Action Commands: Difference between revisions

Content added Content deleted
m (update links)
m (clean up)
Line 1: Line 1:
{{trope}}
{{trope}}
[[File:2010-02-22_8063.jpg|link=Manly Guys Doing Manly Things|frame|When a [[Quick Time Event]] goes horribly wrong.]]
[[File:2010-02-22 8063.jpg|link=Manly Guys Doing Manly Things|frame|When a [[Quick Time Event]] goes horribly wrong.]]




{{quote|''"Cutting edge development tools, state of the art graphics and technology, the ability to present pretty much '''[[Bold Inflation|anything]]''' on a screen, and what do games designers keep coming up with? '''Simon fekking says'''."''|'''Phillip Jackson''', author of ''[[Sequential Art (webcomic)|Sequential Art]]''}}
{{quote|''"Cutting edge development tools, state of the art graphics and technology, the ability to present pretty much '''[[Bold Inflation|anything]]''' on a screen, and what do games designers keep coming up with? '''Simon fekking says'''."''|'''Phillip Jackson''', author of ''[[Sequential Art (webcomic)|Sequential Art]]''}}


Found in [[RPG|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.
Found in [[RPG]]s 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 (though a game can require several [[Action Commands]] to be performed in a row). 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 ''[[Damn You, Muscle Memory!|not]]'' executed with the same sequence of button presses every time.
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 (though a game can require several '''Action Commands''' to be performed in a row). 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 ''[[Damn You, Muscle Memory!|not]]'' executed with the same sequence of button presses every time.


In [[RPG|RPGs]], executing [[Action Commands]] while striking the enemy may result in greater damage than usual, or successfully triggering an action command when the enemy strikes may trigger a defensive maneuver that reduces the damage received (or evades the attack altogether). 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 actual gameplay that results.
In [[RPG]]s, executing '''Action Commands''' while striking the enemy may result in greater damage than usual, or successfully triggering an action command when the enemy strikes may trigger a defensive maneuver that reduces the damage received (or evades the attack altogether). 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 actual gameplay that results.


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 (''especially'' bosses). Again, it serves to reward players for attentive gameplay, rather than simply [[Hack and Slash|Hack and Slashing]] their way through. Compare the [[Counter Attack]], which usually does not have an overt visual cue.
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 (''especially'' bosses). Again, it serves to reward players for attentive gameplay, rather than simply [[Hack and Slash]]ing their way through. Compare the [[Counter Attack]], which usually does not have an overt visual cue.


[[Action Commands]] that occur during otherwise non-interactive [[Cutscene|Cut Scenes]], as a means of subverting or averting [[Cutscene Power to the Max]] and/or [[Cutscene Incompetence]], are known as [[Press X to Not Die]].
'''Action Commands''' that occur during otherwise non-interactive [[Cutscene|Cut Scenes]], as a means of subverting or averting [[Cutscene Power to the Max]] and/or [[Cutscene Incompetence]], are known as [[Press X to Not Die]].


The [[Ur Example]] is the arcade game ''[[Dragon's Lair]]'', where players controlled Dirk the Daring in his quest ''solely'' by performing well-timed [[Action Commands]] guided by on-screen cues.
The [[Ur Example]] is the arcade game ''[[Dragon's Lair]]'', where players controlled Dirk the Daring in his quest ''solely'' by performing well-timed '''Action Commands''' guided by on-screen cues.


{{examples}}
{{examples}}
Line 35: Line 35:


== Action Adventure ==
== Action Adventure ==
* ''[[God of War (series)|God of War]]'', where Kratos can use action commands to perform a "fatality" move on an enemy, resulting in recovery items for his [[Life Meter|life]] and/or [[Mana Meter|magic meters]] -- not to mention 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 [[Videogame Set Piece]]. In short, the game uses [[Action Commands]] well, and arguably [[Trope Codifier|re-popularized the entire concept]].
* ''[[God of War (series)|God of War]]'', where Kratos can use action commands to perform a "fatality" move on an enemy, resulting in recovery items for his [[Life Meter|life]] and/or [[Mana Meter|magic meters]]—not to mention 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 [[Videogame Set Piece]]. In short, the game uses Action Commands well, and arguably [[Trope Codifier|re-popularized the entire concept]].
** ''3'' put a nifty, helpful spin on the standard formula: the on-screen prompt for a given button roughly corresponds to that button's controller position; ''i.e.'', the tri. button prompt's at the top edge of the screen.
** ''3'' put a nifty, helpful spin on the standard formula: the on-screen prompt for a given button roughly corresponds to that button's controller position; ''i.e.'', the tri. button prompt's at the top edge of the screen.
* In ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]'', Action Commands were available in battle, usually right before the enemy strikes. Though called "parry attacks", they actually involved Link dodging by rolling around the enemy, then leaping up to slash his foe in the back of the head. Especially effective against [[Spell My Name with an "S"|Darknut knights]].
* In ''[[The Legend of Zelda: The Wind Waker|The Legend of Zelda the Wind Waker]]'', Action Commands were available in battle, usually right before the enemy strikes. Though called "parry attacks", they actually involved Link dodging by rolling around the enemy, then leaping up to slash his foe in the back of the head. Especially effective against [[Spell My Name with an "S"|Darknut knights]].
Line 55: Line 55:
* ''[[Mega Man X Command Mission]]'' calls these Action Triggers. Each character has at least one; in exchange for all of the character's subweapon energy, the Trigger starts up a simple minigame which can unleash some of the game's most impressive attacks.
* ''[[Mega Man X Command Mission]]'' calls these Action Triggers. Each character has at least one; in exchange for all of the character's subweapon energy, the Trigger starts up a simple minigame which can unleash some of the game's most impressive attacks.
* ''[[Mass Effect 2]]'' allows you to pull either the right or left triggers during dialogue to pull off interrupts, which generally allow you to cut someone off violently or to give them assistance. These events can net you bonus Paragon or Renegade points, or get you other bonuses like weakening an enemy gunship before it attacks you.
* ''[[Mass Effect 2]]'' allows you to pull either the right or left triggers during dialogue to pull off interrupts, which generally allow you to cut someone off violently or to give them assistance. These events can net you bonus Paragon or Renegade points, or get you other bonuses like weakening an enemy gunship before it attacks you.
** In some cases, you have so ''much'' time that it comes off feeling like a [[But Thou Must!]] -- one Renegade interrupt has the prompt hanging there flashing for a good minute while a krogan goes on and on about the horrible things he's going to do.
** In some cases, you have so ''much'' time that it comes off feeling like a [[But Thou Must!]]—one Renegade interrupt has the prompt hanging there flashing for a good minute while a krogan goes on and on about the horrible things he's going to do.
* ''[[Dante's Inferno (video game)|Dantes Inferno]]'' has quite a few of these. They're random buttons and you must push them at exactly the right time, and yes, it's hard. Then again, the game ''is'' unashamedly ripping off ''[[God of War (series)|God of War]]'', so what else would you expect?
* ''[[Dante's Inferno (video game)|Dantes Inferno]]'' has quite a few of these. They're random buttons and you must push them at exactly the right time, and yes, it's hard. Then again, the game ''is'' unashamedly ripping off ''[[God of War (series)|God of War]]'', so what else would you expect?


Line 66: Line 66:


== Beat Em Up ==
== Beat Em Up ==
* If you stun an enemy in ''[[God Hand]]'', you can launch a super "Pummel" attack by getting in close and hitting the circle button. Don't be fooled, though -- sometimes the enemies will drop to the ground, their faces blue, and flash the action command. If you fall for this, you get hit with a [[Groin Attack]].
* If you stun an enemy in ''[[God Hand]]'', you can launch a super "Pummel" attack by getting in close and hitting the circle button. Don't be fooled, though—sometimes the enemies will drop to the ground, their faces blue, and flash the action command. If you fall for this, you get hit with a [[Groin Attack]].
** There's also Azel the Devil Hand, Gene's [[Evil Counterpart]]. During his boss battles, he will sometimes force a ''[[Pummel Duel]]'' between the two. [[Press X to Not Die|Press O To Not Get Your Ass Kicked]].
** There's also Azel the Devil Hand, Gene's [[Evil Counterpart]]. During his boss battles, he will sometimes force a ''[[Pummel Duel]]'' between the two. [[Press X to Not Die|Press O To Not Get Your Ass Kicked]].
* ''[[Dynasty Warriors: Gundam]]'' uses these to resolve [[Blade Lock]] situations. Related series ''[[Dynasty Warriors]]'' and ''[[Samurai Warriors]]'' just have the player mash the attack button as quickly as possible, while ''[[Fist of the North Star]]: Ken's Rage'' requires a sequence of button presses to finish off the story mode bosses [[Ludicrous Gibs|in style.]]
* ''[[Dynasty Warriors: Gundam]]'' uses these to resolve [[Blade Lock]] situations. Related series ''[[Dynasty Warriors]]'' and ''[[Samurai Warriors]]'' just have the player mash the attack button as quickly as possible, while ''[[Fist of the North Star]]: Ken's Rage'' requires a sequence of button presses to finish off the story mode bosses [[Ludicrous Gibs|in style.]]
Line 78: Line 78:
** ''[[Mario & Luigi: Bowser's Inside Story]]'' continues the trend, with even Bowser's giant form battles utilizing action commands to attack and defend, and both these and his special attacks using the DS touch screen as the button stand in.
** ''[[Mario & Luigi: Bowser's Inside Story]]'' continues the trend, with even Bowser's giant form battles utilizing action commands to attack and defend, and both these and his special attacks using the DS touch screen as the button stand in.
* Sabin's Blitz ability in ''[[Final Fantasy VI]]'' worked this way; the sequence you entered determined what attack was performed, while an invalid sequence would result in a wasted turn. However, the sequences still had to be unlocked for them to be considered a valid entry, probably to prevent experienced players from using advanced Blitz moves to one-shot everything for the first half of the game.
* Sabin's Blitz ability in ''[[Final Fantasy VI]]'' worked this way; the sequence you entered determined what attack was performed, while an invalid sequence would result in a wasted turn. However, the sequences still had to be unlocked for them to be considered a valid entry, probably to prevent experienced players from using advanced Blitz moves to one-shot everything for the first half of the game.
** ''[[Final Fantasy VIII]]'', where Squall (the main character) and Seifer (the rival, during the brief time he's playable) could deal increased damage if the player pressed R1 during regular attacks. For [[Limit Break|Limit Breaks]], a sequence of buttons, such as R1 at certain times for Squall or Circle+X and other combinations for Zell.
** ''[[Final Fantasy VIII]]'', where Squall (the main character) and Seifer (the rival, during the brief time he's playable) could deal increased damage if the player pressed R1 during regular attacks. For [[Limit Break]]s, a sequence of buttons, such as R1 at certain times for Squall or Circle+X and other combinations for Zell.
** ''[[Final Fantasy IX]]'', while not having any examples to speak of in battle, had a staged sword-fight that required Action Commands to put on a performance for an audience.
** ''[[Final Fantasy IX]]'', while not having any examples to speak of in battle, had a staged sword-fight that required Action Commands to put on a performance for an audience.
** ''[[Final Fantasy X]]'' did a similar sequence-of-buttons (or rotation-of-stick, or timed press) thing for its [[Limit Break|Overdrives]].
** ''[[Final Fantasy X]]'' did a similar sequence-of-buttons (or rotation-of-stick, or timed press) thing for its [[Limit Break|Overdrives]].
** ''[[Final Fantasy XII]]'' allowed players to recharge their [[Mana Meter|Mana Meters]] during a [[Limit Break]] by pushing certain buttons.
** ''[[Final Fantasy XII]]'' allowed players to recharge their [[Mana Meter]]s during a [[Limit Break]] by pushing certain buttons.
** ''[[Final Fantasy XIII-2]]'' had two types of Action Commands:
** ''[[Final Fantasy XIII-2]]'' had two types of Action Commands:
*** Cinematic Actions are quick time events during certain boss battles, where inputting them successfully will help you in a battle, ranging from stat boosts to dealing damage and getting bonus items after the battle if you do them perfectly.
*** Cinematic Actions are quick time events during certain boss battles, where inputting them successfully will help you in a battle, ranging from stat boosts to dealing damage and getting bonus items after the battle if you do them perfectly.
Line 88: Line 88:
* 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.
* 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.
* 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 Playing Game|Role Playing Games]].
* Action Commands make an appearance in ''[[Barkley, Shut Up and Jam: Gaiden]]'', a fan-made parody of console [[Role Playing Game]]s.
* [[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.
* 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).
* ''[[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).
* ''[[Mother 3]]'' lets you get extra hits for your attack by tapping A in time to the music's beats.
* ''[[Mother 3]]'' lets you get extra hits for your attack by tapping A in time to the music's beats.
Line 98: Line 98:
** ''[[Tales of Vesperia]]'' includes Fatal Strikes which, if executed correctly, provide bonuses and instant-kill (non-boss) targets.
** ''[[Tales of Vesperia]]'' includes Fatal Strikes which, if executed correctly, provide bonuses and instant-kill (non-boss) targets.
* All the combat in ''[[Vagrant Story]]'' had this, and made a very important mechanic of it. Ashley Riot, the main character and professional stomper of colons, would gradually recover special abilities as he regained his lost memories. The player assigns specific attacks to individual buttons, and then uses those attacks by pushing the associated buttons at the proper time, according to the type of weapon used. Chaining the attacks would eventually yield impressive damage output, though overuse of them would overtax Ashley, decreasing accuracy and (eventually) killing him. It also applied to defensive skills as well.
* All the combat in ''[[Vagrant Story]]'' had this, and made a very important mechanic of it. Ashley Riot, the main character and professional stomper of colons, would gradually recover special abilities as he regained his lost memories. The player assigns specific attacks to individual buttons, and then uses those attacks by pushing the associated buttons at the proper time, according to the type of weapon used. Chaining the attacks would eventually yield impressive damage output, though overuse of them would overtax Ashley, decreasing accuracy and (eventually) killing him. It also applied to defensive skills as well.
* ''[[Sonic Chronicles]]'' features a variation with [[Elite Beat Agents]]-style stylus tapping minigames for every special move, both to use and avoid them. More powerful moves generally have more difficult sequences. However, there is a [[Mon|Chao]] that can be equipped that makes these moves automatically succeed -- extra useful for [[The Medic|Cream]] and Tails, whose moves will fail unless executed perfectly (attack moves simply do less damage for each mistake).
* ''[[Sonic Chronicles]]'' features a variation with [[Elite Beat Agents]]-style stylus tapping minigames for every special move, both to use and avoid them. More powerful moves generally have more difficult sequences. However, there is a [[Mon|Chao]] that can be equipped that makes these moves automatically succeed—extra useful for [[The Medic|Cream]] and Tails, whose moves will fail unless executed perfectly (attack moves simply do less damage for each mistake).
* This is how you defend yourself in ''[[Eternal Sonata]]''. As an attacker is about to attack, the word "Chance!" appears, usually (always, before a certain point) with a little shield, indicating that you can press a button to reduce the amount of damage that attack does, or thwart it entirely. At first, you can only block, but later, you gain the ability to counter with a regular attack, and still later, you can use Special Attacks in this capacity. Speaking of Special Attacks, at some point, you gain the ability to use "Harmony Chains", which allow you to follow one Special Attack of the appropriate light level with the other one (provided any targets are in range) if you press the Special Attack button in the little window of time while the first Special Attack animation is going on when the words "Harmony Chain!" appear. Later, you can add a nearby party member's Special Attack if you press the button in the same window while the ''second'' link in the chain is activated. And still later, the potential length of a Harmony Chain doubles.
* This is how you defend yourself in ''[[Eternal Sonata]]''. As an attacker is about to attack, the word "Chance!" appears, usually (always, before a certain point) with a little shield, indicating that you can press a button to reduce the amount of damage that attack does, or thwart it entirely. At first, you can only block, but later, you gain the ability to counter with a regular attack, and still later, you can use Special Attacks in this capacity. Speaking of Special Attacks, at some point, you gain the ability to use "Harmony Chains", which allow you to follow one Special Attack of the appropriate light level with the other one (provided any targets are in range) if you press the Special Attack button in the little window of time while the first Special Attack animation is going on when the words "Harmony Chain!" appear. Later, you can add a nearby party member's Special Attack if you press the button in the same window while the ''second'' link in the chain is activated. And still later, the potential length of a Harmony Chain doubles.
* There are several story events in ''[[Blue Dragon]]'' that consist of trying to spam a button to fill up a charge meter to get out of the way of an attack, fight back, etc., etc...
* There are several story events in ''[[Blue Dragon]]'' that consist of trying to spam a button to fill up a charge meter to get out of the way of an attack, fight back, etc., etc...
Line 125: Line 125:


== Interactive Fiction ==
== Interactive Fiction ==
* The arcade game ''[[Dragon's Lair]]'', its sequel, ''Time Warp'', and its [[Spiritual Successor]], ''[[Space Ace]]'' were nothing ''but'' [[Action Commands]]. They essentially ran a Don Bluth animated movie, and [[Press X to Not Die|if you didn't execute the right command, you would die]]. Even if you were just trying to dodge a mother-in-law throwing pots and pans at you.
* The arcade game ''[[Dragon's Lair]]'', its sequel, ''Time Warp'', and its [[Spiritual Successor]], ''[[Space Ace]]'' were nothing ''but'' Action Commands. They essentially ran a Don Bluth animated movie, and [[Press X to Not Die|if you didn't execute the right command, you would die]]. Even if you were just trying to dodge a mother-in-law throwing pots and pans at you.
* ''Heavy Rain'' invokes this trope during fight scenes. In many other cases, innovative uses of the joystick may be required.
* ''Heavy Rain'' invokes this trope during fight scenes. In many other cases, innovative uses of the joystick may be required.


Line 135: Line 135:


== Platform Game ==
== Platform Game ==
* ''[[Prince of Persia]]: The Two Thrones'' had a variant of this. The "Speed Kills" had to be executed by positioning the Prince in a specific location and were used to initiate, or pre-empt by killing off, combat instead of being used as [[Finishing Move|Finishing Moves]]. More conventional examples show up against the bosses, which almost invariably need Speed Kills to be defeated.
* ''[[Prince of Persia]]: The Two Thrones'' had a variant of this. The "Speed Kills" had to be executed by positioning the Prince in a specific location and were used to initiate, or pre-empt by killing off, combat instead of being used as [[Finishing Move]]s. More conventional examples show up against the bosses, which almost invariably need Speed Kills to be defeated.
* ''[[Sonic Unleashed]]'' uses a mostly optional (but extremely fickle) version of this in the Werehog stages. While you can always beat things to death with your regular attacks, once you've gotten an enemy's health low enough you can press the grab button when near that enemy to attempt a Critical Attack, which involves timing button prompts to finish off the enemy in a spectacular fashion, and gain more experience than killing it normally. However, if you screw up a Critical Attack, you take damage and ''the enemy regains health''. It's possible to use Critical Attacks against bosses and minibosses, but these always require more than two button prompts whereas regular enemies usually only require two, and if you get more of them right before making a mistake, you take ''even more damage''. In addition to this, many bosses and minibosses have at least one attack which knocks you down, requiring you to mash the indicated button to get back on your feet. The button prompts aren't limited to these levels either- at least once in the game, you have to man the turret gun on Tails' airplane, shooting down enemies and their projectiles. Every single thing to shoot displays a button prompt, and if you press an incorrect button, you can't fire again for a split second.
* ''[[Sonic Unleashed]]'' uses a mostly optional (but extremely fickle) version of this in the Werehog stages. While you can always beat things to death with your regular attacks, once you've gotten an enemy's health low enough you can press the grab button when near that enemy to attempt a Critical Attack, which involves timing button prompts to finish off the enemy in a spectacular fashion, and gain more experience than killing it normally. However, if you screw up a Critical Attack, you take damage and ''the enemy regains health''. It's possible to use Critical Attacks against bosses and minibosses, but these always require more than two button prompts whereas regular enemies usually only require two, and if you get more of them right before making a mistake, you take ''even more damage''. In addition to this, many bosses and minibosses have at least one attack which knocks you down, requiring you to mash the indicated button to get back on your feet. The button prompts aren't limited to these levels either- at least once in the game, you have to man the turret gun on Tails' airplane, shooting down enemies and their projectiles. Every single thing to shoot displays a button prompt, and if you press an incorrect button, you can't fire again for a split second.
** You also get these in the day stages during big jumps or tricky landings. Usually failing these doesn't kill you (but does put you on a slower path), unless you're playing the Hard Mode side missions.
** You also get these in the day stages during big jumps or tricky landings. Usually failing these doesn't kill you (but does put you on a slower path), unless you're playing the Hard Mode side missions.
Line 180: Line 180:
* ''[[No More Heroes]]'' uses this to the point where you're not totally sure where it begins and where it ends. The most common one is the [[Finishing Move]], which shows an arrow in a direction you must swing the Wii remote to kill an enemy. There's also the various wrestling moves, which also use onscreen prompts, a [[Super Mode]] that causes a [[One-Hit Kill]] when the right button is pressed, and a "Weapon clash" that happens when you and an enemy attack at the same time, which requires you to spin the controller around to get out of it. Also blends into [[Press X to Not Die]] in certain boss fights, where you need to shake the Wiimote, nunchuk, or rapidly press the A button to get out of various traps.
* ''[[No More Heroes]]'' uses this to the point where you're not totally sure where it begins and where it ends. The most common one is the [[Finishing Move]], which shows an arrow in a direction you must swing the Wii remote to kill an enemy. There's also the various wrestling moves, which also use onscreen prompts, a [[Super Mode]] that causes a [[One-Hit Kill]] when the right button is pressed, and a "Weapon clash" that happens when you and an enemy attack at the same time, which requires you to spin the controller around to get out of it. Also blends into [[Press X to Not Die]] in certain boss fights, where you need to shake the Wiimote, nunchuk, or rapidly press the A button to get out of various traps.
** The same system is implemented in ''[[MadWorld]]'', but taken even further. Finishing someone off by grabbing his ankle, and swinging the Wiimote back and forth over your head to slam him into the ground until he explodes is scored as ''routine'' violence.
** The same system is implemented in ''[[MadWorld]]'', but taken even further. Finishing someone off by grabbing his ankle, and swinging the Wiimote back and forth over your head to slam him into the ground until he explodes is scored as ''routine'' violence.
* ''[[Prototype (video game)|Prototype]]'' also uses it. Mostly to throw stuff at helicoptors, steal tanks, and keep [[Super Soldiers]] from smashing your head into the pavement for the umpteenth time. {{spoiler|You also get to use [[Action Commands]] to take on the final boss, by jumping on it while it's stunned and pounding its skull in. Very fun.}}
* ''[[Prototype (video game)|Prototype]]'' also uses it. Mostly to throw stuff at helicoptors, steal tanks, and keep [[Super Soldiers]] from smashing your head into the pavement for the umpteenth time. {{spoiler|You also get to use Action Commands to take on the final boss, by jumping on it while it's stunned and pounding its skull in. Very fun.}}


{{reflist}}
{{reflist}}