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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

Invidious embed. Click thumbnail to play.

b4c8de  No.16259585

I've been wondering about what are the fortes of games I've never played, in the hope of providing good examples to /agdg/ minded folk who would like to replicate a similar style in their projects.

To start off and to let you understand what I mean, pick Chibi Robo. It has to have the best sound design ever created for a videogame, every single motion is more musical than an actual sound effect, it really sells just how cartoony the premise is, how gigantic his efforts are and most importantly it sells the most mundane tasks of cleaning up garbage without feeling like it's a slog to do so.

And all of Chibi's emotions are mostly conveyed by sound alone. That's pretty damn cool if you ask me.

What are some aspects from vidya you played that you wish recreated in a "perfect" title?

cd1f45  No.16261061

Invidious embed. Click thumbnail to play.

From Metal Marines (SNES), you manage island bases and use missiles and FUCKING BATTLE MECHS to find and destroy your enemies bases. In order to do this successfully, you have to improves your defenses while destroying the enemy's; luck providing.

Each base had it's local economy. War Fund buildings increased cash per second, radar buildings increased AA accuracy, power plants increased power per second, etc. You couldn't launch missiles or mechs without energy, nor could they be built without cash. It's like if they took the very old artillery "Tank Game" and expanded the concept to include entire fucking islands fighting each other. You have to make due with the terrain you're given. It really is a damn fun strategy game. Vid related.


849fa9  No.16261534

Dead or Alive Xtreme stands out on making my dick hard.


ca8efa  No.16261582

File: 7face0a22f5eb7e⋯.jpg (125.47 KB, 713x1035, 31:45, barbarian.jpg)

>Breath of the Wild

>open world game

>no "level up" system or grinding for "exp points" (FUCKING FINALLY)

The armor you wear is optionally upgradeable, sure.

But if you give the same weapon to the Link you start out with, it'll still do the same amount of damage that any post-game Link will do. Link doesn't have a "strength stat" that modifies his damage output. He doesn't need to grind for "exp points" to raise his arbitrary strength stat from "Lvl 1" to "Lvl 100". How strong Link is in this game is determined by the weapons, armors, and items he can find. Not some gay DnD spreadsheet that forces you grind for and allocate stat points, like how so many open world games force you to.


c71fcd  No.16261584

File: d0eedc7a15249c1⋯.jpg (110.37 KB, 600x678, 100:113, loli.jpg)

Dragon's Dogma: The main character can be a loli with a loli sidekick and loli love interest.


e7012f  No.16261597

YouTube embed. Click thumbnail to play.

Alien Soldier is an absolute Treasure trove boss rush of unique mechanics and approach to design that haven't been replicated yet to realize their full potential more

>you can shift between walking on the floor and ceiling, or hover inbetween, several bosses require that you are able to tell when to jump, when to shift gravity, or when to use your teleport to the other side of the screen

>you can select four weapons, multiple of which can be the same one, and each weapon has its separate ammo pool, if you consider that the game is structured as a 50-minute long non-stop arcade game it means that you have to plan ahead how to manage your ammo and what weapons to use, on top of being able to adapt and change your LONG-TERM game plan in response to mistakes

>mechanical enemies are weak to blue energy weapons and organic enemies are weak to red elemental weapons, so you gotta mix and match

>weapons which aren't selected will regenerate ammo over time, the longer they remain unselected the greater the ammo regen will be, and there is a delay after being unselected before the regen kicks in so you can't have a bind to cycle through weapons real fast to equally regen ammo for all weapons, and the whole game runs on a time limit so you can't just do nothing for five minutes until your weapons are done recharging, on top of that some weapons have different base regen rates as well

>regularly you will find ammo boxes which work like power-ups in Raiden in that they will cycle through all available weapons over time and allow you to switch them with the one you have, but if you shoot an ammo box with your weapon it will automatically stay locked to the weapon type you shot it with, and picking up an ammo box with the same weapon type you have currently equipped upgrades the max ammo capacity for that weapon slot by 25% on top of completely refilling it, with a maximum of 100% extra

>as the ammo capacity upgrade only applies to weapon slots instead of weapons themselves, it means that you can train one slot with upgrades before exchanging the weapon in that slot when necessary

>basically you're given a lot of options on how to plan your approach this way

>another cool one is the Phoenix Force

>basically, if you are at full health, your teleport actually becomes a hugely powerful attack which can even oneshot some bosses

>however doing it sacrifices a bit of health, so you can't spam it because of the full health requirement

>however, you also have a parry move which transforms projectiles into health items, one health item being exactly enough as the amount of health sacrificed by the Phoenix Force (in Superhard you need two health items before you can do it again) and allowing you to do it again and again in very quick succession for a satisfying speedkill

>provided you didn't take further damage that is, if you sustained a lot of damage you have to recover more health items before you can even do a Phoenix Force

>but if you learn to take no damage and parry the enemy projectiles perfectly, then your skill is rewarded by being able to deal fucktons of damage

>it's not a win button either, if you actually trap an enemy to the side of the screen first, then your phoenix force will go so fast that the scroll speed cannot keep up, so instead of passing through an enemy like normal you will keep burning on top of the enemy against the invisible wall for YUUUUUUUGE damage

>the obvious takeaway is that this saves ammo, but if you rely on this and fuck up you're going to have to adapt

>one cool takeaway is that if you're in fixed shot mode instead of strafe shot mode is that in the former your weapons drain a bit less ammo, so there's more reward for being risky and standing still in one place while the enemies are attacking


4e8e61  No.16261671

File: 7b46126f05ff339⋯.jpg (25.75 KB, 474x474, 1:1, monk.jpg)

>>16261582

>no "level up" system or grinding for "exp points"

<Congratulations on finishing this shrine. Have 1 exp.


31163d  No.16261681

>>16261582

That sounds like casualization. No game "forces" you to grind, at least not by design, ideally getting better gear is how you progress and you just level up and get better stats incidentally to progress in the game. Leveling up is good you fucking faggot, don't bash RPG mechanics because your smoothbrain can't into spreadsheets.


e7012f  No.16261713

Also Battle fuckin' Garegga. Basically the idea here is: what if lives were a resource to be used?

>in Garegga there's something called RANK, the higher the RANK gets, the harder the game gets, and top rank is downright humanly impossible to NMNB or to recover from

>things that increase RANK include: holding down the fire button, picking up items, having more lives and bomb, using bullet sealing (moving right in an enemy's face to prevent them from firing), having more options (things that fly around your ship), and simply existing

>things that decrease RANK include: dying

>so what you want to do here is tactically kill yourself at certain points to keep the RANK from raging out of control

>but this will make you run out of lives, and you only get one for every 1 million points you score

>score in turn is gained by medal chaining (picking up all medals on screen before they fall off to raise their point value to 10k, but if a medal falls off-screen (and there's no other medals on screen) it's reset back to 100)

>however, there's also tons of background targets you can only destroy using your bombs for tons of points, and you also gain half a bomb in your stock each time you die (non-full bombs are still useable, they just last shorter) which you might want to do to gain extra bombs for lucrative scoring opportunities later on

>in fact, whenever you ship gets destroyed it damages all nearby enemies, which is something you can use to quickly destroy several tough targets at once

>so you might be wondering why you can't just hoard lives and bombs, that's because RANK increases faster the more lives/bombs/weapon power-ups/options you have, than if you'd have one of all of them

>meaning if you want to control the RANK, you constantly have to be living near the razor's edge of having next to no lives and no bombs because you want to use them as soon as possible, while suiciding at points where it's safe to keep RANK in check and not lose out on any medals, on top of suiciding to gain extra bombs for later on

>because there's always something that goes wrong in your plan, you always have to be thinking how to change your tactics in the long-term in order to keep the RANK under control and how to nail as many scoring opportunities as possible

>but there's more, while you can switch the formation of your options to resemble a wide/front/side formation, if you pick up certain items in a certain order you can make your options fly in a secret but more powerful formation such as homing formations, the kicker being that it raises rank faster than normal

>if you tap the fire button at a certain rate, you can actually permanently increase your default autofire rate, however doing so increases the rate at which RANK increases as well, and there's no way to lower your autofire rate once you do, so you want to know when it's safe to do this

>the sequel, Armed Police Batrider, would start you off at high rank so you'd have to make more of an effort to lower it and sacrifice more lives near the start

>but it also let you reduce rank by grazing bullets for increased risk/reward

>in Batrider you also have to select a team of three fighters, so when you get hit your ship will be the next character in line with its own shot type and quirks and so on, giving you even more to experiment with when it comes to intentional suiciding to change weapons

Basically, what's different about Garegga is that you have to be thinking a lot in the long-term. Most shmups are very much about in the moment thinking, but here when you screw up you have to rethink your general approach so the RANK doesn't bite you in the ass later on. It's a style largely unique to arcade games where each run lasts 30-50 minutes, much like Alien Soldier, and I haven't seen a lot of games arcade or not really try to replicate this approach.


5f1ce4  No.16261724

>>16261681

> No game "forces" you to grind, at least not by design

Imagine being this naive.


bcb63c  No.16261757

File: 5d863454e994713⋯.png (1.47 MB, 1600x1600, 1:1, link no want.png)

>>16261582

>being this much of a filthy casual

Disg


40a8f6  No.16261813

File: 46e4023e5572de4⋯.png (202.98 KB, 300x361, 300:361, dragons dogma Philippa.png)

>>16261584

>find loli living in gutter

>visit loli every time I come to the city and bring her flowers

>rescue loli from dragon (this also saves her from the city getting fucked)

>marry loli

More games should let you do this


8a781f  No.16261819

File: 2ae3da121f9c930⋯.webm (11.84 MB, 480x360, 4:3, DDRAGON.webm)

I really enjoy the original the arcade version of Double Dragon (Double Dragon 2 is pretty much the same game so everything applies to that as well). Despite looking very generic nowadays, it still has a unique quality to it which is probably due to the excellent sound design and rewarding more acrobatic play styles over simply standing and attacking.


7458c3  No.16262098

File: 55668b882728469⋯.jpeg (238.63 KB, 1000x1000, 1:1, R-Type.jpeg)

An invincible shield that you can throw around the screen and also shoots things.


7458c3  No.16262145

File: 7722d48ceedb6ff⋯.jpg (91.24 KB, 640x480, 4:3, Hellsinker.jpg)

>>16261713

>in Garegga there's something called RANK

They actually never refer to the adaptive difficulty system as "rank", that's just an example of retarded Engrish that the autistic Western shooting community picked up.

Almost none of the adaptive difficulty mechanics were actually invented by Battle Garegga either. Arcade scrolling shooters have had adaptive difficulty since at least Gradius. For example Darius Gaiden has the whole the-more-items-you-pickup-and-the-more-you-shoot-the-harder-it-gets thing going, and Rayforce has the if-you-prevent-enemies-from-shooting-the-game-gets-harder thing. Really the only big change in Battle Garegga is it lets you collect a lot more extra lives than most other shooters and fucks you over if you hoard them because dying with only one or two extra ships in stock causes the only meaningful reduction in adaptive difficulty. The game also punishes you for using bombs too much and collecting too many bomb icons.

Garegga has an interesting adaptive difficulty system once you spend a shitload of time breaking it down or reading a game guide all about it, but it was absolutely unfair bullshit in the arcades designed to suck up people's money.

>the sequel, Armed Police Batrider, would start you off at high rank so you'd have to make more of an effort to lower it and sacrifice more lives near the start

Not true, Batrider starts at the lowest adaptive difficulty level possible every time you start a new credit and then rises up from there. In fact if you waste your two extra ships early you'll end up paying for it later as you miss your chance to maximally reduce the difficulty after letting it build up. Garegga on the other hand has this horrible system where the difficulty level of the previous playthrough of the game carries over to a new credit unless you sit there and where for the attract mode demo to play through a ton of times.

>but it also let you reduce rank by grazing bullets for increased risk/reward

Grinding bullets honestly isn't that big a deal for reducing difficulty, it's a more important mechanic in Battle Bakraid.

I do wish more arcade shooters let you get more than a few extra lives and actually put them to use. Hellsinker has a really fun adaptive difficulty system and you get shitloads of extra lives over the course of the game, but you don't ever use those lives to control the difficulty.


7458c3  No.16262153

>>16262098

Also I fucking love charge shot mechanics. Why do Mega Man and Metroid seem to get the monopoly on this mechanic? Neither even balance it as well as R-Type (where charging does a bit more damage in the time it takes to fire the peashooter rapidfire).


5f73b5  No.16262154

File: bdc29af081aa328⋯.jpg (25.28 KB, 450x337, 450:337, charls.jpg)

You can shoot the shit you knock into the air.


21f88d  No.16262160

File: 63fed83515c89dd⋯.png (1.16 MB, 640x640, 1:1, ClipboardImage.png)

A shooting game where you can punch your way through waves of danmaku and throw enemies around while juggling them infinitely like you're the fist of the fucking north star.


7458c3  No.16262168

File: eb684d3194aea05⋯.jpeg (300.62 KB, 1600x800, 2:1, pop'n twinbee.jpeg)

>>16262160

>punch your way through waves of danmaku

MileStone shooters have a windshield wiper that works kind of similarly too.


7458c3  No.16262173

File: 81368e930913911⋯.jpg (46.48 KB, 500x375, 4:3, Change Air Blade.jpg)

A game where you are the boss.


7458c3  No.16262184

File: d017d4033d7db94⋯.png (19.21 KB, 240x320, 3:4, Kingdom Grandprix.png)

File: dbca87b1018a2a2⋯.jpeg (19.26 KB, 282x361, 282:361, MEGARACE.jpeg)

I want more action games where racing is the secondary goal. Who doesn't like shooting at stuff while going fast?


bb6c90  No.16262965

File: 3ebec39985111ce⋯.gif (1.54 MB, 400x240, 5:3, sw.gif)

Stormworks: Build and Rescue is a builders / mechanics dream. You have a cool open world and you build vehicles from scratch to complete the various challenges like rescuing survivors and hauling goods. It's like a Banjo Kazooie Nuts & Bolts but for more advanced. The game has a lot of depth like the engine and logic system.


b4c8de  No.16266011

Invidious embed. Click thumbnail to play.

>>16261061

I like this, I really hate how most modern 4X games keep on using "mana" so that you can spend whatever resources you have wherever you want instead of forcing you to pick a spot that is optimal or to sacrifice those that can't make enough money to be a money sink for the enemy.

>>16261597

Is it only me or is the Genesis the most underappreciated console ever?

>basically you're given a lot of options on how to plan your approach this way

You had me at this to be honest but it sounds really fucking cool

>>16261819

So many beat em ups are limited by repetitive combat, so it's a miracle it holds up to this day. Ever played the Die Hard arcade?

>>16262098

I like it, risk vs reward that actually makes sense

>>16262184

Games with multiple win conditions are absolute gems. It's too bad the brainlets of today can't cope with there being more to life than deathmatches and the capture the point/ capture the hill/ capture and export the payload trilogy.

>>16262965

Got any footage to show?

Also I've really begun appreciating how much thought oldschool devs put in their AIs when they moved from ganging up on the player's times to objective-specific and context sensitive shit. There's this way dope keynote on Civ IV which really highlights how hard it is to balance features, AI behavior and modding and patching capabilities all at the same time. The tl;dr version is: the AI must see the player as another AI and treat it as such, but to do so player and AI cannot be allowed some mutually exclusive features (i.e. ICBM spam for the AI, backstabbing diplomacy for the players) and as the player always has the upper advantage of retrying different strategies they need to handicap positively the AI in a way that seems plausible rather than grindy. The fact that shitty games like Rome 2 forgot these tenants is a testament to how far we had come and how low we've sunk.

Another obvious example would be F.E.A.R., a not so obvious one would e EU3 (where the AI could have a human-like behavior by simply making the various diplomatic choices sport a likely-to-unlikely meter, so that you can be always on the edge).


ebb8da  No.16266066

> in the hope of providing good examples to /agdg/ minded folk who would like to replicate a similar style in their projects.

Or you could do it yourself, anon. Most anons there are working on their dream projects as it is.

That being said, Deus Ex takes place in a fictionalized version of the real world, and that means more than just background and environment details for once. People talk about many very obscure concepts relating to the US government, for example, or cite real world statistics. Most games based on the real world simply have landmarks you can visit as locations (or merely see in the background), and that's all, nothing at all would change if the setting was purely fictional.


3ece02  No.16266643

>>16266011

> I really hate how most modern 4X games keep on using "mana" so that you can spend whatever resources you have wherever you want

I hear you, man.

One of the things that I absolutely hated in civ V was the globalization of happiness, which made actually seizing cities a fucking shot in the foot as the unhappiness will tank your cities' production and even your units' combat abilities.

If they wanted to represent how word spreads from settlement to settlement, that sort of mechanic's already been done better with endless space/legends' approval system


a21e09  No.16266731

YouTube embed. Click thumbnail to play.

buttslaps, aka doublejumping, and by extension the whole prov community for this game years and years ago

tfw pirated copies for pc dont work, at least on windows 10****




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