I've heard a bit about Joel having rather shaky hands
during combat sequences.
While the game lacks the traditional NPC interaction of most RPGs, character interaction between the central players occurs frequently via story interludes and even
during combat sequences.
The music
during combat sequences, emotional cutscenes or any other time in the game, really, does not quite work well with the content to deliver the right effect.
Ellie is a no - nonsense character
during combat sequences and not only manages to handle herself but also help Joel on some occasions.
Not exact matches
After a stint in westerns, Wellman was chosen in 1927 to direct Wings, a major drama dealing with pilots
during World War I that was highlighted by air
combat and flight
sequences that remain impressive over 60 years later.
Soderbergh inverts the typical action movie genre score by ratcheting up the score
during the non-fight
sequences, applying that retro - 1970s jazzy horn and percussion score by David Holmes (Code 46, Analyze That)
during the dialogue and chases, while turning the music completely off when the film gets explosive for the highly brutal moments of close - quarter, melee
combat.
During the ship - to - ship
combat sequence press Shift - J.
It often gets in the way, especially in
combat, or simply isn't well positioned
during platforming
sequences.
It also showcases a huge Titan
combat sequence, wherein a gigantic enemy creation forms a moving location
during the game, with Dracula scaling the moving behemoth as it assails his castle.
Any time in the game (preferably
during combat), input the directional
sequence of the Konami code to summon a blue fairy that will damage everything on screen.
This leads to some unintended consequences
during unexpected difficulty spikes, bad rolls that turns an ordinary
combat sequence into a shit show, or life forcing you off the computer.
Frame - rate performance between PS4 and PS4 Pro remains pretty identical with the majority of
combat gameplay running at a stable 60 FPS, although the frame - rate drops to 30 FPS
during intro
sequences and super moves which does not impede upon gameplay at all as they are both non-interactive instances.
Devil Mode allows Dante to pull enemies toward him for close
combat as well as pulling certain designated obstacles toward him
during platforming
sequences, while Angel Mode lets Dante pull himself towards enemies and various parts of the environment.
The game does have some occasional framerate issues, most notably
during hectic
combat sequences.
The gameplay focuses on dungeon crawling - dungeons filled with traps and crawling with monsters that need to be dealt with
during turn - based
combat sequences.
The sound effects match pretty well through - out
combat, but sometimes I feel the sound mixing
during certain movie
sequences is a tad off.
Leveling up isn't the only way to improve attributes, as they can be enhanced
during conversations as well as by simply performing actions
during combat, a design choice that gives more meaning to optional
combat sequences.
You have to be careful when attempting to extract cores in
combat, as Joule can still be damaged
during the extraction
sequences.
RTCW «s guard AI is quite good
during combat scenarios, but pretty horrible in terms of stealth gameplay, so these
sequences are somewhat frustrating in practice.
All I can say is it seemed to control well enough when I did something intentional and that the general
combat is NOT QTEs at all, it's just like any other beat - em - up and there are just optional QTE's
during finishing moves that give you XP or something if you succeed, but if you fail nothing happens as graphically you perform the full
sequence anyway.