Every video game has a parry now

Kamikaze Revy

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Some of ya'll will always find something to complain about :laff:
"Parrying is just a QTE" :steviej:

Right. Everything is QTE when you think about it.
Follow me now...
In Call of Duty, an enemy appearing is just a prompt for you to hit L2 and R2. Therefore....QTE
In Street Fighter, a hadouken coming your way is just a prompt for you to hit the back button. Therefore...QTE.
These goofy posts ya'll make on the Coli are just a prompt for me to hit the neg button. Therefore...QTE.

Your whole life is a QTE if you really think about it. :mjlol:
 

Gizmo_Duck

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Some of ya'll will always find something to complain about :laff:
"Parrying is just a QTE" :steviej:

Right. Everything is QTE when you think about it.
Follow me now...
In Call of Duty, an enemy appearing is just a prompt for you to hit L2 and R2. Therefore....QTE
In Street Fighter, a hadouken coming your way is just a prompt for you to hit the back button. Therefore...QTE.
These goofy posts ya'll make on the Coli are just a prompt for me to hit the neg button. Therefore...QTE.

Your whole life is a QTE if you really think about it. :mjlol:

you’re crossing the street and there’s a car coming, hit X at the right moment to keep walking
 

CoolinInTheCut

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Buddy you could boil everything down to a QTE like this. Fighting games are just QTE and you press buttons based on what the other person is doing. Equally as retarded

Dude is clearly talking about how parrying works in certain modern titles where they give you literal color coded indications on whether to dodge or parry, completely eliminating the need to actually read and learn the enemy's attacks like you do in fighters or more hard-core titles.

Stellar Blade, God of War reboot series, Spider-Man 2, etc all had this more casual system for parrying.
 

CoolinInTheCut

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Arkham combat(and its clones)

Always felt like QTE to me. It’s just color coded instead of a button prompt. :manny:

Even E33 will show you a clear indicator on when to jump or when to gradient counter. At that point you're only missing the actual button name to differentiate it from a QTE.

Only dodging and parrying in that game is still traditional.
 

MeachTheMonster

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Even E33 will show you a clear indicator on when to jump or when to gradient counter.

Only dodging and parrying in that game is still traditional.
Difference there is timing windows are tight and you still have to read the enemies actions.

In arkham it even slows down to wait for you to hit the button corresponding to the color you don’t have to even worry about spacing or which enemy is which move just hit the color of the button at some point and batman will do the rest.
 

CoolinInTheCut

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Difference there is timing windows are tight and you still have to read the enemies actions.

In arkham it even slows down to wait for you to hit the button corresponding to the color you don’t have to even worry about spacing or which enemy is which move just hit the color of the button and some point and batman will do the rest.

Timing windows are irrelevant cause there's games with QTEs that have long and tight windows, and the same is true for game's with parrying systems. I'm pretty sure that slowdown is gone completely in the highest difficulty of the Arkham games.

The point here is the heavy handholding with this more casual interpretation of parrying and dodging, where the game literally is telling you what to press and when with a sign or indicator that is sometimes color coded.
 

Fatboi1

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Even E33 will show you a clear indicator on when to jump or when to gradient counter. At that point you're only missing the actual button name to differentiate it from a QTE.

Only dodging and parrying in that game is still traditional.
Jump QTE's in E33 are very easy and almost fool proof. It almost feels like it's automatic at times. I almost NEVER miss them especially with that big ass flashing icon.
 

Khalil's_Black_Excellence

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Jump QTE's in E33 are very easy and almost fool proof. It almost feels like it's automatic at times. I almost NEVER miss them especially with that big ass flashing icon.
Not to mention that the timing for jumps is the most lenient of all the counters you can do. You can jump mad early or have a lot of time to do it last second as well.
 

CoolinInTheCut

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Jump QTE's in E33 are very easy and almost fool proof. It almost feels like it's automatic at times. I almost NEVER miss them especially with that big ass flashing icon.

It's too easy lol.

Makes you wonder what made them decide to make jumps and gradient counters so easy with these slowdowns and flashing indicators, but then the attacks you gotta dodge and parry got all this crazy pump faking (especially in Act 3).
 

MeachTheMonster

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Timing windows are irrelevant cause there's games with QTEs that have long and tight windows, and the same is true for game's with parrying systems. I'm pretty sure that slowdown is gone completely in the highest difficulty of the Arkham games.

The point here is the heavy handholding with this more casual interpretation of parrying and dodging, where the game literally is telling you what to press and when with a sign or indicator that is sometimes color coded.
Timing windows are everything when talking about parrying. Lots of games give you color coded stuff or sounds to help you know which attack is coming. Even in “hard core” games like dark souls there’s some color coding to let you know which attacks are blockable/parryable/or dodgeable but the “timing” and spacing and stamina etc all matter in your success of block/dodge/parry.

In arkham games none of that matters. You get a large window and you just hit the corresponding color then batman takes over and worries about spacing, timing etc.

“QTE” was coined with Shenmue, and specifically referred to cut scene moments that you added input to when prompted.

Games have had color coded inputs since forever and they were called “qte” Like nobody claimed Paper mario had QTE cause you could block/parry some of the attacks. :stopitslime:
 
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