Every video game has a parry now

Fatboi1

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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).
I guess the jump counters and some of the easier gradient counters are just to make the parry look cinematic as it looks very cool. Maelle's and Sciel's gradient counter is like a movie :wow:
 

Gizmo_Duck

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Yall just picking and choosing which parries in games you like are casual and which aren’t :mjlol:

most games parries are very clearly telegraphed thats the entire point of the mechanic. only different is failing to parry in one game might take more damage than another game. Yall can’t be objective for nothin
 

MeachTheMonster

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Yall might want to read what a QTE actually is before making these arguments

In video games, a quick time event (QTE) is a method of context-sensitive gameplay in which the player performs actions on the control device shortly after the appearance of an on-screen instruction/prompt. It allows for limited control of the game character during cut scenes or cinematic sequences in the game. Performing the wrong prompt, mistiming the action, or not performing any action at all results in the character's failure at their task, resulting in a death/failure animation and often an immediate game overor the loss of a life, with some games providing a lesser but significant penalty of sorts instead.
 

Luke Cage

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Parrying is in a lot of games, because a lot of games are built around combat. Parrying, blocking, dodging are important parts of combat.
Remove them and you just have people taking turns hitting each other like a slapping competition.
 

MeachTheMonster

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Yall just picking and choosing which parries in games you like are casual and which aren’t :mjlol:

most games parries are very clearly telegraphed thats the entire point of the mechanic. only different is failing to parry in one game might take more damage than another game. Yall can’t be objective for nothin
It’s timing and spacing.

Even though telegraphed Parrying in Sekiro is a very different mechanic to the Arkham games.
 

Fatboi1

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Yall might want to read what a QTE actually is before making these arguments
Yeah that definition is perfect. It works exactly like that in most games including E33. It even makes it easier with the flashing yellow icon for you to know to jump and then the R2 button pops up.
images

Jump-in-Clair-Obscur-Expedition-33.gif
 
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CoolinInTheCut

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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:

My point on timing windows being irrelevant is that its all arbitrary. Games like Heavy Rain had tight windows for its QTEs. Games like FF16 had enormous windows for counters.

I agree it's still a factor in all the heavy handholding modern parrying systems have, same with the slowdowns, but my point is when a game gives you a color coded prompt on when to parry or counter, like in Stellar Blade and GOW, then the main differentiating factor between that and a QTE, is the actual button name being in the prompt.
 

Rekkapryde

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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:

The End.
 

Gizmo_Duck

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I didn’t.

That’s you goofies trying to pretend you don’t understand what a movie game is.

You were all over co-signing this dumb shyt in your movie game thread :camby:

:mjlol:It's just QTE without the cutscene and flashing screens.

some games do have a highly telegraphed "push button now" parry system, that I guess is kinda similar to some QTE's

Arkham combat(and its clones)

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



QTE being equivalent to a parry is a dumb ass argument that yall started :snoop:
 

MeachTheMonster

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QTE being equivalent to a parry is a dumb ass argument that yall started :snoop:
“felt like”

And then i explained why. And that has nothing to do with parrying.

The entire combat is based on, on rails button prompts, and you have very little input in terms of spacing, timing, which moves/animations actual happen etc kinda like a QTE
 
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