Dragon’s Dogma 2 director says the secret ingredient to the sublime action combat in Devil May Cry, Monster Hunter and Dragon’s Dogma is simple: Capcom’s arcade DNA

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Monster Hunter, Devil May Cry, Dragon

Asking someone to pick the best-feeling Capcom action game is like asking a parent to pick their favorite child: they absolutely have one, but singling one out just feels wrong, y’know? (The correct answer is God Hand, btw). Today Capcom is riding high on the consistently great Resident Evil series and the absolute juggernaut that is Monster Hunter, with a reputation as perhaps the best action game studio in the world. PlatinumGames, founded by former Capcom talent, may have owned that title for awhile, but has faltered in recent years with games like Babylon’s Fall while Capcom releases win after win.

It’s not just that Capcom is synonymous with action games that feel incredibly good to play—it’s that each game manages to carve out its own style while still making us go “Ahh, now there’s the Capcom magic.” In the Resident Evil 4 remake, it’s the basic knife attack turned lifesaving pinpoint parry. In Monster Hunter, it’s the staggering range of weapons and how intricate each feels, from the acrobatic aerial combos of the insect glaive to smashing a dino’s face with a greatsword. In Devil May Cry, it’s the way combos allow you to string together dozens, hundreds, of continuous attacks as ssstylishly as possible. In Dragon’s Dogma, it’s applying the freedom of RPG gear and skill choices to the classic fantasy of climbing on a cyclop’s back and stabbing him in his one giant eyeball.

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