players can be graded on their performance after a mission, combo scores can favor diversity or penalize repetition, and point bonuses can be awarded for executing a special move, for example. Regardless of a game's combat depth, stylish action is always characterized by responsive controls and a wide selection of basic techniques that are meant to lead into each other. Mastering a game's combat system is often DifficultButAwesome, and high-level play is both fun to look at and fun to create. Despite being commonly associated with HackAndSlash and BeatEmUp games, stylish action can overlap with any genre with a real-time combat system, as evidenced by games like ''Stranglehold'', ''The Wonderful 101'', and ''Nier: Automata''. -- The Orb Of Confusion, 5/9/2017 2:01 PM EDT



*
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! Core definitions from TRS thread.

*
*
*
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The TropeMaker was DevilMayCry, released on 2001, the inspiration for the Stylish aspect of the game was according to Kamiya, Arcade Games, more specifically the feeling you get when you are playing at an arcade and people gather around you to see you playing, and you can successfully make a difficult or cool looking move. Subsequent games of the genre pushed the genre even further, to the point where the original DevilMayCry don't seems that deep by today genre standards, it is still considered part of the genre due to historical reasons for being the TropeMaker. The genre itself was created to differentiate the combat style of DevilMayCry from the combat of GodOfWar and others HackNSlash

to:

The TropeMaker was DevilMayCry, released on 2001, the inspiration for the Stylish aspect of the game was according to Kamiya, Arcade Games, more specifically the feeling you get when you are playing at an arcade and people gather around you to see you playing, and you can successfully make a difficult or cool looking move. Subsequent games of the genre pushed the genre even further, to the point where the original DevilMayCry don't seems that deep by today genre standards, it is still considered part of the genre due to historical reasons for being the TropeMaker. The genre itself was created to differentiate the combat style of DevilMayCry from the combat of GodOfWar the VideoGame/GodOfWarSeries and others HackNSlash
Is there an issue? Send a MessageReason:
None


%%I think some of the problems with the trope os that people don't realize that the entire reason this genre exist is to separate GoW from Devil May Cry, I'm not trying to sound like a dick, but I simply don't know how people are missing that if GoW and Suda51 games are StylishActions, then the entire subgenre loses it reason to exist, because it would basically be referring to simple Hack n Slash/Beat em' Up 3D Games

to:

%%I think some of the problems with the trope os that people don't realize that the entire reason this genre exist is to separate GoW from Devil May Cry, I'm not trying to sound like a dick, but I simply don't know how people are missing that if GoW and Suda51 [=Suda51=] games are StylishActions, then the entire subgenre loses it reason to exist, because it would basically be referring to simple Hack n Slash/Beat em' Up 3D Games

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'''Spectacle Fighters''', also known as '''Character Action''', '''Stylish Action''', '''Deep Action''', '''Extreme Action''', and '''Cuhrayzee Games''', 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.

to:

'''Spectacle Fighters''', also known as '''Character Action''', %% I Will be honest: my english isn't that good to meet the TV Stardards, so I will try to make a skelekton and put some comments why I made the changes and what I think it's important on that part so that you can hopefully rewrite it without losing the essence

'''Stylish Action''', '''Deep Action''', '''Extreme Action''', and '''Cuhrayzee Games''', Action''' are a sub-genre of action games whose main point is to be stylish using a deep set of mechanics rather than the style coming from the animations itself, in short the style is because YOU are being stylish, not only the character. It should be noted that while Stylish Action games always have deep combat mechanics, not every game with deep mechanics is a Stylish Action

%%this was the most simple description that I could make, I know its long, but it do encapsulate the genre
and action-adventure, hack-and-slash, and beat-em-up games.

I hope it will prevent some of the most egregious examples from coming back, I also put the alternatives names down below so that I can hope people will pay more attention to the description itself rather than whatever they think those names means

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.



The TropeMaker was DevilMayCry, released on 2001, the inspiration for the Stylish aspect of the game was according to Kamiya, Arcade Games, more specifically the feeling you get when you are playing at an arcade and people gather around you to see you playing, and you can successfully make a difficult or cool looking move. Subsequent games of the genre pushed the genre even further, to the point where the original DevilMayCry don't seems that deep by today genre standards, it is still considered part of the genre due to historical reasons for being the TropeMaker. The genre itself was created to differentiate the combat style of DevilMayCry from the combat of GodOfWar and others HackNSlash

%%I Wanted to put some explanation for the genre origins, and I also think it would help make people understand more of the point of the genre by describing it
%%I'm putting this because by today standard the original DevilMayCry isn't really that deep, whoever due to its status as the TropeMaker it is still considered a StylishAction, not to mention by the standards when it was released it was way deeper than other games. And I also don't want to run into the problem of "b-but X-game is deeper than the Original DevilMayCry"
%%I think some of the problems with the trope os that people don't realize that the entire reason this genre exist is to separate GoW from Devil May Cry, I'm not trying to sound like a dick, but I simply don't know how people are missing that if GoW and Suda51 games are StylishActions, then the entire subgenre loses it reason to exist, because it would basically be referring to simple Hack n Slash/Beat em' Up 3D Games

During the years the genre gained a '''lot''' of alternatives names such as'''Character Action''', '''Cuhrayzee Games''', '''Spectacle Fighters''', '''Deep Action''' and '''Extreme Action''',



* ''VideoGame/AsurasWrath'': A GenreRoulette of different game types that plays like an anime show.
* ''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''
* ''VideoGame/DarkSiders'' & ''VideoGame/DarkSidersII'': The gameplay is similar to ''[=DMC=]'' and ''God of War'', though the series is an ActionAdventure in the style of ''Franchise/LegendOfZelda'' or ''[[VideoGame/LegacyOfKain Soul Reaver]]''.
* ''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.

to:

* ''VideoGame/AsurasWrath'': A GenreRoulette of different game types that plays like an anime show.
* ''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}}'':
mechanic. A game inspired by {{Wuxia}} mainly set in a post-apocalyptic world filled with demons.
* ''VideoGame/CastlevaniaLordsOfShadow'' and ''VideoGame/CastlevaniaLordsOfShadow2'': A reboot
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 the series that takes combat being put to its limits can be found [[https://www.youtube.com/watch?v=IiPnBzaxKvo&t=378s here]]
%%I decided to put
some cues from ''God of War''.
* ''VideoGame/DantesInferno''
* ''VideoGame/DarkSiders'' & ''VideoGame/DarkSidersII'': The gameplay is similar
examples here to ''[=DMC=]'' and ''God of War'', though see if people can understand what the series is an ActionAdventure in the style of ''Franchise/LegendOfZelda'' or ''[[VideoGame/LegacyOfKain Soul Reaver]]''.
hell we mean by deep mechanics

* ''Franchise/DevilMayCry'': The TropeCodifier, TropeMaker, and the first game of which was directed by eventual ''Bayonetta'' creator Hideki Kamiya.
** ''VideoGame/DmcDevilMayCry'': The %%I insist on not putting the Reboot as a separate entry here, whether the reboot of counts or not is a HIGHLY controversial topic on the franchise. Developed by Ninja Theory.community mentioning the Franchise as an example serves to let it up to the read imagination whether the Reboot counts or not



* ''VideoGame/GodOfWarSeries''
* ''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/LollipopChainsaw'': A game where a zombie hunting cheerleader tries to prevent a ZombieApocalypse.
* ''VideoGame/MadWorld'': A game cel shaded entirely in [[DeliberatelyMonochrome black n' white]] with only one color for red blood, made to look like a comic book. This title took place in a ''Film/TheRunningMan'' style competition where scoring based on how brutal the kills where to your opponents. It features environmental hazards that are mostly harmless to the player, but devastating to any of the enemies.
* ''VideoGame/MetalGearRisingRevengeance'': Focuses on bladed combat, parrying as defense, and realistic cutting physics along with ''Metal Gear'' stealth.

to:

* ''VideoGame/LollipopChainsaw'': A game where a zombie hunting cheerleader tries to prevent a ZombieApocalypse.
* ''VideoGame/MadWorld'': A game cel shaded entirely in [[DeliberatelyMonochrome black n' white]] with only one color for red blood, made to look like a comic book. This title took place in a ''Film/TheRunningMan'' style competition where scoring based on how brutal the kills where to your opponents. It features environmental hazards that are mostly harmless to the player, but devastating to any of the enemies.
* ''VideoGame/MetalGearRisingRevengeance'': Focuses on bladed combat, parrying as defense, and realistic cutting physics along with ''Metal Gear'' stealth. A example of the mechanics being used on a stylish manner can be found [[https://www.youtube.com/watch?v=vgsp4oasfAY here]] (Warning: Contain Spoilers of the final boss)



* ''VideoGame/NoMoreHeroes'' and ''VideoGame/NoMoreHeroes2DesperateStruggle''
* ''VideoGame/{{Onechanbara}}'': More so ''Z: Kaugra'' and ''Z2: Chaos'', as both have a ranking system.
* ''[[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 you show up in years later in the genre. There are quick-time events, an end of level rank, and has a super mode.
* ''VideoGame/SenranKagura'': The PlayStation/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 Jonh 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''.

to:

* ''VideoGame/NoMoreHeroes'' and ''VideoGame/NoMoreHeroes2DesperateStruggle''
* ''VideoGame/{{Onechanbara}}'': More so ''Z: Kaugra'' and ''Z2: Chaos'', as both have a ranking system.
* ''[[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 you show up in years later in the genre. There are quick-time events, an end of level rank, and has a super mode.
* ''VideoGame/SenranKagura'': The PlayStation/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 Jonh 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''.
mechanics.



* ''Videogame/{{Wet}}'': Like ''Vanquish'' and ''Stranglehold'', this game is a third-person shooter that scores based on stylish kills by shooting, [[WallJump wall bouncing]], sliding, and melee kills. The game is all about being acrobatic and was another title to have a Grindhouse tone as its theme.
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Copied over main page to sandbox for TRS thread.

Added DiffLines:

'''Spectacle Fighters''', also known as '''Character Action''', '''Stylish Action''', '''Deep Action''', '''Extreme Action''', and '''Cuhrayzee Games''', 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.
* 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.

----
!! The following are examples of the genre:
* ''VideoGame/AsurasWrath'': A GenreRoulette of different game types that plays like an anime show.
* ''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''
* ''VideoGame/DarkSiders'' & ''VideoGame/DarkSidersII'': The gameplay is similar to ''[=DMC=]'' and ''God of War'', though the series is an ActionAdventure in the style of ''Franchise/LegendOfZelda'' or ''[[VideoGame/LegacyOfKain Soul Reaver]]''.
* ''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/FairyBloomFreesia'': A 2D indie title that features extensive ground-to-air combo capabilities similar to ''Bayonetta''.
* ''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''
* ''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''
* ''VideoGame/LollipopChainsaw'': A game where a zombie hunting cheerleader tries to prevent a ZombieApocalypse.
* ''VideoGame/MadWorld'': A game cel shaded entirely in [[DeliberatelyMonochrome black n' white]] with only one color for red blood, made to look like a comic book. This title took place in a ''Film/TheRunningMan'' style competition where scoring based on how brutal the kills where to your opponents. It features environmental hazards that are mostly harmless to the player, but devastating to any of the enemies.
* ''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 ''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: Kaugra'' and ''Z2: Chaos'', as both have a ranking system.
* ''[[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 you show up in years later in the genre. There are quick-time events, an end of level rank, and has a super mode.
* ''VideoGame/SenranKagura'': The PlayStation/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 Jonh 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''
* ''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''
* ''Videogame/{{Wet}}'': Like ''Vanquish'' and ''Stranglehold'', this game is a third-person shooter that scores based on stylish kills by shooting, [[WallJump wall bouncing]], sliding, and melee kills. The game is all about being acrobatic and was another title to have a Grindhouse tone as its theme.
* ''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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