How does the style rank work in Devil May Cry?
The system was born from a bug. Testing Onimusha: Warlords, Kamiya discovered enemies could be kept in the air by slashing them repeatedly, and built Devil May Cry around the discovery: combat as juggling, gunfire and sword work woven together, with an on-screen gauge applauding in real time. In the 2001 game the gauge climbs from Dull through Cool, Bravo and Absolute to peak at Stylish. Repeat the same move and the gauge stalls, forcing variety. Take a hit and it collapses back to Dull. Taunting an enemy at close range can hold your grade, which tells you everything about the game's values.
At the end of each mission the same philosophy becomes a report card: a grade from D to S built from your time, the red orbs gathered, your stylish rating, the items you used and the damage you took. Devil May Cry did not ask whether you survived. It asked how you looked doing it, and an entire subgenre, called character action or Extreme Combat, grew from that question.