Summary

Character-action games can vary depending on how much they demand of the player. These games tend to focus on long combat move lists and constant action, but not all of them make that combat challenging. In some games, combat can be a by-the-numbers affair, with options for the player but no real reason to use them. Yet, other games in the genre offerskill-based combatwith depth and variety.

There are benefits and drawbacks to both styles. Limiting the challenge can create a more fluid pacing for story experiences that draw players in with a narrative. More traditional character-action games tend to forego this narrative depth to provide a more robust and varied combat experience, and both approaches are valid. The games in this topic all take an action-first approach to character-action games with deep, skill-based combat systems.

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The 2018 reboot ofGod of Warredesigned the series' signature combat in a significant way. As well as mixing Kratos' familiar blades of chaos with the now iconic axe, the game switched to a fluid over-the-shoulder melee combat system with a focus on blocks and parries. Not that the olderGod of Wargames didn’t require some skill, but the modern reboot managed to make the new combat system feel more reactive and tactical.

This was emphasized through some of the games' more memorable encounters. Optional bosses like the Valkyries offer a way for players to test the limits of their skills with the new systems. While there are some mixed opinions on whether the follow-upGod of War: Ragnarokmanaged to build on these systems effectively, the 2018 reboot nailed the redesigned skill-based combat elements.

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Devil May Cry 5marked a return to form for the series for most fans, after the highly divisiveDMC. Themulti-protagonist action-combatsystems continue to evolve throughout the game and even beyond its ending. Some would even argue that combat doesn’t show its true depth until players have beaten the game at least once.

With that said, there’s already a lot of variety among the three main characters' varied playstyles, allowing players to get to know each of Nero, V, and Dante’s moves in their respective sections of the game. Players who click with the combat system have much more to experience after the main campaign is done though, with New Game+ and arena modes allowing players to fully unlock move lists and experiment with different characters more freely.

Sifu Tag Page Cover Art

Sifumight have the most skill-based combat system in anycharacter action game. Execution and timing are as important as memorizing button combos in the game. Despite having fewer flashy combos than your typical character-action game,Sifu’s lengthy move list is made up of semi-realistic martial arts moves that give players utility in combat as opposed to higher damage special attacks.

Each move that players can unlock as they progress has its own use and purpose, meaning the rogue-like choices of what to invest in on a given run have a real impact on the player’s progress. By incorporating weapon styles, and giving players several defensive and offensive options to use at any given time,Sifumanages to create a deep skill-based combat system with an exceedingly high skill ceiling.

Bayonetta 3 Tag Page Cover Art

Some players mightprefer the earlier games, butBayonetta 3managed to build on an already well-established skill-based, combo-driven, combat system in some interesting ways. As with previous games, the core concepts of timed dodges to activate witch-time, and combining melee and ranged combat on the fly return. However,Bayonetta 3replaces the climax-summoning mechanics of the previous games with a more active system.

The Demon Slave and Demon Masquerade systems offer different ways to interact with Bayonetta’s demonic minions. The former allows players to control the Infernal Demons directly, with several different combat applications. The Masquerade system lets Bayonetta fuse with the demons to gain new combat and traversal abilities. This arguably brings these systems more into line with the rest of the skill-based combat, as opposed to the previous games' flashy combat finishers.

Ninja Gaiden Black Tag Page Cover Art

2004’sNinja Gaidenwas Team Ninja’s take on the Tecmo series of the same name. The game was subsequently re-released with additional content asNinja Gaiden Blackon the Xbox, and again asNinja Gaiden Sigmaon the PS3. No matter which version of the game early 2000s players happened to play, though,Ninja Gaidenremains one of the best interpretations of the series' challenging character-action combat.

As anoriginal action game concept, Team Ninja was unable to lean on the series' previous games for mechanical inspiration. Instead, they set out to create an action game system that relied on player reflexes and responsiveness, as opposed to memorization, to convey challenge. The combat inNinja Gaidenis difficult to master but satisfying to execute well, and the Izuna Drop remains one of the most iconic character action game moves of all time, so it’s safe to say they succeeded.

Darksiders Tag Page Cover Art

Before the sequels branched out into open-area settings, ARPG loot, and souls-like mechanics, the originalDarksiderswas much more of a straightforward character action game. Taking the role of War, a fallen horseman of the apocalypse, players are sent on a questionable quest of redemption that crosses both heaven and hell.

Combat has a similar design to other character-action games, like the earlierGod of WarorDevil May Cryentries. War has a sword and scythe for melee combos, as well as some ranged options to mix in. In an interesting twist on the typical structure of these games,Darksidersintroduced light metroidvania elements to its exploration. The player acquires new traversal abilities for War as they progress, which open up new areas and can be used to backtrack for hidden upgrades.Darksidersis a varied series, but the original is still the best entry forcharacter-action fans.

No More Heroes 3 Tag Page Cover Art

No More Heroes 3builds on the combat established by the series' previous games, incorporating elements from each while fleshing out the combo abilities of the beam katana. If there were any doubts about the character-action credentials of the previous games,No More Heroes 3eliminates them, giving players a wide array of techniques to express themselves in combat.

The game also reverts to the format of the firstNo More Heroes, giving players a semi-open world to explore as they complete side jobs to earn enough cash to challenge the games' bosses. By blending familiar hallmarks of the series with a more modern design,No More Heroes 3provides asolid character-action gamewith a unique brand of humor.

Metal Gear Rising: Revengeance Tag Page Cover Art

At the time, a lot was made of the “dynamic slicing” technology that underpinnedMetal Gear Rising: Revengeance’s melee combat. But that unique mechanic overshadowed the tightly designed character-action combat that made up 90% of the game. The dynamic slicing made for flashy finishes, but Raiden’s combo-driven katana combat style is what makes the game fun to play.

The two modes of combat work well together, with the player stringing together combos, pulling off parries, and activating blade mode to slow time and perform precision cuts. The game deviates a long way fromMetal Gear Solid’s serious political thriller angle, instead doubling down on the fantastical elements ofMetal Gear, hence the cyborg ninja main character. As a character-action game, though, it offers a unique and entertaining ride.