330e90 No.15936888
Theres lots of window dressing in games that get named dropped all the time. Chicago Ted in Left 4 Dead, The dead tyrants in RE3 and the bodies under the floorboards in a store in Stormwind to name a few.
But theres lots of others that dont get noticed at first and only on replay do you notice their importance. For example the general debris on the streets of Yarnham in Bloodborne look like they exist to suggest a general state of panic occurred before you passed through. But by the end of the game you know the choir was stealing newborns to call down the Great Ones and only on replay do you notice theres a daisy chain of baby strollers and maternity wheelchairs leading from Central Yarnham up to the Upper Cathedral Ward. For all the armchair "but… perhaps" headcanon you see people online push about the game this ones barely mentioned because most seem to not notice.
What games do you think have these moments of extreme storytelling or world building that remain pretty much ignored or forgotten by most people who play it?
823c0e No.15936941
In the first Resident Evil there are paintings that have been vandalized in the part of the house Wesker went though in an effort to cover his tracks. You also find files with pages referring to him ripped out. This is pretty damn good foreshadowing all things considered, at least miles above anything else the series pulled off.
438654 No.15937149
>>15936962
That shit never went anywhere, did it?
bb8717 No.15937190
>>15936888
Pretty much the entirety of Devil May Cry 1. allot of noobs to DMC act like DMC3 is where the series actually got good, and that's true to an extent if you care that much about well directed cutscenes and crazy combos, but DMC1 on the other hand can pretty much tell it's entire story without voice acting, The journey though Mallet Island is every bit as well crafted as the genre defining gameplay.
680c72 No.15937201
>>15937149
Its did, actually, it ended up being a shitty tattoo in online. Need to do a supply run that involves the alien egg which takes 600 runs for just a CHANCE to occur, on top of tipping a kifflom fag 157 times, and getting drunk and passing out in hopes of waking up with the tattoo on the summit of mt chiliad with a flying saucer nearby.
680c72 No.15937210
YouTube embed. Click thumbnail to play.
>>15937201
Supply event in question.
9bee79 No.15937257
There's an image I forgot to save showing the amount of subtle details that went into the architecture in Thief 1 & 2, specifically for the references to the religious fanatics.
438654 No.15937290
>>15937201
>>15937210
Sure looks like they started the whole thing without planning the end and just made that mission to escape the unstated expectations of it going anywhere.
f3642a No.15942146
I can't remember really good examples from Bioshock, but that game is full of those kinda things.
ec1547 No.15942177
>>15936888 (nice)
Bethesda games suprisingly good at this (not counting Skyrim), the only thing what kept me not immediately uninstall F4 were the little details outside the city area.
88c47c No.15942182
>>15937190
DMC1 still did pretty well with action scenes.
My favorite gotta be Nero Angelo's first appearance being Dante's mirror image. With the story progressing that was a great way to introduce that character and laid the foundation for the final fight in DMC3 and why it was so great.
e2792e No.15942200
Invidious embed. Click thumbnail to play.
The entirety of RayForce.
How the hell can you even tell a story in a game designed for arcades without pausing the gameplay, injecting constant dialogue, or cutscenes? It's simple: you don't.
The entire game is a continuous journey from space towards the gangrenous core of a rotten Earth to blow up the Earth in one final suicide mission alongside the insane AI inside, so the last remaining humans who have fled to space can survive the AI's robotic onslaught. There are no stage clear screens to cover up you suddenly going from one place to the other, there are no hyperspace portals or the like. From start to end control is never relinquished from your ship. Aside from the intro, the muffled voiceovers in Stage 1 and 2, no words are spoken throughout the entire game. The journey itself is the story, the progression of backgrounds peeling away the layers of the Earth. On the surface the last remaining greenery is being transformed and rebuilt by the AI, underneath the surface there is nothing but metal and giant concrete megaplexes lined alongside the surface of the Earth where the perfect AI-created human clones live, and the music reflects this journey excellently as well.
Not only is RayForce one of the best shmups out of Taito's catalogue (of which they have many), but it also manages to excel from a storytelling perspective which is downright unthinkable for an arcade game.
27d426 No.15942213
>>15942177
I have a theory for why that is. It feels like they do so little work on the actual game that the only thing that gets any actual care put into it are the little stupid things laying around everywhere even though most of them have nothing to do with anything. It's really sad because it seems like all the competent people are assigned to world building and they just have a bunch of retards doing everything else. The stupid police tapes talking about a long dead criminal case was the most interesting thing in the whole damn game for me and it amazes me that audio logs that have no actual bearing on the whole game are better written than the main story.
bb8717 No.15942217
>>15942182
I personally wouldn't put DMC1's approach under the same umbrella as DMC3, DMC3 has tons of showing off to entertain the viewer. DMC1 on the other hand always has the player performing the action, only setting up the tone of battles with it's cutscenes.
32d535 No.15942234
>>15942200
It really isn't though. You just described the majority of shmups, you only feel this way because it just so happened to be the shmup that you are currently playing..
823c0e No.15942239
>>15942213
Bethesda is run by incredibly insecure nepotists that would sooner fire anyone with talent because they're deathly afraid of losing their positions of seniority.
e2792e No.15942241
>>15942234
Most types of shmups don't have the same type of coherence in terms of progression of backgrounds (only Einhänder comes really close), since you often just cut from one location to the other
73ee20 No.15942257
You know, while it starts out slow Xenoblade Chronicles 2 really has a great story. Its a damn same nerds from resetera cant look past the t&a long enough to appreciate it. Same thing happened to Auto Tomato, great story but nerds from resetera tried to promote the idea that t&a was its only feature.
27d426 No.15942258
>>15942239
Which would also explain why there are good parts of their games. Although most of those are stolen mods from their previous games.
3b5f8f No.15942330
>>15942177
>>15942213
>>15942239
>>15942258
Rule of thumb on newer bethesda games is to go the opposite way of the main storyline. You'll be infinitely more entertained by everything else on the world they make than the main plot.
I remember going through some spooky caves in shitout 4 while getting weird third person flashbacks to random people only to end in a sacrificial chamber to a eldritch being where you fight ghouls and get a special dagger.
f3642a No.15942338
Silent Hill downpour had some interesting stuff in it. Like for example every time that you would stumble upon radio there was always empty pack of cigarettes on the floor or table near radio. So later on when you meet radio DJ in person there is same pack of cigarettes on his table. So he basically put all those radios around town to kinda guide people towards him because he is trapped inside that radio tower. I thought that was pretty interesting detail. There is a lot more things like that in that game. Dear I say it, it's pretty underrated
4aaca6 No.15942366
>>15942338
it really is one of the better silent hill games.
b0b9cd No.15942389
>>15942330
>Rule of thumb on newer bethesda games is to go the opposite way of the main storyline
I borrowed a console copy of FO4 from a buddy and honestly once the game let me off the chain and I ignored the main quest I had some honest fun for a few hours just roaming around, finding shit, checking shit out. That formula works up until you get an overpowered gun from a "legendary" fucking radroach and the enemy variety peters out. They could probably do a fantastic sandboxy game if they started messing with ideas like in-game economy and treasure hunting concepts to just let the player go on their own little adventures
39bfde No.15942423
>>15942146
I don't know, anon, I'm not sure how those people feel about smugglers.
>>15942200
I watched a few minutes of that video and the game looks awesome. Thanks for telling us about it, anon.
>>15942366
I doubt it has much competition past the first three.
4d5426 No.15942653
>The dead tyrants in RE3
Vidya about that shitstorm never ever.
c94452 No.15942672
>>15942653
With all the spinoffs like umbrella chronicles you would think they would have jumped on these.
823c0e No.15942790
>>15942672
>>15942653
Didn't ORC cover this?
4b4a02 No.15942809
>>15937290
GTA V was initially supposed to have single player DLC for each character. They were supposed to be kinda RDR Undead Nightmare style, as in more wacky what-if stories, based on aliens, zombies and James Bond style espionage. These were all scrapped because Online is just more profitable, and its content was largely reused in online updates - particularly the Doomsday Heist. So I'm guessing all these alien easter eggs were building up to that.
4d5426 No.15942819
>>15942790
Nah, they cover the super secrit adventures fucking over US soldiers as OC umbrella operators.
5b9ba9 No.15942843
>>15942213
A long time ago I used to think if Beth made the world and Bioware did the story you might get something passable, now of course everything they barf up is a trash fire covered in shit.
4d28c6 No.15942875
>>15942790
Pretty sure the US military hit them with a railgun
01869b No.15942946
Killer7 had a few good ones, but what story they're telling is hard to guess in some cases. For example, each level has a room you can only go into after having collected enough Soul Shells (bullet casings) and when you walk through it, it's always around a door that's in the center. In the German version, it's called the 'knot room' because you walk around it like a knot. At the end of the game, Garcian actually walks straight through the door, and it leads back into his mobile home, even though it's in Washington State and he's literally halfway to Japan. Not to mention the Soul Shells turn out to potentially be from assassinated targets, seeing as he killed all the other assassins and when he goes back to where they died, the spots have Soul Shells.
Also, a funny one, that is actually interesting to reflect on. Later in the game, a computer asks 10 questions before letting you pass a certain point. Even though in both the Japanese and the English versions have an English keyboard to type answers on, one question and answer were changed. It was theorized by some that it was to show how much control a group of people/ a nation can have, when something as meaningless as that can be changed.
318ee7 No.15943143
>>15942177
Yea there's a lot of good stuff environmental story telling in Fo4, i'd actually rate the map of the game quite highly. Of course the plot and the story might as well not exist. But it's a cinematic enough experience for a walking sim. I especially liked all of those crashed planes and the Glow.
318ee7 No.15943211
>>15942809
What a shame, i wondered why R*ckstar didn't make expansions for GTA5 like it did for GTA4 and RDR but that explanation makes sense. What a waste.
567332 No.15958212
259e89 No.15958255
>>15942177
>>15942213
I don't know if this is true or not I remember hearing awhile ago that they'll ask random people in the office for ideas on small insignificant locations in the world of their games, so that little dug out tank trench was most likely the idea of some lowly intern. It would explain why some many of those locations are so much better compared to the rest of the game.
dd80d2 No.15958356
>>15937190
Always wondered if there's a name for this style of narrative found in PS2 games like Devil May Cry, Resident Evil and Silent Hill. The one where you go around the level interacting with stuff and reading descriptions of it.
f57354 No.15958422
438654 No.15958445
>>15958356
>>15958422
>soulslike
No. Just text prompts in the environment. It's way older than DS.
3f973d No.15958518
>>15958356
it's called "not cutscenes"
1c1ef9 No.15958622
>>15942213
This is mentioned in the commentary for Fo3 and Fo4's development: during Fo3 Beth didn't want to completely rebuild DC so they just made it partially linear to free up people to work on areas outside the city, which (thanks to the saved memory) could have a greater variety of things to see and do. This is why they kept most of Fo3's worldspace rural/not DC in the first place, because it contrasted nicely with DC itself while being interesting and allowing writers to be creative in what they made. Though some oddities here do exist, for example Tenpenny Tower/Warrington Metro were originally supposed to be next to Dukov's place but were moved to the southeast corner of the map because nothing else was there meanwhile it lowered their memory budget for the DC-adjacent eras.
The same thing happened in Fo4 but in reverse, they put all their time into the downtown Boston areas to make it more interesting and unique, while neglecting everything else. Hence why downtown Boston is super detailed, but everything outside Boston feels extremely lackluster or incomplete.
bbbb1e No.15958689
In breath of the wild there's a burnt out house with one of those fire rod dudes dancing around it, can't remember where I came across it
438654 No.15958724
>>15958689
Speaking of BoTW, all the ruined guardians would make for fine enviro-storytelling if the game didn't hammer their story to you so many times in so many cutscenes.
f9300d No.15958780
>>15958356
>>15958445
Adventure games!
Aside from titles made by the French, you're never going to see adventure titles do something actually unique due to how people keep sucking LucasArt's cock.
bbbb1e No.15958784
f42bed No.15959024
in ds3 theres some dead soldiers around wonder what happend
32d535 No.15959062
>>15958780
The lolsorandum humor of Lucasarts pozzed the genre absurdly hard. There are still good ones out there like Still Life, Broken Sword, Syberia, anything by Jane Jensen though. Also the chance of dying in Adventure games scared the faggots away, the removal of it brought in a tidal wave of dipshits.
443115 No.15967620
>>15958780
>Aside from titles made by the French
Any suggestions? I haven't had my adventure fix in over a decade.
34e4e8 No.15967813
The last living people in Anor Londo are a shitty god of illusions, a firekeeper, and a giant blacksmith. They never seem to communicate with each other, such that the blacksmith is so happy to see a new person he happily helps them and calls them 'friend' at first sight. Everyone else is an illusion, a hollow, both, or an intruder.
The Giant must be so lonely in the time that passes between 1 and 3.
438654 No.15967872
>>15967813
>The Giant must be so lonely in the time that passes between 1 and 3.
Not if you kill him. :^)
82b166 No.15967910
>>15967872
You're a monster.
438654 No.15967938
>>15967910
But I'm sparing him pain, that's generosity. I'm also putting his soul on the market, improving the economy. Big idiot should be thanking me.
72ac38 No.15968093
>>15967872
>killing the BFG of Anal Rodeo
315d2a No.15968325
>>15967910
it's a mercy, really. that poor fucker.
87d6ac No.15968422
>>15958724
There's still an example here and there, like Robbie having an entire junkyard of Guardians behind his house. He does say he knows their weaknesses and can "easily dispatch" them but he's still a tiny old man (and mad scientist) who has been beating up killer robots for 100 years. But overall BotW was pretty weak with environmental story. The only interestingly-designed area in the game was Hyrule Castle, because it was the only place that evoked the feeling of the apocalypse of the narrative. There really should have been more like that.
87d6ac No.15968433
>>15968422
in fact I'd say this was one of the few mildly-interesting subtle details.
d11546 No.15968659
>>15967938
>increasing the money supply improves the economy
Shoo shoo, Fed Jew.
438654 No.15970238
>>15968659
The big soul is a resource, not so much a currency.
>Mining gold in a gold standard currency is bad