execution heavy games?

K-sha

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just wondering what kind of games besides fighting games would you consider execution heavy?

racing games require an odd 6th sense to handle oversteer/understeer. rhythm games require a lot of accuracy and time, and sometimes odd movements you dont get in other games depending on controller you are using.

I know Mitsurugi Kamui Hikae can be pretty crazy with enemy difficulty and just guards. Prinny required some really weird mashing and jumps where you cant control fall direction, other than straight down ass stomp.

rts games require fast apm, but not odd movements.
 

Phoenixmgs_v1legacy

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Sep 1, 2010
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Most Platinum games from Bayonetta to Vanquish are execution heavy along with most hack n slashers like DMC and Ninja Gaiden. Most competitive games are as well. I'm thinking Nioh may fit the bill (I haven't played it though) as it seems more skillful than a Souls game, which I wouldn't consider execution heavy as it's at least 90% pay attention and be careful.
 

Chareater

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Patapon was like that. Trying to keep a rhythm while also giving the correct orders.
 

Chimpzy_v1legacy

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Maybe those FPS with Quake-style movement, i.e. those with advancement movement like bunny hopping, explosive jumping and air control. Those all require some accurate button press timings and precise mouse movements. Especially when you start chaining it all together and doing multiple midair jumps.
 

Bad Jim

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Most RTS games are execution heavy, to the extent that it usually overshadows strategy. All players know that you need to expand, spend your resources as fast as you get them, build supply depots on time etc, but few can follow those simple rules perfectly, and those who follow them well can stomp all over lesser players.

I'm thinking of Starcraft of course, but games like Supreme Commander are not immune to this.
 

SmugFrog

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I'm trying to think of the last game I played where it came to a point of "there's just too much going on for me to keep up with."

Bad Jim said:
Most RTS games are execution heavy . . . and those who follow them well can stomp all over lesser players.
It was probably an RTS - even a game of Stellaris or Sins of a Solar Empire with focusing on your empire and your fleet and battles in real time. Combine that with hotkeys and "how much do you want to micromanage" and it's a constant game of clicking and, if you're really trying to stay ahead, keyboard button mashing. Really good players memorize those keyboard commands for bookmarking locations, queuing units/builds, or using special powers for your units. I only play Stellaris coop with close friends and we have a free pause policy for when either of us feel overwhelmed with events and management. Maybe I'm just getting too old for it all. ;)

K-sha said:
racing games require an odd 6th sense to handle oversteer/understeer.
I've never really had a problem with the racing games, as it's a case of practicing so you have a feel for the car and observing what turns are coming up and knowing an acceptable speed to take that turn at - similar to driving IRL. It's like when I drive on ice, I'll pull out of my driveway and slam on the brakes to see "Ok, I'll slide this far at this speed." I also cheat though in Forza Horizon 3 and enabled the speed line for when I'm going too fast for a turn. I like to manually shift, which adds a bit more execution to it - and once I tried the realistic clutch option with damage realism. I found that I couldn't make my fingers cooperate with taking a turn at high speed, holding the clutch, and downshifting at the right time (lower RPMs) without destroying my car.

I guess some things have to give in order to enjoy the experience. It's amazing to watch someone work a keyboard and user interface like a surgeon, precisely pushing keys on the keyboard without having to look and knowing exactly where every interface button is and knowing what move they're going to make next. Those people are the robot aliens or the NPC/AI in the Matrix we live in.
 

Foolery

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Jun 5, 2013
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Furi. The game accepts a certain level of error, but you're required to memorize boss patterns and phases, to look for openings and strike with your simple moveset. If you're reallly good you can get extra hits in, or do charge attacks.
 

Maximum Bert

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This is going to depend highly on each person and at what level something is played.

I would say the genre needing the highest execution is probably rhythm action games. Fighters as mentioned have an execution barrier that some find near impenetrable at least 2D ones with their quarter and half circle motions among many others heck some people cannot even do charge moves which is almost incomprehensible to me as I always used charge characters as a child because they are the only moves I could do except the mash ones.

RTS is another although only at a certain level as really its just get faster at what you are doing while still retaining your precision. Any game played competitively can potentially have high execution requirements.

Most games dont really have high execution requirements tbh. That said just because a game has easy execution does not necessarily mean it takes less talent to play (well).
 

K-sha

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SmugFrog said:
I'm trying to think of the last game I played where it came to a point of "there's just too much going on for me to keep up with."


I've never really had a problem with the racing games, as it's a case of practicing so you have a feel for the car and observing what turns are coming up and knowing an acceptable speed to take that turn at - similar to driving IRL. It's like when I drive on ice, I'll pull out of my driveway and slam on the brakes to see "Ok, I'll slide this far at this speed." I also cheat though in Forza Horizon 3 and enabled the speed line for when I'm going too fast for a turn. I like to manually shift, which adds a bit more execution to it - and once I tried the realistic clutch option with damage realism. I found that I couldn't make my fingers cooperate with taking a turn at high speed, holding the clutch, and downshifting at the right time (lower RPMs) without destroying my car.
i've never driven with racing lines before. I started with tokyo xtreme racer series, and some rl stuff. makes playing normal sims a lot easier, though I haven't played the recent forza games. drifting at high angles and finding optimal braking points are definetly not easy, and sometimes adjustments can cause unpredicted results. I'm used to playing with a wheel though, so sometimes i have lots of trouble with controller.
 

K-sha

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Maximum Bert said:
This is going to depend highly on each person and at what level something is played.

I would say the genre needing the highest execution is probably rhythm action games. Fighters as mentioned have an execution barrier that some find near impenetrable at least 2D ones with their quarter and half circle motions among many others heck some people cannot even do charge moves which is almost incomprehensible to me as I always used charge characters as a child because they are the only moves I could do except the mash ones.
half and quarter circle motions are easy for me, for the most part, besides occasional drops. whats really hard are things like instant air dash combos, <5 frame links, certain odd combos, pushing button just enough times so it won't change a combo, dashing fast and returning to neutral before pushing a button after rapid cancels, etc, which i am trying to get consistent at.

charged characters are less common and sometimes it is hard to remember to charge in time and release for a combo. a lot of players just don't have motivation to learn any charged characters, so they can't do moves. it's like how I find a lot of people say air dashers in general are too complex, without even trying them.
 

Maximum Bert

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K-sha said:
half and quarter circle motions are easy for me, for the most part, besides occasional drops. whats really hard are things like instant air dash combos, <5 frame links, certain odd combos, pushing button just enough times so it won't change a combo, dashing fast and returning to neutral before pushing a button after rapid cancels, etc, which i am trying to get consistent at.

charged characters are less common and sometimes it is hard to remember to charge in time and release for a combo. a lot of players just don't have motivation to learn any charged characters, so they can't do moves. it's like how I find a lot of people say air dashers in general are too complex, without even trying them.
Yes you may find them easy but I would hazard a guess you have played a few 2D fighters in your time. I have friends who have played games all their lives and are pretty damn good at RTS and Shooters but they will struggle on stuff like double quarter circles or more complex inputs while simple combos are out of the question. They couldnt even complete the tutorial in SGs, GGrev or MKX for instance.

People get used to what they know and practice they dont play fighters much (or one at all as he hates them) so it really takes them out of their comfort zone. They would put me to shame in pretty much any RTS though and one is godlike at shooters so I wouldnt say that they lack skill its just a different set of skills.

As for charge characters im not really talking about doing it in combos I am just on about performing a charge move. Blows my mind some people find this harder to do than a quarter circle of DP motion.
 

K-sha

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Maximum Bert said:
K-sha said:
half and quarter circle motions are easy for me, for the most part, besides occasional drops. whats really hard are things like instant air dash combos, <5 frame links, certain odd combos, pushing button just enough times so it won't change a combo, dashing fast and returning to neutral before pushing a button after rapid cancels, etc, which i am trying to get consistent at.

charged characters are less common and sometimes it is hard to remember to charge in time and release for a combo. a lot of players just don't have motivation to learn any charged characters, so they can't do moves. it's like how I find a lot of people say air dashers in general are too complex, without even trying them.
Yes you may find them easy but I would hazard a guess you have played a few 2D fighters in your time. I have friends who have played games all their lives and are pretty damn good at RTS and Shooters but they will struggle on stuff like double quarter circles or more complex inputs while simple combos are out of the question. They couldnt even complete the tutorial in SGs, GGrev or MKX for instance.

People get used to what they know and practice they dont play fighters much (or one at all as he hates them) so it really takes them out of their comfort zone. They would put me to shame in pretty much any RTS though and one is godlike at shooters so I wouldnt say that they lack skill its just a different set of skills.

As for charge characters im not really talking about doing it in combos I am just on about performing a charge move. Blows my mind some people find this harder to do than a quarter circle of DP motion.
I agree 100% that you are usually good at what you like playing and get used to, just like most hobbies/sports in general.

as far as fighting games go. I find that I can play ones that I dont even play and beat some casuals who don't net play, just because I'm used to figuring out what mechanics, and what kind of moves counter other moves, and combo into each other. Plus I primarily play air dashers, and most more mainstream fighters are really simple mechanics in comparison, I just have to get used to things like not airdashing, blocking. If you made it a goal to learn how to play, I'm sure you can complete the tutorial, with enough tries, and get decent at the game, but it's pointless if it's not what you enjoy.

It took me forever to learn to drift in racing games, and now I can do it easily and adapt to most racing simulators with little practice.

I have a lot of trouble moving while aiming in fps because I never liked any.
 

JohnnyDelRay

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There's quite a few games which you can beat without getting into execution. But I think the king of this is 2D fighters. Just remembering a character's string of combos, timing, and getting it right takes practice. Throw that against an able-fighter, whose attack patterns/timings you also have to memorize, and executing that combo in the smallest window of opportunity, well that's just the next level isn't it.

I remember watching a Last Blade 2 player at the arcades I used to frequent back in high school. He would go into that ultra fast blue mode, and pull out the longest punish combos you'd ever seen.