I'd like to disagree and point out that those moments offer an [b[excellent[/b] opportunity to scope out which enemy is the best to continue your combo on. That combo mechanic works well because the problem you mentioned will NEVER happen unless you don't pick your targets carefully.Zhukov said:I reckon the most annoying example of this would be Assassin's Creed Brotherhood.
About 85% of kills end in an Ezio performing a somewhat elaborate finisher, complete with fancy camera angles (which can be mercifully disabled in the options). They look cool and there's enough of them that I never really got tired of seeing the same ones.
Problem is, other enemies can run up and smack you before you're done. Since you have no way to avoid the finishers, this results in a ridiculous series of interrupted stabbings.
You can't spam those in Bayonetta either. Just wanted to point that out.hermes200 said:Actually, I enjoy the X-Rays in MK more than I enjoyed the QTE in God of War or even Bayonetta. The reason for that, I guess, is repeatability... For MK, you have to fill a bar to be able to pull them off. That, combined with the amount of damage they did when they connected, means you can't just spam those moves over and over and over again.
I don't like Mortal Kombat, but that sounds pretty cool.ShannonG said:With the example of the X-Ray moves in particular, I find myself wondering why they couldn't have implemented it differently. For example, let's say that instead of executing the same move every time, it puts you into an X-ray mode and leaves you in control while showing you the damage you're inflicting with each attack.
I don't like canned combat.... I want my presses to have direct consequences. It makes the combat fresher and gives me more to shoot for than how big a combo I can string together... After getting 20 plus hit combos in most battles it gets stale fast.Realitycrash said:So, tell me, how would the game have been improved if the combat was more "skilled"?SanguineSymphony said:It was designed for casuals or just shitty gamers.
Want it harder? Turn up the difficulty-setting.
The X-ray last about 4 seconds. The longest 6. The second Ryu ultra take 6 seconds (I'm not a crazy guy with an chronometer, I see this things on the youtube, if you wanna know). In fact, the close up "fist met chin" in this ultra it's an obvious inspiration to the MK X-Ray moves. Borderline, X-Ray are ultra movies with dark humor.Fullmetalfox said:Capcom got it right. Ultra moves in SSFIV are 3 or 4 seconds long. That's enough time to make a spectacle without breaking the action flow.
They already do. In the Street Fighter Alpha series. There's a mode in which instead of have ultras your character moves more powerfull and you can make better combos. It's functional but is damn hard. The ultras are simple more convenient.ShannonG said:With the example of the X-Ray moves in particular, I find myself wondering why they couldn't have implemented it differently. For example, let's say that instead of executing the same move every time, it puts you into an X-ray mode and leaves you in control while showing you the damage you're inflicting with each attack.
Or one of your teammates can come and in and Yoink it away from you. In the end, it's a good reward for taking a risk.Slinker07 said:I started to think of the assasinations in halo: reach after reading this. This instant kill move you can do if you manage to sneak behind enemys. They are just about 2-3 seconds long. And they are mostly really hard to do on multiplayer and in singelplayer.
And I love em! They feel like a small reward during gameplay, and short and so they don't feel repetive. You also put yourself at great risk when doing them. Since other enemys can intrupt it and save their teammate. . Which can often lead to hilarious situations.
Or infuriating situations. I've lost track of how many times I only wanted a simple beat down because there were more guys in the room but ended up getting smoked fried because my guy decided to do his best impression of Ezio. But they're fun mano e mano or during the campaign though.Slinker07 said:I started to think of the assasinations in halo: reach after reading this. This instant kill move you can do if you manage to sneak behind enemys. They are just about 2-3 seconds long. And they are mostly really hard to do on multiplayer and in singelplayer.
And I love em! They feel like a small reward during gameplay, and short and so they don't feel repetive. You also put yourself at great risk when doing them. Since other enemys can intrupt it and save their teammate. . Which can often lead to hilarious situations.