- Joined
- Dec 30, 2025
- Messages
- 3,626
- Level up in
- 1374 posts
- Reaction score
- 4,129
- Points
- 6,077
- Location
- Detroit, Michigan
While I see the appeal, I will never get invested in MMOs ever. It's a waste of my time, money, and energy, and I'm glad to be focused on just regular games without subscription models. Though if I ever decided to try one, it will always be Dungeon Fighter. WoW I never had any interest in.
I usually don't have a problem with color coded enemies. They still get used today, and while I get why some people don't like them, some of those same people go overboard. Most people cite Vanilla_DmC (2013) as the go to example on how bad it gets. Use blue/white weapon on blue/white demon to kill it, etc. Thankfully, the mods on PC and the DE ports fixed it. People complain that using color coded enemies "makes it too much like an old school arcade game or brawler!". Ok, and this a problem why? I know back in those days; it was more so due to hardware limitations with certain exceptions. Usually, a darker color palette means the enemy has either more health, a modified or different attack pattern, and move faster. Not exactly a bad thing when done right.
Besides, some of the older DMC titles used color coded enemies and weapons. DMC1 has color coded enemies with the Marionettes. The red and blue puppets tended to be tougher either with larger health, having high damaging weapons, or both. Ifrit, the orange/red flaming gauntlets, worked best against Frosts, who are blue and white ice demons (a reverse of how DmC worked). Though they have the benefit of being an enemy type introduced late game, instead of lazy palette swap.
DMC3 has Cerberus Ice Nunchucks that froze Bloodgoyles (blood red) and caused ice damage to 1 out of the 2 twin demon bosses (Agni, the fire demon). Viewtiful Joe has color coded bad guys with unique designs, and noted to let the player know when they would be facing a tougher group of enemies. The elites wore black SWAT/commando tactical gear. Hi-Fi Rush does a similar thing where robots are color coded and Chai has to use an assist that is color coded to break either their shields, armor, or a type of barrier, before wailing on them.
God of War 4 does this subtly, but still got some flak for it by a certain YouTuber user. At least Kratos could bypass this throughout half of the game by building up stun against frost type opponents. Then he later grabs the Blades of Chaos and uses fire to melt ice type monsters. Ragnarök takes this further, but gives you plenty of more options (most of the time), if you don't want to use the Leviathan Axe or vice versa.
Color coded enemies don't necessarily make things too easy, nor "casualize" anything when done right. Mario, Zelda, Metroid, and Kirby use color coded enemies/environments/puzzles, and a majority of gamers have no problems with those games either. Something I noticed is the backlash against color coded anything started around the Wii era, and when many games on the first HD consoles were streamlining things. There weren't much complaints at first, but around 2010, a later vocal minority started making much more noise over nothing.
I usually don't have a problem with color coded enemies. They still get used today, and while I get why some people don't like them, some of those same people go overboard. Most people cite Vanilla_DmC (2013) as the go to example on how bad it gets. Use blue/white weapon on blue/white demon to kill it, etc. Thankfully, the mods on PC and the DE ports fixed it. People complain that using color coded enemies "makes it too much like an old school arcade game or brawler!". Ok, and this a problem why? I know back in those days; it was more so due to hardware limitations with certain exceptions. Usually, a darker color palette means the enemy has either more health, a modified or different attack pattern, and move faster. Not exactly a bad thing when done right.
Besides, some of the older DMC titles used color coded enemies and weapons. DMC1 has color coded enemies with the Marionettes. The red and blue puppets tended to be tougher either with larger health, having high damaging weapons, or both. Ifrit, the orange/red flaming gauntlets, worked best against Frosts, who are blue and white ice demons (a reverse of how DmC worked). Though they have the benefit of being an enemy type introduced late game, instead of lazy palette swap.
DMC3 has Cerberus Ice Nunchucks that froze Bloodgoyles (blood red) and caused ice damage to 1 out of the 2 twin demon bosses (Agni, the fire demon). Viewtiful Joe has color coded bad guys with unique designs, and noted to let the player know when they would be facing a tougher group of enemies. The elites wore black SWAT/commando tactical gear. Hi-Fi Rush does a similar thing where robots are color coded and Chai has to use an assist that is color coded to break either their shields, armor, or a type of barrier, before wailing on them.
God of War 4 does this subtly, but still got some flak for it by a certain YouTuber user. At least Kratos could bypass this throughout half of the game by building up stun against frost type opponents. Then he later grabs the Blades of Chaos and uses fire to melt ice type monsters. Ragnarök takes this further, but gives you plenty of more options (most of the time), if you don't want to use the Leviathan Axe or vice versa.
Color coded enemies don't necessarily make things too easy, nor "casualize" anything when done right. Mario, Zelda, Metroid, and Kirby use color coded enemies/environments/puzzles, and a majority of gamers have no problems with those games either. Something I noticed is the backlash against color coded anything started around the Wii era, and when many games on the first HD consoles were streamlining things. There weren't much complaints at first, but around 2010, a later vocal minority started making much more noise over nothing.
Last edited:
