Action Commands: Difference between revisions
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* In ''[[The Legend of Dragoon]],'' your normal attacks were combo attacks. To keep the attack going, at each hit you had to press X in time with an on-screen indicator. As characters leveled up, they got more advanced combos, usually with more difficult timing. Occasionally, an enemy would try to [[Counter Attack]] you, so you'd have to press Circle instead to avoid taking damage yourself. An early boss also punished you if you didn't complete the sequence.
* 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.
* Action Commands make an appearance in ''[[Barkley, Shut Up and Jam: Gaiden]]'', a fan-made parody of console [[Role
* Action Commands are apparently the entire basis of dungeon crawling in ''[[Riviera: The Promised Land]]''. They're used for everything from dodging arrows to untrapping treasure chests to throwing rocks.
* ''[[Valkyrie Profile]]'' had the ability Counter, where you had to hit X after dodging an attack to deliver an unblockable counterattack. Poor timing would result in either not dodging at all (too early), or not activating at all (too late).
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== Turn Based Strategy ==
* In the critically loved but poor selling ''[[Gladius]]'' by [[
* ''[[The Last Remnant]]'' uses action commands for increasing damage and counterattacking after dodging or blocking, this happens randomly.
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