People hatin' on RE4's QTEs. I thought they added to the game perfectly. Remember when Krauser (I think it was him anyway) threw Leon's knife back at him and you had under a second to react? That was AWESOME! I did that cheap as hell shot first time by the way because i'm a fucking boss. That one is pretty much Capcom trolling the players though because the checkpoint is right on that cutscene so you lose pretty much no progress if I remember correctly.
I still don't really understand how anyone could fail the QTEs in the infamous knife fight scene though. Unlike almost all other QTEs, the game tells you this is a QTE section and you should be ready on the QTE buttons well in advance.
Anyway OT: Two very specific mechanics in two separate fighting games are mine. 1. Purple throws in BlazBlue and 2. the Infinite "Prevention" System in Skullgirls.
Purple throws are just dumb, you throw reset your combo before you even end your bloody combo. Before you tell me to just predict and throw break it, between the small online latency (BlazBlue has really good netcode but there will always be some latency) and the quick animation of the throw you will always be hit by the first one at least.
The IPS in Skullgirls is a great idea gone horribly, horribly wrong. Basically you can burst out of something that loops more than twice (more or less, it's probably more complicated but whatever) so as predicted the pro scene (and the people who can copy the pro combos properly online) worked around that system for some ludicrous 15/20 second 80%+ health combos without even proc'ing the IPS. Worse still the burst isn't even remotely safe so you can just start blocking the moment they can burst for the easiest reset you have ever seen.
I'm all for burst baits in games like BlazBlue where Bursts are core mechanics but really, did they need to work in an elaborate prevention system when they could have literally copy/pasted BlazBlue's Burst into the game for practically the same effect?
I still don't really understand how anyone could fail the QTEs in the infamous knife fight scene though. Unlike almost all other QTEs, the game tells you this is a QTE section and you should be ready on the QTE buttons well in advance.
Anyway OT: Two very specific mechanics in two separate fighting games are mine. 1. Purple throws in BlazBlue and 2. the Infinite "Prevention" System in Skullgirls.
Purple throws are just dumb, you throw reset your combo before you even end your bloody combo. Before you tell me to just predict and throw break it, between the small online latency (BlazBlue has really good netcode but there will always be some latency) and the quick animation of the throw you will always be hit by the first one at least.
The IPS in Skullgirls is a great idea gone horribly, horribly wrong. Basically you can burst out of something that loops more than twice (more or less, it's probably more complicated but whatever) so as predicted the pro scene (and the people who can copy the pro combos properly online) worked around that system for some ludicrous 15/20 second 80%+ health combos without even proc'ing the IPS. Worse still the burst isn't even remotely safe so you can just start blocking the moment they can burst for the easiest reset you have ever seen.
I'm all for burst baits in games like BlazBlue where Bursts are core mechanics but really, did they need to work in an elaborate prevention system when they could have literally copy/pasted BlazBlue's Burst into the game for practically the same effect?