d9eea2 No.14992818
I really like having a flashlight that's actually necessary and useful
What are some silly/minor things that you like?
2946d1 No.14992834
I like when you're allowed to shoot switches from afar in games.
6762ce No.14992835
>>14992818
I like being able to see things, oddly enough.
3b7083 No.14992837
Good lighting is nifty in general, shame it's regressed in games because casuals don't care.
be5245 No.14992844
>play gaem
>you can seal enemies & control the way enemies and projectiles spawn based on position and screen movement
56b8d2 No.14992863
Being exposed to extra content by backtracking that you would otherwise have missed. Subtle nods to continuity or character development that isn't specifically pointed out. Anything that shows actual effort and thought was put into the development of something.
0a6304 No.14992874
>>14992818
>>14992837
We will never have lighting like in Doom 3 again where flashlights are actually useful because too many people got triggered over "muh darkness!"
6762ce No.14992888
>>14992874
>literally unable to see and fight at the same time, completely antithetical to not just good game design but game design in general
>this also being a game that's in the same franchise as fucking doom
>criticisms not being justified
off yourself
857a02 No.14992892
hyperviolence. I get a huge kick out of it and I'm realizing that a lot of "violent" modern games don't even have simple things like blood hitting walls or gibbing as often anymore
f6c085 No.14992897
>>14992837
Neat as the lighting effects in FEAR are, shit like that should really just shatter the bulb and leave the room dark.
2946d1 No.14992910
>>14992892
They like to whine about moral guardians and shit but the real reason is that they're just lazy. Slapping a bunch of shitty jpgs in front of the enemy that disappear within a second is way easier.
407a91 No.14992927
Mulitple idle animations. American Mcgee's Alice had lots of them.
857a02 No.14992942
>>14992910
TLOU has pretty decent violence but the it's bogged down by druckmans schlock writing. The gore in TLOU2 trailers was impressive but they bookended it with greasy lesbian kissing and more very generic gameplay so hard pass on that one. Some of the details in TLOU were really cool like how larger caliber weapons would change the size of entry/exit wounds and something like shooting an enemy with a shotgun from different ranged would have a different effect on the model.
e8265c No.14992952
I'm probably the only one who was actually scared shitless by Doom3
0a6304 No.14992957
>>14992888
>He's so casual he'd rather have game lighting where everything is washed out and oversaturated like ever AAA game today
>He doesn't adjust the in-game lighting slider in all his games so nightime/indoors without lighting actually looks dark for a spooky and realistic atmosphere
Real life is dark at night, git gud brother that's life
d66fdc No.14992966
>Spent bullet casings have actual physics and don't disappear after hitting the ground
>If they fall at an angled surface they start rolling down
>They make a different impact sound based on the type of surface they hit
6762ce No.14992974
>>14992952
probably, it would be scary for younger players
>>14992957
>there are no in-betweens between cancerous playdough lighting and literally not being able to see
black and white logical fallacy
0a6304 No.14992988
>>14992974
>black and white logical fallacy
True too be honest I was kind of taking the piss there. But you have to admit most games nigh-time lighting looks way too bright compared to real life. I wish game devs themselves could realize there can be a good compromise but they're too afraid of making it too dark so they themselves don't bother
857a02 No.14992995
I know siege is a bit of a BAD GOY title around here but it's the only game I can think of that has physical bullet holes you can actually peek through
f6c085 No.14993005
>>14992974
There's very little in between. Because of the way computers work either there is no light or there is enough to see once you crank up the gamma and shit. If you want flashlights to matter like the OP says there has to be literally no light in some sections.
3839f4 No.14993013
>>14992988
Are current games too bright to hide obvious lacking design or something like that ?
0a6304 No.14993024
>>14993013
My guess is they're too bright because devs want to hand-hold players and they want to ensure the player is able to see everything at night. In movies you can get away with really dark scenes because the point of dark ambiance isn't necessarily to be able to see everything in the scene. In a video game devs are too afraid of pissing people off but they still want ambiance so instead of making shit actually dark they make night scenes with a "fake dark" that kind of just shades everything instead and it looks lame
537ad7 No.14993029
>>14992888
the pitch-black darkness is a game mechanic in doom 3. Very few games actually utilise darkness which is such a shame, one example of the top of my head is croc/crash which is just the basic "everything is dark use this time limited glowbug to light the way" which is just meh. Doom 3, the entire game is built around the darkness, the shadows being literally pitch black was not just a engine limitation but also useful to gameplay. If you look at the game many of the things glow in the dark, like health packs and armor have lights on them which make you see them in the dark… zombies eyes glow in the dark, imps fireballs light up the surronding area in the dark, the muzzle flash (which is removed in bfg edition btw) and the glow from the plasma gun. There are destructable lights too and in many of the early levels if you destroy all the lights, emergency lights will turn on(which you can't destroy) as to make the early levels not too hard on yourself. Most of the areas are designed in such a way that lets you navigate it without the flashlight even and there's an adequate trail of lights, like the computer server leds will help guide you through the level. the flash light has a dual purpose, to help see you what you are doing and to restrict your offensive power so you have to make tactical decisions and this can add to the horror element. many of the enemies even have reaction to the flash light, such as imps… if you spot them where they were hiding in the shadows with the flashlight, they will jump out because their ambush has failed, otherwise they will wait to ambush you. I really wish more games would use the darkness but it is just uncommon.
b5b222 No.14993034
YouTube embed. Click thumbnail to play.
I always forget what I want to include in this threads and then I remember weeks later. I like cloth physics I guess. Cloth physics would've been enough for Dark Souls Remastered to be an instant buy for me.
0a6304 No.14993049
>>14993029
I was just reminded of the Typhlo Ruins in Breath of the Wild. It was a forest intentionally shrouded in darkness and to navigate it you needed to light torches to make a path but everything still remained dark. That's an example of a recent game that actually makes true darkness a mechanic. And it was actually one of the better parts of the game
3839f4 No.14993054
>>14993024
And what's the most difficult ? Making shadows or making everything shiny ?
29756b No.14993090
>>14992888
>literally unable to see and fight at the same time, completely antithetical to not just good game design but game design in general
You know fuck all about good game design. So sick of armchair "game designers" that have never once in their life even attempted to create a game aside from maybe fucking around in RPGMaker for a half hour yet prance around like they are an expert on the subject. Something not adhering to your own personal tastes does not make it bad game design. Do you blame all your fuck ups on bad game design as well when you were the only one to blame?
24ca9f No.14993096
>>14992818
I wish bethesda did more with what doom 3 was rather than make it into what nu-doom is now.
55738d No.14993112
Until a game can let me sense pressure changes in the atmosphere to detect presence and movement in the dark like in real life, I prefer playing my visual medium with actual visuals.
0a6304 No.14993125
>>14993112
>Until a game can let me sense pressure changes in the atmosphere to detect presence and movement in the dark like in real life, I prefer playing my visual medium with actual visuals.
Fallacious argument. Most "true dark" scenes in games have at least one light source (torches, flashlight.etc) to compensate and are effectively your "6th sense" as you would have in real life
e8265c No.14993133
>>14992974
>probably, it would be scary for younger players
Doom 3 came out in 2004, 14 years ago, you were a young fag too 14 years ago
6762ce No.14993135
17c030 No.14993136
>>14992888
>>literally unable to see and fight at the same time, completely antithetical to not just good game design but game design in general
Excuse me mega Hitler, but the demons glow in the dark. Therefore, the problem isn't the darkness, it's just that you cannot aim or manage your weapons. However, this Anon said it much more intelligently: >>14993029
>>this also being a game that's in the same franchise as fucking doom
That's a complaint everyone can agree on. However, the question becomes would you rather have a great game that is, at most, passable as a Doom game (Doom 3); or would you rather have a "great" Doom game that is just passable (nuDoom).
>>14993096
<There was the expansion pack.
55738d No.14993144
>>14993125
The idea of using a torch or flashlight in a combat scenario is the height of retardation anyway, it severely limits your ability to detect movement outside the light cone\radius while giving your exact position away to any enemies in viewing distance. People watch too many movies.
03100c No.14993166
>>14992897
Those are reinforced lamps. Normal ones do shatter.
f6c085 No.14993173
>>14993166
I know they are reinforced, it's still ridiculous for them to be grenade-proof.
17c030 No.14993191
>>14992837
Wait, I just remembered, F.E.A.R. also had a release on the PS3 and 360 (To add insult to injury on top of Doom 3 getting an Xbox port).
035338 No.14993199
>>14993029
>the muzzle flash (which is removed in bfg edition btw)
92a9cc No.14993367
>darkness is actually dark
>environments get fucked by firefights
I wish this last one stuck in shooters. I know it was just to showcase your physics and shit, but the idea of introducing such things is to fucking keep them in. Nowadays I almost forget that games have physics engines and dynamic lighting because everything is so brightly lit and the physics are used for the falling pebbles on your scripted sequence.
>>14993029
>and the glow from the plasma gun
I remember when I discovered that the glow reflects off of surfaces on my first playthrough and found it weirdly comforting.
f0d68b No.14993535
>>14992818
Looking down and seeing your legs.
f0d68b No.14993539
>>14993367
>darkness is actually dark
>environments get fucked by firefights
Time to go replay FEAR.
370d34 No.14993580
Enemy Models that show physical damage. Be it clothes tearing, armor/parts falling off, visible wounds, limb tearing and/or straight up gibs.
I've played Dead Space , Binary Domain, MonHun and many others countless times 'cause I enjoy RIP AND TEARing things off.
6d1e2f No.14993598
i will immediately stop playing a game if i feel shoehorned into any style of play, as long as there is nothing keeping me there (challenge, story, etc.)
Nothing pisses me off more than trying to use a 2 handed axe and then not being able to teleport, things like that. I'm not super autistic, I can always keep it within the context of the game, but once I feel like the developers made a point to go "this is how this should be" i just turn the shit off. Remarkably it's kept my tastes pretty refined and saved me lots of time.
7493b1 No.14993608
>>14993598
>i will immediately stop playing a game if i feel shoehorned into any style of play
>Thief tells you "fighting dudes is a really really bad idea"
>once I feel like the developers made a point to go "this is how this should be" i just turn the shit off
5efc29 No.14993764
>Low key, realistic violence, or just a lack of particle effects when hitting someone
>FPS where your default melee attack is ridiculously strong
>Always loved clone characters as a kid, for some reason
>Button to ragdoll yourself
b01727 No.14993956
>>14993764
>FPS where your default melee attack is ridiculously strong
Forget this, how about FPS where your melee weapon is a thing you have to switch to, rather than just pressing the "melee" button?
Also,
>being able to hold most or every weapon in the game at the same time
>alt fire
65b59f No.14994072
Animated environments. Trees blowing in the wind, banners fluttering, elevators, conveyor belts, and big robot arms going about their business despite the catastrophe.
All gone, all gone down.
b64b58 No.14994237
>Idle-specific animations (like sitting somewhere for too long or while equipped with different gear)
>Weapons with sounds/graphical effects from enemies/bosses you defeated
>Scenario where you have to talk to specific people to advance in the plot
>The non-relevant npc's starts changing dialogs as you continue with the plot (usually not-plot related stuff)
>One of them reveals something that you can use/find later in the game.
6130ee No.14994262
>>14994237
Attention to detail with animations in general always makes me happy. My favourite example of that is Magical Pop'n.
cd6a0a No.14994695
>Game allows you to counter every boss moves
>Tfw you counter the boss with it's own weapon
9faf2c No.14994725
being able to win somehow other than the game tells you to
fuck sending resources and fucking up my city layout just to summon a hero, i'm gonna send my unemployed workforce to fight the monster
366776 No.14994731
>>14992835
Welcome to Frozen Outskirts, how can I help you?
8f7d18 No.14994745
Unique animations for how many bullets are left in a gun, such as only firing once with a double barrel shotgun or a belt fed lmg that still shows the three or four bullets being taken off.
Also I like seeing nearly dead enemies on the ground pull out a sidearm and keep trying to shoot me.
f5b299 No.14994759
>>14992995
>smg and pistol have different size
8f7d18 No.14994766
>>14992995
I was actually pretty impressed with the wall destruction mechanic
>able to shoot out tiny holes and see if someone blocks it
It's nowhere near the game it should have been, but it's okay.
e81846 No.14994783
>>14994759
This makes some degree of sense since many SMGs do have longer barrel lengths than pistols. Even if they were firing the same round, the velocity (and thus the energy) of the SMG fired bullet would likely be higher and potentially take more of the wall with it. This does raise another question though, once bullets go beyond a certain velocity, and particularly with any AP rounds, they should just punch right through a wall leaving a hole the exact size or slightly bigger than the projectile; meaning that in some cases, slower, lower velocity, smaller bullets should leave bigger impacts since they would be stopped and deliver their entire energy payload and/or split and fragment all over the wall.
5405c7 No.14994795
Being able to give characters the same name.
71b687 No.14994813
>>14992966
>spent bullet casing damages the enemy for 15hp until it cools down 5 seconds after being shot
e77bf8 No.14994819
>reloading with a partial magazines left gives you a partial magazine
9dccdf No.14994846
>>14992837
To be fair, I think not having dynamic lights in Infinite is part of the artstyle of having everything look a bit like an impressionist painting rather than laziness.
On a slightly tangential note; what other games do have good dyamic lighting? The only one that comes to mind right now is STALKER.
b5959c No.14994954
71b687 No.14994974
big boob main characters instead of the token big boob side quest babe
351205 No.14995074
>>14993601
God damn this game was so fucking good. Everything about the combat from the how the guns handled to the enemies, it was perfect.
7abee4 No.14995098
>>14992818
I still really would love to see another attempt at a horror style Doom game like this. Its too bad the reboot didn't attempt to do this instead. I think with today's tech and some better thought out game mechanics, story and level design they can make something amazing with it.
As for your question, I like when games give you a description of things in the world no matter how pointless the info might be. I like being able to examine things in the world and it having at least some type of description.
f085e6 No.14995101
>destructible/deformable terrain
Red Faction, Vigilante 8, and even the shit sandwich that was Buttholefilled 3.
>environmental hazards that you can lure/throw/knock the enemy into and still get experience, points, or whatever for their deaths
Magicka, Divinity: Original Sin, and even games with simple explosive barrels
>elemental attacks that make sense, stack, and synergize
I don't really like Magicka, but being able to cast a steam beam full of lightning is basically making a charged particle/plasma gun, and that's really fucking neato.
>different sound effects when you're on stone, metal, grass, gravel, snow, wet pavement, mud, and sand on foot or in a wheeled vehicle
When I hear a car's tires squeal on DIRT, I'm done. This is but one of the many reasons I quit watching (((television))).
>different effects to your mobility during the above
If I make a sharp turn at speed on a wet or snowy road, I expect an OH SHIT moment.
>the ability to learn skills that affect other skills in unexpected ways
Learning anatomy in Ultima Online had a massive effect on your combat damage and healing capabilities.
>enemies attacking other enemies
Siccing metroids on space pirates in Metroid Prime is always funny.
>>14994783
>>14994759
SMG ammunition is often loaded hotter than pistol ammunition of the same caliber. They also tend to have harder primers, making that ammunition more difficult to use with substandard pistols, sometimes failing to fire.
>>14995023
>>14995024
>>14995025
>>14995028
It's a damn shame, what Valve became.
70da0d No.14995165
>>14992874
Are there other games like this? Custom campaigns in l4d2 where everything is fucking dark were fun.
>>14993601
I so rarely see player characters having fun.
f0d68b No.14995261
>>14995074
The level design sucked in the middle east area, but everything else was pretty great.
5a4063 No.14995615
Status modifier that actually effects enemies,especially bosses.
f0ad77 No.14995627
>character doesn't clip through stairs or starts levitating if he has his feet on two different steps, he actually climbs them step-by-step
19e526 No.14995679
>>14994819
I both like and dislike this. Most games you don't get much feedback as to which mag you're putting in next or if the partial one is next or at the end.
3bf6b8 No.14995698
I absolutely adore games with in-game encyclopedias. Bonus points if you have some nifty little lore entries describing stuff that you could not present in the game itself.
f844dd No.14995832
>>14995800
>4th WebM
I remember being surprised when I noticed that the oil barrel gets empty in the first Crysis.
99773f No.14995963
>>14993049
That was one of my favourite parts of BOTW. Felt like an old Terada painting somehow. And fighting the Hinox in the middle which turned out just to be a huge shadow among small, flickering torchlight was pretty fucking amazing.
There was definitely some creativity in BOTW, but it was spread way too thin over cut-and-paste shrines with no thematic change.
432477 No.14996048
>>14995800
>Dark Messiah
Why can't devs just make solid games anymore? Dark Messiah was just as linear and had the same basic core as most forgettable trash shat out these days but it was actually fun.
0e9658 No.14996138
>>14992874
doom marine has a helmet, why not just put a light on the fucking helmet? (thats what halo did, and that was out way before doom 3)
99773f No.14996143
>>14996048
Fun games are problematic because not all people are capable of having fun many of them are on this very board and that's fun-ableist.
300d7d No.14996149
>>14992874
>>14996138
In Doom 3 you don't wear a helmet for some reason. They could put a shoulder mount like in Half-Life and AVP. Though Quake 4 on the same engine had flashlights on guns, that you could toggle no less, no problem.
432477 No.14996169
>>14996143
The vast majority of games are incredibly bland and only copy shit that's already been proven to work. Dark Messiah essentially took a formula done 1000x already, but added a bunch of weird quirks like OP as fuck spells, the kick, actually competent environment hazards and more.
a5a309 No.14996171
>>14996138
>>14996149
Didn't BFG break the game (Among other things) when they added the option to have the flashlight in one hand and a gun in the other?
300d7d No.14996182
>>14996171
BFG edition has a 30 second flashlight mounted on your armor. On Quake 4 it was unlimited but you could only use it on the three weakest weapons.
2946d1 No.14996184
>>14996048
You want the real reason? It's because the entire industry is a racket and if you actually do a good job you'll get fired faster than you can say gamergate. Companies will do anything to keep wages and customer standards down.
a852bb No.14996211
HookTube embed. Click on thumbnail to play.
>>14992892
I miss gibs. That shit was always so satisfying when you'd hit another player or monster dead on with a rocket and that satisfying splatter sound as arms and legs fly everywhere.
The gib system in Soldier of Fortune was awesome. The models showed physical damage like >>14993580 wants, and damn I used to waste so much time and ammo just shooting the corpses apart.
961426 No.14996262
>>14993580
I wanna RIP AND TEAR with a cute anime girl. That'd be pretty fun.
e17747 No.14996289
>>14993367
comfy as fuck dude. modern devs and new gamers don't understand this type of design
a5a309 No.14996367
>>14996262
These are the closest things I can think of.
60a9b3 No.14996629
>>14993096
Doom 3's engine is open source. The community can make all the new content it wants.
682c83 No.14996759
>>14993608
That's different. There is context in thief and risk/reward to fighting enemies. You miss point entirely.
432477 No.14997038
>>14996759
There's a ton of dipshits shitting on Thief lately because they can't play a stealth game unless they have game breaking magic powers. They do the same thing with stalker, deus ex, etc. They'd do it to Japanese games to if there wasn't an entire weeb army ready to jump down their throats.
da8eaa No.14997106
>>14993144
Actually there are flashlights made for combat situations. They have variable light output and strobe functions, which are useful for blinding/disorienting enemy combatants. Most of them are also capable of being mounted to rifles.
Look up tactical flashlights. Cops, COs, and military use them.
b202a5 No.14997199
>>14996048
For the very same reason they can't make good films. The industry surrounding it is a pozzed corporate shit hole and the process of creation is too complicated for independent individuals. Maybe some days making games will become easier.
432477 No.14997264
>>14997199
>Maybe some days making games will become easier.
That's not a good thing. That just means more low-effort trash, and even if a game is exceptional it wont surface easily because it's buried in a sea of trash. Games require time investment, where as something like a painting you can instantly tell it's quality. We already have this problem today.
fb380d No.14997360
>>14996629
All the tools were there since the begining, long before the engine was open sourced. This was the era when game engines were good enough to produce really intricate games and custom content flourised. There were plenty of mods and maps back then for d3; now though the rate of content creation is at a trickle despite the open source nature… One can assume a loss of interest, the barrier is higher compared to say… doom 1+2 and quake 1.. the current generation of consumer is far less interested in creating their own thing and more passively a consumer… honestly I should start making my own, it's a great engine that combines the aesthetic element of half-life but with good action and atmosphere, i've made my own shit before, but only to a small extent
fa0768 No.14997373
>>14995615
This so much.
After just about every game ever made decided it's too dangerous to let me add status modifiers to any fight where it would actually make a difference, those rare moments where it actually does something are just so sweet.
ece24b No.14997413
I like when games have some kind of asymmetrical combat, dittos are boring.
fb380d No.14997430
>>14997360
add to this that marathon, despite being open source and public domain… does not have the basic features you expect from any modern or even 90s sourceports, you gotta have enough interest to spark it. there's various strategies for this but be careful you don't want another graf zahl
912146 No.14997461
>>14992818
>yfw you need to reload your gun manually after its went dry on ammo
aef82d No.14997491
>>14992818
My absolute favourite thing about doom 3 is that your crosshair turns into a cursor when you use interact-able object, like when you put codes into doors. It does so much for immersion compared to something like far cry's door opening animation or just pressing use anywhere on a door.
3b2ee0 No.14998661
>>14997491
I had forgotten how impressive that was at the time. I think that was the first (major?) FPS with monitors and controls that seamlessly transitioned with the rest of the view. You didn't have to use a monitor to watch it in full detail or use a keypad to input stuff, it did it automatically when you looked at it.
I remember when the Doom3 alpha leaked my friends and I would start it and just marvel at how well consoles and monitors looked, just walking up to them then backing away, and it was all seamless and automatic.
f217f0 No.14999513
When playing an "evil" run, having no NPC I can't attack.
Difficulty levels that aren't just dictating how many bullets an enemy can take to the face.
aef82d No.15002501
>>14998661
Off the top of my head I can't think of it being used anywhere else and it's a damn shame.
Doom 3 may have been a bad Doom game but it did a lot of things right and had some good ideas. Some of the uses of coloured dynamic lighting look good even today, tho tbf I use sikkmod but still. I need to fix my vive so I can try it in VR.
640a60 No.15002550
>>15002501
I think nuPrey does that, and despite being hated here it's a pretty impressive game that has a sweet detail I've never seen in a modern game: it maintains the exact position of every object in the entire game, if you drop a cup at the beginning and come back to that area 10 hours later, that cup will be in the exact same position you left it, same for every physics-enabled object, every corpse, every broken glass, every rock from the goo gun, etc.
e7e120 No.15002899
HookTube embed. Click on thumbnail to play.
>>14993173
coolness > realism
>>14993580
>gibs going away
This is probably the greatest sin of dead rising 4.
>>14994819
This kind of depends on the game, tacticool shooter should always have it, but stylish action games like Max Payne would be less fun because of it.
>>14997413
You ever play The Hidden: Source?
f69485 No.15002905
>>14998661
Mark is a gay fat autistic jew
65ac0a No.15002933
>>15002899
the video makes me really sad. How can you remove features from a game just like that?
e7e120 No.15003007
>>15002933
It's what happens when you squeeze the bottom line. There's just so much goddamn money in AAA these days. The investors want a guaranteed return, and that means:
>cutting features to reduce development costs
>putting that money into advertising
Most of the time, normalfags are stupid and fall for bullshots and other advertising gimmicks. When games do fail, the publishers conclude that a game can't sell well and give up on the IP, farming it out to mobile (ie Command & Conquer) or just not making new games. No-one cares about building consumer trust anymore because the market is skewed towards low-effort games. It doesn't help that they've paid off the majority of games press who greedily peddle anything they're told because they're mostly failed journalists from "real" news. To be a good games journalist, you need to care about games and journalism. For example, I wouldn't consider someone's report on middle-east culture to be informative if they didn't have a passion for the study of the middle-east. And since the game journos failed elsewhere, they're mostly shit journalists in the first place. There are some good less shit journos though. http://ggwiki.deepfreeze.it/index.php?title=Support_List
>>15002550
I wish they had just called it something else, it was essentially a new IP.
2946d1 No.15003016
>>15002933
Because it was likely made within a year.
0ea43b No.15003061
Modifier keys, like SHIFT + A to lean left. But only Looking Glass Studios possessed the arcane technological secrets necessary to implement such an exotic feature (that you can find any fucking program that isn't a game).
f3fada No.15003321
>>14994819
>>reloading with a partial magazines left gives you a partial magazine
I remember SWAT 4 did this where the player would only have like 4 magazines you could see in the bottom left and the player would swap between them when he reloaded
f3fada No.15003328
>>15003061
Wolfenstein TNO did this where it had a dedicated lean button that let you lean in any direction. It even let you lean downwards which allows you to gun down people in between gaps
d40f5d No.15003356
>>14993535
>look down
>see penis
cac23f No.15003378
>>15002550
nuPrey is actually a pretty decent game. It's the best Bioshock ever made. They should have just titled it Neuroshock and called it a day. I don't know what marketing genius' idea it was to use the name of a long awaited IP.
f3fada No.15003394
>>15003378
>I don't know what marketing genius' idea it was to use the name of a long awaited IP.
It was because of the fallout from the development of Prey 2
d5d9e4 No.15003460
>>15003378
It did the game the opposite of a favor, that's what's goddamn certain. They could have had a solid franchise starter, instead they give the game free controversy/bad PR and forfeit the right to a new IP. Not to mention the title fitted the game like a glove fits a conveyor belt. Full fucking retard.
2946d1 No.15003857
>>15003328
>lean down
So prone?
8662be No.15003859
>>15003328
You understood him wrong, that anon meant binding actions to keys with modifiers, e.g. binding "moveleft" to "a", "moveright" to "shift+a", "moveforward" to "alt+a" and "moveback" to "ctrl+a".
cc8043 No.15004060
>>15003859
>e.g. binding "moveleft" to "a", "moveright" to "shift+a", "moveforward" to "alt+a" and "moveback" to "ctrl+a".
Why the fuck would you want to do that? Keyboardfags will never understand ergonomics.
30ff94 No.15004093
>>14992892
Unreal 1999 is pure kino
56b8d2 No.15005657
>>15004060
Because then (like the original anon said) you would be able to use WASD as a pseudo control pad for movement, then shift-WASD for leaning, maybe alt-WASD for walking, and so on. Or you could do the same with numbers, so 1, 2, and 3 would be your main weapons, shift-1, shift-2, and shift-3 could be secondary weapons, etc.
c77e75 No.15006343
>>15004060
Because for many games the only alternative is binding almost every button on the keyboard to a command. Something like Battlezone would be unplayable without modifiers.
40ad35 No.15006572
>>14992818
I really like it when gameplay information is represented with in-universe metrics. Both Metro games do this really well, and it works in great favor to the sense of immersion. In this screenshot, for example, there is no HUD, but there are 6 pieces of important information being displayed (health, ammo count, weapon pressure, gasmask condition, remaining filter time, and stealth status). I can't think of a lot of games that do this well, but NEO scavenger, mgs3, and receiver come across as some "off-the-top-of-my-head" examples.
3b0bb3 No.15006624
>>15003321
>tfw no modern, good tactical shooter
FUCK
43d3b0 No.15006631
ass and titty jiggle physex
ed6ce8 No.15007155
>>15004060
>Giving a shit about ergonomics when you have all 10 of your fingers
Fucking ape
e7e120 No.15007485
>higher difficulties make enemies use additional tactics and attacks
ed6ce8 No.15016182
>Shoot lights out
>Shit get's dark
I fucking hate modern videogames so much for having bland static environmments and no experimentation.
I think the most recent games to do this have been Shitman and Metro.
All this immersion bullshit and normalfaggotry with lifelike gwafix and fucking Riddick beats most of these shitty fucking games after 14 fucking years.
3b0bb3 No.15016279
>>15016182
>and fucking Riddick beats most of these shitty fucking games after 14 fucking years.
Damned straight. What a great game. That and KOTOR II were the only xbox games I actually replayed and had fun.
grayyyyphix don't mean shit when your primary gameplay sucks dick.
2f7ada No.15016345
RPGs that have food as healing items, with descriptions of each item. Feels very comfy.
Item descriptions in general are always very welcomed, especially with unique plot items. Some games do this very well, Koudelka comes to mind.
b62f14 No.15016355
>>15016086
Doesn't actually happen in game though.
d9eea2 No.15019163
I really like when the UI is part of the game, an acknowledged part of the world that can be affected by it
59449a No.15019193
>>14992888
I have beaten the game 4 times in my life, and each time was the vanilla weapon vs. light mode. It was one of the most unique games around at the time, and the gameplay still holds up. Listening to audio files, finding secrets, shooting things with different weapons - it all led to a great experience. You're just a massive faggot who wants to run around like brutal doom at 2.0x speed, and mindlessly shoot. The light mechanic made the game harder, scared away casuals, and brought atmosphere to the game. You can get fucked, faggot.
474e1f No.15019332
>>15016182
Probably because Riddick was an insanely High T video game with an actually good original story and had good social stealth gameplay and also high energy action scenes scattered throughout and even survival horror sections etc. Riddick was good modern game developers ingested too much soy and can't into "atmosphere" in their games because when they sit down to write a story the atmosphere is already tainted by their shit fueled brain.
474e1f No.15019337
>>15019193
When did light ever actually fuck people in these games? Even in the pitch black I can still sound out where these things are. The whole "Flashlight" gameplay is a fucking meme and half.
37d259 No.15019361
>>14996048
>Why can't devs just make solid games anymore?
Because some """men""" can't tell a bitch "No"
Ten years ago
<"Heeeey mister boss guy, can you please hire my friend, she's reaaaal gud at her job :^)"
Five years ago
<"This company is not diverse enough, we demand that you fire all the cishet white males!!1!"
Right now
<"What the hell is a floating point value? Why is coding so hard? Ugh, so problematic."
I have seen so many men throw away their money, their future and their dignity all for the slim chance at some roastie's worn-out cock socket. It frustrates the absolute fuck out of me to see it happen over and over again.
604a08 No.15019638
>>15019361
>What is team silent-the post
a23f5a No.15019680
>>15003007
It's what happens when you squeeze the bottom line.
Money put into marketing takes away budget for the game, most have advertising cost anywhere from 2 thirds of the game to well over the the total cost of the actual game. The other thing which cuts into the development time and budget is in fact graphics so much time is spent on this there isn't enough time for anything else.
2946d1 No.15019716
>>15019680
Modern developers are so inept that giving them more time and money would probably end you up with an even worse game somehow.
a887b1 No.15019739
>>14992818
Well made bathrooms, working mirrors, flushable toilets, hand driers that come on if you get close enough, running water.
a887b1 No.15019758
>>14993013
See Agony for ugly ass models obscured by 'muh darkness'
393c52 No.15020388
>>14992835
Put on your glasses then, fuccboi.
abfa42 No.15020570
>>14993090
>you have to design a game to know what is enjoyable in a game
>you have to carve a statue before you can say whether a statue looks good or like shit
>you have do some roofing before you can say whether the roof is leaking
>you have to make a shit sandwich before you can say what it will taste like
ad9ea5 No.15020860
Skippable cutscenes (kingdom hearts did this well, anytime anywhere, no need to see it first once)
interface which is fast (Tales of Games, atlus rpgs) unlike slow and tedious (Dragon Quest, I know they keep it for tradition but it really is obnoxious and slows down the pace of the game. I.e: churches, shops)
customizable controls (AM2R)
if you do x, the npc will react in a certain way. if you do y, it will react in a different way. Undertale did this well. Credit where credit is due.
Enemy is hit on the balls. The enemies grab their balls and agonize in pain. Enemy is hit on the shoulder, grabs his shoulder and reacts accordingly. Perfect Dark did this very well. Attention to detail really makes a better experience.
Sound Effects being satisfying. Music fitting the stage.
When atmosphere really weaves with gameplay (Hollow Knight, Super Metroid)
When story really intertwines with gameplay (Paper Mario did this well, where the climax of a chapter happens as the boss starts, with a twist or character development or finding the vital clue that solves the puzzle)
When the rival enemy has the same abilities as you, or plays with the same mechanics or meta game
What I enjoy from Fire Emblem is how final stages have ample space for all your units to show what they're made of, and you proudly see them wrecking shit and the fruits of their grinding. Even better when final stage has chapters where each character showcases themselves with their mechanic or their unique usefulness. Hotline Miami did this well with the Roller Mobster stage and the masked gang raiding the building.
I like it when the game throws you a plot twist or plot thickening curve and shit hits the fan towards a direction you were not expecting. It is very important not to be predictable or predictably structured in your narrative. If you smell from chapters away "this spiky haired npc will be your party member, calling it" then the plot is weak and predictable. You have to make sure the world is threatening, actions have consequences, and also very important in general, your actions actually matter, but in 2018 that level of effort doesn't exist. At the very least, if you're making an rpg with a set story, make the story good always keeping you in your toes, and most importantly satisfying. everything should be satisfying. every npc interaction, every npc dialogue, every quest reward. That's what's so good about paper mario and Chrono trigger, to throw some examples, and about sakaguchi's FF
A soundtrack that becomes iconic, because it knows how to be so. Using main theme on final boss variant, a mix of all stage themes, etc. Make sure the music is memorable, again, everything has to be enjoyable, intertwined, so the player expects every interaction to be a treat.
2946d1 No.15021092
>>15020860
The interface in Dragon Quest wouldn't be nearly as slow if you didn't have to mash through 5 dialogue boxes each time you try to do anything. Class changing in 9 especially is just annoying.
0f6349 No.15021324
I like these small things very much. Too bad they're so rare in games, exponentially more so for playable characters.
f15a8e No.15021356
>>14992993
kek
>>15020554
anon is saying that's what happened to team silent
8f7d18 No.15021384
>>14996138
>2nd pic
I fucking wish that this is what the new Doom movie is going to be
391b5c No.15021387
>>15021324
Every post just gives me new hate for fairy fags.
12120d No.15021408
Destructible clothing. Some games like Prince of Persia: Sands of Time have scenes at certain points in the game where their outfit either gets torn or they rip something off, and then the character model reflects that for the rest of the game. El Shaddai's entire premise with clothing is that it shows how much HP you have left, and the same goes for the enemies (mostly). The one odd thing about it is that the HUD is only an option after you beat the game, which makes me wonder the point of having the system in place.
604a08 No.15021440
>>15020554
I'm not spoonfeeding actual knowledge about good video game developers to replace your regurgitated bullshit. Look it up yourself and de-brainwash your ass.
8f7d18 No.15021446
>>15021408
Extending on this, scars from previous battles staying on. Some games like Bioshock Infinite or RE4 had scars stay from wounds gained in cutscenes, but Fable is the only one I know that had you keep scars if you died too much.
d1835d No.15021454
>>15021440
Whats its like to be obnoxiously autistic?
0f6349 No.15021461
>>15021387
What, just for complaining about the lack of content?
8ada11 No.15021468
>>15021387
Nothing wrong with nature's onaholes.
2946d1 No.15021562
>>15021468
More like nature's urethral beads. You ever seen how tiny those fuckers are?
539543 No.15025946
>>14995615
The Trails games do this. It's so satisfying putting like 5 status effects on the enemy with a single blow if you equipped your orbment right, and the effects can be really useful to survive tough boss fights