Times when the mechanics synergize with the character/story

Dante as a character is all about looking cool, and having fun.
His games have a combo meter, and a style gauge.

Bayo as a character is all about being untouchable, and looking cool.
Her games revolve around dodging attacks, and building your combo.

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bayo looks like a giraffe so her games are shit

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Dark souls 1 : the curse of hollowing is essentially just making it impossible for someone to die, and they keep going as long as they have the will to fight. When they stop fighting, they go hollow. The player character doesn't go hollow because you, the player, keep trying.
They tried to make something like that with bloodborne, making a whole bunch of statements about bloodlust turning you into a beast and such, but let's be real. Has anyone felt inhuman for using the rally mechanic?

>the level itself is one big checkpoint-less fight where if you get hit once you get a death timer and the ending changes it's pretty much a different, sadder credits song and an edit to the credits image, but it was pretty fuckin cool

Gravity Rush 2 gets special mention but the way GR2 and Nier Automata interweaved how the mechanics work with the narrative elevated them tremendously.

why are polacks making the better western games nowadays?

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…like how Alan Wake is, quite literally, "carrying the light through the darkness"?

Asura's wrath is both the only "cinematic game" that I tthink actually works and does this a lot.

As you are probably aware, it's really more of an intteracive anime then a game. Instead oof having traditional levels where you move through them geographically, at all times there's a "rage meter" on the top of your screen. As you kill anemies and do shit in a given area, it builds up, and when you hit max, you can do a "burst" Asura goes fucking ballstic and a the story cutscene plays of him going wild and doing insane bullshit and then that cutscene will naturally transition into the next section of the mission. Likewise, during bosses, you aren't depleting a boss's healtthbar, you are building your rage bar up so Asura can go wild and do crazy insane shitt in the cutscene that is too wild to work in gameplay before it goes to the next stage of the boss.

Where it gets cool is that this bar is also active inside cutscenes. If a character says something that pisses Asura off, the bar will go up, and if he calms down it goes down, and the game plays with that to work with inserting bursts inside cutscenes in accordance with that.

It also actually uses QTE's in interesting ways. Some of them are just sort of simple but still nice, such as using the QTE's more as a way to inser haptic feedback into indivual hits or elements of cutscenes, such as when Asura braces each of his legs in when he goes to catch the fiinger from the planet sized boss, you pull a trigger as he puts each leg down, or if in a fight in a cutscene it's super coregraphed, each indivual hit will be a QTE prompt rrather then just a single prompt to move foward in the sequence, which makes each hit feel a bit more weighty vs just watching a cutscene.

Where it gets REALLY interesting is towards the end of the game and in the DLC, where the game puts multiple QTE's on screen at once, so say if Asura iis just beating the shit out of somebody with like 10 punches a second, the entiire screen is just swarmed with B button QTE prompts, or in the climax where asura grows like a billion arms, like 20 analog stick inputs pop up on screen for you to push outward as the arms erupt out of him; shit like webm related as well. The coolest thing during the final fight against God, he has his own set of QTE prompts he uses and pushes to avoid yours, and as you beat the fuck out him he starts to fuck up his inputs.

Basically it actually uses the idea of being an interactive anime to do neat shit that wouldn;t be possible or wouldn't work as well just as a normal game or as a normal anime.