History Main / ActionCommands

7th Feb '16 5:54:30 AM TheOneWhoTropes
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* In the critically loved but poor selling ''{{Gladius}}'' by LucasArts ({{XBox}}, UsefulNotes/NintendoGameCube and {{Playstation 2}}) almost every attack your characters make is an action command, with a timing bar across the bottom of the screen. different types of maneuvers had different timing bars ranging from as simple as "press the X button in the green part" (primarily for [[StandardStatusEffects status inducing attacks]]) to combo attacks that required each button in a string to be pressed at certain intervals along the bar, to complex strings of button presses (up to 12 buttons, with more successful button presses causing more damage), to alternately pressing X and Y or A and B as quickly as possible. On damaging attacks, completing the attack in the red section of the timing bar resulted in a critical hit. This system is optional and you can simply allow the game to handle attacks automatically; however, with a little practice, you can guarantee a critical hit almost every time, [[GameBreaker breaking]] the "[[MightyGlacier heavy]]" classes (whose primary weakness is [[TacticalRockPaperScissors low accuracy against lightweights]].
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* In the critically loved but poor selling ''{{Gladius}}'' by LucasArts ({{XBox}}, (UsefulNotes/{{XBox}}, UsefulNotes/NintendoGameCube and {{Playstation 2}}) UsefulNotes/Playstation2) almost every attack your characters make is an action command, with a timing bar across the bottom of the screen. different types of maneuvers had different timing bars ranging from as simple as "press the X button in the green part" (primarily for [[StandardStatusEffects status inducing attacks]]) to combo attacks that required each button in a string to be pressed at certain intervals along the bar, to complex strings of button presses (up to 12 buttons, with more successful button presses causing more damage), to alternately pressing X and Y or A and B as quickly as possible. On damaging attacks, completing the attack in the red section of the timing bar resulted in a critical hit. This system is optional and you can simply allow the game to handle attacks automatically; however, with a little practice, you can guarantee a critical hit almost every time, [[GameBreaker breaking]] the "[[MightyGlacier heavy]]" classes (whose primary weakness is [[TacticalRockPaperScissors low accuracy against lightweights]].
31st Jan '16 8:33:20 AM Quanyails
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** ''VideoGame/ResidentEvilUmbrellaChronicles'' and ''[[VideoGame/ResidentEvilTheDarksideChronicles Darkside Chronicles]]'' have these when you are grabbed by creatures. If you shake the Wii-mote, you can counter-attack for a one-hit kill. Each character has their own counter-attack animation/style.
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** ''VideoGame/ResidentEvilUmbrellaChronicles'' ''VideoGame/ResidentEvilTheUmbrellaChronicles'' and ''[[VideoGame/ResidentEvilTheDarksideChronicles Darkside Chronicles]]'' have these when you are grabbed by creatures. If you shake the Wii-mote, you can counter-attack for a one-hit kill. Each character has their own counter-attack animation/style.
29th Jan '16 5:30:32 PM DarkMask
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** In the first game specifically, these were featured as a loathed PressXNotToDie mechanic.
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** In the first game specifically, these were featured as a loathed PressXNotToDie PressXToNotDie mechanic.
29th Jan '16 5:29:27 PM DarkMask
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* ''VideoGame/{{Bayonetta}}'' has access to torture attacks to finish off enemies, requiring an action command to activate and ButtonMashing to execute properly.
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* ''VideoGame/{{Bayonetta}}'' ''VideoGame/{{Bayonetta}}'': ** The titular witch has access to [[ColdBloodedTorture torture attacks attacks]] to finish off enemies, requiring an action command to activate and ButtonMashing to execute properly.

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* ''VideoGame/{{Bayonetta}}'' has access to torture attacks to finish off enemies, requiring an action command to activate and ButtonMashing to execute properly.** In the first game specifically, these were featured as a loathed PressXNotToDie mechanic.
15th Jan '16 10:22:09 PM jormis29
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* Similarly, in the ''{{Summoner}}'' series, there were special one-button attacks (up to four of them could be assigned to individual buttons) that had to be activated exactly when a symbol appeared onscreen; these chain attacks had various unusual effects and became harder to chain with each additional attack.
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* Similarly, in the ''{{Summoner}}'' ''VideoGame/{{Summoner}}'' series, there were special one-button attacks (up to four of them could be assigned to individual buttons) that had to be activated exactly when a symbol appeared onscreen; these chain attacks had various unusual effects and became harder to chain with each additional attack.
22nd Dec '15 4:47:24 AM Hanz
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* ''Yakuza'' (VideoGame/RyuGaGotoku) uses this to a small extent to enhance certain special attacks. ''Yakuza 2'' uses it to a greater extent, occasionally pausing a battle to force you to dodge several scripted attacks or dish out a string of your own. In both games, the window of opportunity is frustratingly short and has to be learned through repetition that usually involves you being stabbed repeatedly in an unavoidable manner.
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* ''Yakuza'' (VideoGame/RyuGaGotoku) ''Videogame/{{Yakuza}}'' uses this to a small extent to enhance certain special attacks. ''Yakuza 2'' uses it to a greater extent, occasionally pausing a battle to force you to dodge several scripted attacks or dish out a string of your own. In both games, the window of opportunity is frustratingly short and has to be learned through repetition that usually involves you being stabbed repeatedly in an unavoidable manner.
18th Dec '15 10:25:41 PM nombretomado
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* Used heavily in all three ''{{Shadow Hearts}}'' games, whose combat system relied on the Judgment Ring. The player had to press the X button when the Judgment Ring's rotating bar was inside certain colored areas of the ring. Good timing was rewarded with a stronger attack, spell, or item effect; bad timing meant a blown turn (thankfully, you didn't use spells or items if you failed their rings, preventing wasted supplies or MP). The Judgment Ring was also used to get discounts at stores, and in the first game, it was even used in a few extra mini-games. The second and third games allowed one to set the attack to "Auto Ring", but this prevented you from earning Strikes and limited available attacks.
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* Used heavily in all three ''{{Shadow ''VideoGame/{{Shadow Hearts}}'' games, whose combat system relied on the Judgment Ring. The player had to press the X button when the Judgment Ring's rotating bar was inside certain colored areas of the ring. Good timing was rewarded with a stronger attack, spell, or item effect; bad timing meant a blown turn (thankfully, you didn't use spells or items if you failed their rings, preventing wasted supplies or MP). The Judgment Ring was also used to get discounts at stores, and in the first game, it was even used in a few extra mini-games. The second and third games allowed one to set the attack to "Auto Ring", but this prevented you from earning Strikes and limited available attacks.
8th Dec '15 7:59:22 AM Loekman3
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* ''VideoGame/GodOfWar'', where Kratos can use action commands to perform a "fatality" move on an enemy, resulting in recovery items for his [[LifeMeter life]] and/or [[ManaMeter magic meters]] -- and a brutal, visceral, and deeply-satisfying end to the foe in question. While for {{Mooks}} the finishing move is optional, they are ''required'' on bosses, which allows the game to turn each boss's demise into a VideogameSetpiece. In short, the game uses Action Commands well, and arguably [[TropeCodifier re-popularized the entire concept]]. ** ''God of War III'' put a nifty, helpful spin on the standard formula: the on-screen prompt for each button appears relative to its position on the controller. For example, the prompt for the Triangle button is near the top edge of the screen.
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* ''VideoGame/GodOfWar'', ''VideoGame/GodOfWarSeries'', where Kratos can use action commands to perform a "fatality" move on an enemy, resulting in recovery items for his [[LifeMeter life]] and/or [[ManaMeter magic meters]] -- and a brutal, visceral, and deeply-satisfying end to the foe in question. While for {{Mooks}} the finishing move is optional, they are ''required'' on bosses, which allows the game to turn each boss's demise into a VideogameSetpiece. In short, the game uses Action Commands well, and arguably [[TropeCodifier re-popularized the entire concept]]. ** ''God of War III'' ''VideoGame/GodOfWarIII'' put a nifty, helpful spin on the standard formula: the on-screen prompt for each button appears relative to its position on the controller. For example, the prompt for the Triangle button is near the top edge of the screen.
7th Dec '15 10:21:43 PM Sugao
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* ''VideoGame/SandsOfDestruction'' requires you to press a sequence of five buttons in order to execute a LimitBreak. The faster you press the buttons, the stronger your attack will be. Normally, the sequence will be of different buttons, but if you equip an accessory with the Guidance trait, you'll only have to press X repeatedly. This would be more useful if the game penalized you for pressing the wrong button, but you can just mash all four DS buttons at once and the game will only register the correct ones.
9th Nov '15 6:37:36 AM Quanyails
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* VideoGame/BatmanArkhamAsylum has an icon appear above foes' heads in the combat sections, whereupon the player can press a certain button to counter them.
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* VideoGame/BatmanArkhamAsylum ''VideoGame/BatmanArkhamAsylum'' has an icon appear above foes' heads in the combat sections, whereupon the player can press a certain button to counter them.
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