You know that feeling when you're playing a game and everything just clicks? You aren't just pushing buttons anymore. You're dancing. That is the soul of Devil May Cry type games, or what the enthusiasts usually call "Character Action" or "Stylish Action." It isn't just about winning. It's about how cool you look while you're doing it. If you finish a fight with a sliver of health but you kept that SSS rank on the screen the whole time, you won. Period.
Honestly, the genre is in a weird spot right now. We had this massive explosion with Devil May Cry 5 back in 2019, which basically perfected the formula Hideaki Itsuno had been brewing for decades. Since then, the industry has shifted. Everyone wants to make Soulslikes. They want slow, methodical, "if you miss one parry you die" gameplay. And look, Elden Ring is a masterpiece, but sometimes I don't want to be a vulnerable knight. Sometimes I want to be a demi-god with a motorcycle that splits into two chainsaws.
The DNA of a Character Action Masterpiece
What actually makes something a "DMC-like"? It isn't just having a sword. It’s the mechanical depth. Take Bayonetta, for example. PlatinumGames, led by Hideki Kamiya (the guy who actually directed the original Devil May Cry), took the DNA and added "Witch Time." It changed the rhythm. Instead of just offensive pressure, it rewarded perfect defensive timing with a window of absolute carnage.
Then you have the "Expressive Combat" pillar. In most games, a light attack is just a light attack. In Devil May Cry type games, that light attack is a canvas. You can jump-cancel it. You can buffer a weapon swap. You can use it to stay airborne for thirty seconds without ever touching the dirt. Games like Ninja Gaiden (the modern ones by Team Ninja) leaned more into the brutality and speed, whereas Metal Gear Rising: Revengeance went all-in on the "Blade Mode" precision.
It's about the skill ceiling. A beginner can muddle through DMC5 by mashing Y. An expert, someone like the legendary combo-creator Donguri990, plays the game like they’re composing a symphony. They’re using "Enemy Step" to reset their move animations and "Guard Flying" to zip across the arena. It’s a level of technicality that most modern "action" games don't even try to touch.
Why the genre almost disappeared (and how it came back)
There was a dark age. For a while, the "Spectacle Fighter" was seen as a relic. During the Xbox 360 and PS3 era, Western developers tried to mimic the style but often missed the substance. Remember the Dante's Inferno game? It was fine, but it felt heavy. It lacked the "snappiness" that defines the Japanese greats.
The industry moved toward "cinematic" action. Think God of War 2018. It’s an incredible game, but Kratos feels grounded. He’s heavy. The camera is tight to his shoulder. You aren't doing 50-hit aerial juggles anymore. For a minute there, it felt like Devil May Cry type games were being phased out in favor of "prestige" storytelling where the gameplay takes a backseat to the acting.
But then, the indies stepped up. We started seeing games like Ultrakill. Now, Ultrakill is a first-person shooter, but it’s more of a DMC game than almost anything else on the market. It has a style meter. It lets you punch your own bullets to make them explode. It understands that "Stylish Action" is a philosophy, not a camera angle. Even Hi-Fi RUSH proved that you could mix character action with rhythm mechanics and people would lose their minds for it.
The Misconception of Difficulty
People think these games are hard. They’re really not. Not in the way a Soulslike is. Most Devil May Cry type games are actually pretty easy to beat on "Normal" mode. The difficulty is self-imposed. The game isn't asking "Can you kill this boss?" It’s asking "Can you kill this boss without ever repeating a move and while staying in the air the entire time?"
That’s the nuance people miss. If you're just playing for the credits to roll, you're missing 90% of the value. The real game starts on the higher difficulties—Dante Must Die or Heaven or Hell—where one hit kills you, or the enemies have completely new attack patterns.
Real Examples of the Best in Class
If you're looking to scratch that itch, you have to look at the specific "flavors" of the genre.
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The Technical King: Devil May Cry 5. This is the gold standard. Between Nero's "Devil Breakers," Dante's four distinct fighting styles, and Vergil's sheer broken power, there is infinite replayability. The RE Engine makes it look stunning even years later.
The Speed Demon: Ninja Gaiden Black/Sigma. Ryu Hayabusa is fast. Too fast for some. This game is less about "style" and more about "survival through aggression." If you hesitate, the ninjas will grab you and end your run. It’s stressful, but the precision is unmatched.
The Experimental Choice: Astral Chain. A Nintendo Switch exclusive from PlatinumGames. You control two characters at once—a cop and a "Legion" tied to them by a literal chain. It’s weird. It’s clunky for the first hour. But once you learn how to wrap the chain around enemies to trip them? It’s pure dopamine.
The Indie Darling: Assault Spy. It’s basically "DMC in an office setting." It’s janky in parts, but the combat mechanics are surprisingly deep and stay true to that high-speed, high-reward loop.
What about "Soulslikes"?
Don't confuse the two. Sekiro: Shadows Die Twice has incredible swordplay, but it isn't a DMC-like. In Sekiro, the boss dictates the flow of the fight. You react to them. In a Devil May Cry type game, you dictate the flow. The boss is just a training dummy that happens to have a health bar. You are the aggressor. That’s the fundamental shift in mindset.
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Actionable Steps for Mastering Stylish Action
If you're tired of "hold block and wait" gameplay and want to dive into the deep end, here is how you actually get good at these games.
Stop mashing. Seriously. Most beginners panic and hit the same button over and over. Every move has a "recovery" animation. Learn to see it. Learn which moves launch enemies into the air and which moves keep them there.
Remap your controller. In many Devil May Cry type games, you need to hold down a button to "charge" a shot while simultaneously performing melee combos. If your "shoot" button is 'X' or 'Square', that’s hard to do. Move your projectile or charge attacks to the bumpers (L1/R1 or LB/RB). It’ll feel weird for twenty minutes, then it’ll change your life.
Practice the "Jump Cancel." This is the "hidden" mechanic that separates the pros from the casuals. In games like DMC, jumping near an enemy's head resets your animation. It means you can use your strongest move, jump-cancel the "ending lag," and immediately do the move again. It’s the key to staying airborne indefinitely.
Watch the "Combo Mad" community. Go to YouTube. Search for "DMC5 Combo Mad." You will see things that don't look humanly possible. Don't try to copy them exactly, but look at how they transition between weapons. They use every tool in the kit.
The genre isn't dead. It's just evolving. Whether it’s through high-budget sequels or indie developers pushing the boundaries of what "action" means, the spirit of the stylish fighter is alive and well. It’s about expression. It’s about that one moment where the music swells, your rank hits 'S', and you realize you haven't touched the ground in two minutes.
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To really start, grab Devil May Cry HD Collection or DMC5. Set the difficulty to "Demon Hunter," go into the "The Void" (training mode), and just practice one single combo until you can do it with your eyes closed. Then, add a weapon swap. Then, add a taunt. Before you know it, you're not just playing a game—you're putting on a show.