I liked how Metroid Dread did it. You have a dedicated "Melee Counter" button where you can interrupt certain enemy attacks to take them out more easily. Boss fights also have these attacks where landing the timing of the counter rewards you with a short cutscene of Samus styling on the boss in some way. Except it's not just a cutscene. You've still got complete control of Samus shooting at the enemy. And there are short periods where you can't directly shoot, so it's in your interest to find those moments and use them to charge your beam for maximum DPS. It very smoothly blends the flashiness and timing based challenge of a QTE with the standard run and gun gameplay. And there aren't any blatant button prompts beyond the standard "This is a counter opportunity!" flash you've already been getting.
This was, amusingly, one of the things I hated about Metroid Dread. I don't like being forced to wait for "oh hey, attention! You can kill me now!" indicators.
It was only mandatory on a handful of bosses, either ones that had you working to expose their weakpoint anyway, like the weird mollusk thing in the water area, or against the Chozo warriors, and they'd automatically put you in the finisher cinematic when their HP was low enough.
I liked how Metroid Dread did it. You have a dedicated "Melee Counter" button where you can interrupt certain enemy attacks to take them out more easily. Boss fights also have these attacks where landing the timing of the counter rewards you with a short cutscene of Samus styling on the boss in some way. Except it's not just a cutscene. You've still got complete control of Samus shooting at the enemy. And there are short periods where you can't directly shoot, so it's in your interest to find those moments and use them to charge your beam for maximum DPS. It very smoothly blends the flashiness and timing based challenge of a QTE with the standard run and gun gameplay. And there aren't any blatant button prompts beyond the standard "This is a counter opportunity!" flash you've already been getting.
This was, amusingly, one of the things I hated about Metroid Dread. I don't like being forced to wait for "oh hey, attention! You can kill me now!" indicators.
It was only mandatory on a handful of bosses, either ones that had you working to expose their weakpoint anyway, like the weird mollusk thing in the water area, or against the Chozo warriors, and they'd automatically put you in the finisher cinematic when their HP was low enough.