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redirected from Main.ActionCommand

alt title(s): Reaction Command; Timed Hits; Action Command
One button. One more horrific death.

Cutting edge development tools, state of the art graphics and technology, the ability to present pretty much anything on a screen, and what do games designers keep coming up with? Simon fekking says.
—Phillip Jackson, author of Sequential Art

Found in RPGs and Action Adventure games, this requires players to execute a command, such as a button press or joystick rotation, within a certain window of time. Mostly used during combat situations, proper execution will reward a player, often with a bonus to attack or defense or with recovery items. Implementation usually differs between the two genres.

Not to be confused with Combos. Action Commands have a limited-time period to be activated, and they're usually no more than a few button presses and/or joystick rotations, as opposed to a longer string. Also can be different from the Context Sensitive Button, depending on the game: in some cases, the Action Command's essential function never differs and it's primarily used in combat situations. In other cases, there are many possible Actions in many various situations, but only so many buttons on the controller, of course. This is especially noticeable if one particular sequence of actions is not executed with the same sequence of button presses every time.

In RPGs, it's used before striking the enemy, or vice versa. Successfully pulling off the action command will allow players to deal greater damage than usual, or to perform a defensive maneuver which can lessen or even completely negate damage received. It also serves as a way to keep players more engaged in the game. Rather than just clicking through the menu commands repetitively, players can receive a bonus for paying attention to the gameplay.

In Action Adventure games, players receive a visual cue in the Main Window, often connected to the targeted enemy. Action commands allow the player to kill regular enemies more efficiently, and are sometimes necessary to defeat more advanced enemies. Again, it serves to reward players for strategic gameplay, rather than simply Hack and Slashing their way through. Compare the Counter Attack, which usually does not have an overt visual cue. If this happens in a Cut Scene it is Press X To Not Die. May serve as a means of averting or subverting Cutscene Power To The Max.


Examples:

    open/close all folders 

    Action Game 

    Action-Adventure 

    Action RPG 

    Adventure Game 

    Beat Em Up 

    Eastern RPG 

    Fighting Game 

    First Person Shooter 

    Interactive Fiction 

    MMORPG 

    Platform Game 

    Survival Horror 

    Shoot Em Up 

    Sports Game 

    Stealth Based Game 

     Third-Person Shooter 

    Turn Based Strategy 

    Western RPG 

    Wide Open Sandbox