Edit: and you can try it with yanfly's plugin if you want. They couldn't figure out a way to let the player do the cool thing using the game's mechanics, so they make single button presses execute whole multi-step processes. Inately via events but using other plugins such as action sequences, as a condition to skill cast. It will look like the first example. Well what is so satisfying and rewarding about hitting a button at the designated time? Everything is explained inside the plugin help file and the parameters description Usage: Pasted below is the plugin's help file.
It just feels more immersive and better. After levels and levels of hacking and slashing, you finally get to the Final Boss, which is a giant Chaos Marine Emperor, who looks like he could squash you in seconds. That's exactly what happened here. Asura's Wrath is a game that has so much missed potential, it feels like a major disappointment to me even though I got the demo completely on a whim. Don't remove me from one medium games and put me in another medium movies. But I need some rest and a shower. Hell I don't even pay for my movies.
They're also pretty proper and satisfying for finishing blow maneuvers against bosses, as Nintendoga said. It's generally a good idea to put the prompts centrally located on the screen so the player can watch the action -and- see the prompts. We all know how they work, and I'd assume we've all formed our opinions on them by now. Hell I don't even pay for my movies. Such actions are either atypical of the normal controls during the game, or in a different context from their assigned functions. Anyway, your first solution to errors should be to read the instructions and apply them to the letter. We want the player to have to press the Down input button we just created, so set the Action's Button name to Down.
I often find them lazy - a tacit admission by the devs that they didn't have either the talent, time or budget to come up with any gameplay more complex than 'push this button when you see this prompt in order to keep playing the movie'. In the example screenshot you can find my modified icon file if you want to use it. They can be used effectively to enhance and other actions. Set it's Transition type to Canvas Group Fade, and a Transition time of 0. The update doesn't allow extra features, but makes several improvements to the code and fixes a small bug.
See, I see this opinion a lot and it really does baffle me. If you have to add that into the gameplay, that mission or sequence is missing a more natural challenge. I don't mind the stuff in Telltale games where you need to click on the incoming fist to react to it but stuff like Jurassic Park pre-Walking Dead but a lot of the elements are still there where you just press a random button when the prompt displays just sucks. And they're always in the same button. But no: A quick-time event is actually a conceit designed to blur the line between the cinematic and interactive elements in a video game. But tradition is tradition I suppose.
They're a test of reflexes. However, these games are exceptionally rare and I can only name three. I end up losing first time because I didn't even know I was meant to be playing, and the I watch the same thing again but it's now just me watching the screen intently so I don't have to go through this fucking cut scene again, and not actually paying attention to what's going on. You can either do the same or modify the plugin parameters to look for other icon numbers. I like games that tell stories, so leave me in the game and tell me a story there.
Then I inside those new skills I created the notetages, for example saria's song notetag is. But me personally, they would have to get something on the standards of Pixar for me to wanna look at the genre. The prompts are often displayed as a graphical image of the physical controller button; for example, games on the PlayStation consoles may show any of the four colored face buttons X, square, circle, or triangle as input for the event. It had a story to tell, and it told it excellently well. This will play the ocarina sound as you input commands, and display the song name if you input properly.
Since you kind of expect some surprise in tense moments. As far as I'm concerned, dying because you failed a single quicktime event is almost never justifiable. Usually, press one button or do a single action repeatedly. They are more fun when action sequences can play out differently as a result of accidentally failing one or two. I just have no idea how to make them fun in normal video games. And at the very least it wasn't within my skill level.