Action chaining
Video game concept
Certain actions can be performed only as follow-ups to others.
9
games
5platforms
WII 2006-12-07
LIN 2007
WIN 2011-03-01
WIN 2005-10-21
WIIU 2016-03-04
WIN 2007
GC 2006-12
WIN 2007-04-24
WIN 2009-12-01
Primarily for cases we don't have a specific tag for.
NOT for context-based actions.
Examples:
* Lightning spells require player to first alter the weather to stormy.
* Some killing blow requires player to first use a stunning attack.
Unlike combo moves, these do not require a specific sequence of controller actions to be followed to produce a single action from the player character. But rather, actions that can be performed only as a consequence of performing another In other words, combo moves are about doing a complex combo to deliver a single action (combo move) or a combination attack where doing X+X+Y (punch+punch+kick) produces a more powerful attack (combo attack), but unlike those, this is about things where Y requires X to be used first and can't be used without it.
NOT for context-based actions.
Examples:
* Lightning spells require player to first alter the weather to stormy.
* Some killing blow requires player to first use a stunning attack.
Unlike combo moves, these do not require a specific sequence of controller actions to be followed to produce a single action from the player character. But rather, actions that can be performed only as a consequence of performing another In other words, combo moves are about doing a complex combo to deliver a single action (combo move) or a combination attack where doing X+X+Y (punch+punch+kick) produces a more powerful attack (combo attack), but unlike those, this is about things where Y requires X to be used first and can't be used without it.
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Games by year
The first Action chaining video game was released on October 21, 2005.
Nintendo and Project Ardentryst published most of these games.