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File: a7bcbfc15eac9bc⋯.jpg (428.09 KB, 1600x800, 2:1, okami.jpg)

d2aab5  No.16398046

I wasn't the biggest fan of Okami, but I loved that you are able to bark while running around, and how barking would startle animals and people. What other games have little things that you can do that don't have any gameplay effect whatsoever but are just fun (so online gestures don't count, because they facilitate communication)?

38a8a2  No.16398055

>playing dragon's dogma

>your pawn AI learns fucking everything you do, and if you demonstrate a reason for doing things or a pattern to when/why you do them they will begin to mimic you

>this has actual in-game benefits, such as when my pawn (a huge beefy amazon ara) noticed me carrying tiny pawns across rivers and creeks so as not to get their lanterns wet, and started picking me up and doing the same because i was smaller than her

>anyways, picking stuff up early in the game

>get attack by goblins when i pick up a dead snake

>press R2, throw the snake at the goblin

>it flips out and gets mad

>laugh for like two days about this

>throw dead snakes at goblins whenever humanly possible simply because it's funny

>notice that my pawn now goes out of her way, when fighting and only goblins, to pick up whatever is at hand and hurl it at the nearest goblin

dragon's dogma is a magical game


bee25f  No.16398064

File: 32f66c23543354a⋯.jpg (154.57 KB, 475x675, 19:27, a_boy_and_his_blob_frontco….jpg)

>>16398046

The A Boy and his Blob remake had a hug button.


ee47a3  No.16398612

File: f0e4e11bf7cf5dc⋯.jpg (468.29 KB, 824x2228, 206:557, i-its not like i wanted to….jpg)

File: a6ccdf0d9cc34ee⋯.jpg (847.7 KB, 2000x2876, 500:719, MGSR_Clothes_Codec.jpg)

File: 85f9c6dbe9f6236⋯.jpg (1.51 MB, 1412x3970, 706:1985, Remember to be subtle.jpg)

File: 326ddca2365721d⋯.gif (2.93 MB, 299x168, 299:168, MGS4_Naomi_A.gif)

File: d4644ca1e0e70be⋯.gif (1.86 MB, 320x222, 160:111, MGSR_Clothes_VR_Stand.gif)

The Metal Gear series lives for this kind of stuff.

When you alert a guard, an exclamation point (!) appears above their head. If you shoot the exclamation point with a gun, they'll get knocked out.

In MGS3 you first meet Solokov (a runaway scientist) in some backwoods cabin. You can't interact with, or even see, Solokov until the cutscene when you enter the cabin. But before you meet him you can break the cabin windows then throw snakes / rats through into the cabin to make him yell/scream. I think there might have also been some other stuff like smoke bombs or grenades that cause other reactions.

In MGS3 there are supply depots that you can destroy, that later on will cause enemy gaurds later in the game to be more hungry / less energetic because they never got those supplies.

In MGS3 you could go to the sub menu status screen, rotate the image of Snake multiple times, exit the screen back into the world and he'll throw up because he got dizzy. Food in your inventory will rot if you don't play the game for a few days in real life (it counts time by the PS2's internal clock).

The boss The End is an old man who's on the brink of death. If you save the game during the fight with him, wait a week in real life (or change PS2's internal clock a week), when you load up the game next he'll have died from old age. The End also has a pet bird, if you manage to catch and eat this bird, he'll lose it and will be cursing at you plus be extra aggressive for the rest of the fight.

In MGS4 there are cutscenes where if you press a button you'll see through Snakes eyes. There are some parts where you can do this when Snake tries to look up the skirt or down the blouse of women.

There's also so many many many ways to screw with the gaurds with decoys


3aff0f  No.16400093

One of the Earthworm Jim had a Bubble Gun that fired soap bubbles. I always thought that it had some sort of all-devastating secret attack which could be triggered by the right conditions, but as it turns out, the weapon really is just a useless joke that won't harm anybody.


21e3a2  No.16400158

File: dc9b58d2f880e75⋯.jpg (120.28 KB, 600x595, 120:119, __alice_and_socrates_odin_….jpg)

In Gravity Rush and Remastered you can poke Kat to startle her. Unfortunately she always reacts as if you poked her butt specifically. You can also poke Dusty in the Vita release. In 2 the people on the ferris wheel and other gondolas wave at you if you shift near them, they might do this in 1/Remastered too, I can't remember exactly. Fire works also spawn in Pleajeune on 9PM on your system's clock.

In Odin Sphere Leifthrasir, Alisu has a bunch of cute little interactions and idle animations.

>she has a sleepy/yawning idle if you leave her standing

>she starts to fall asleep if you keep her squatting or leave her on the chair without a book or cat

>she gets visibly tired holding a book or the cat if you leave her standing

>you can pet the cat if you take it to the chair

>Alice can do cute little bounces on the chair if she doesn't have the cat or book

>you can flip through the books' pages on the chair

>idle animation where the cat cuddles against Alice


da51da  No.16400181

File: 4d03c1f8354076c⋯.jpg (72.59 KB, 625x833, 625:833, 4d03c1f8354076c4a84cd0c7e1….jpg)

It's interesting since this is a good and a bad thing. For instance, pretty much 90% of a Bethesda game is "fun details that don't affect gameplay." Factions? You can join all of them. Faction armour? Cosmetic. Weapon types? Cosmetic. Followers? Functionally identical. Different races? Inconsequential. Etc.. But then you have the opposite like >>16398055 (checked)—though I'd argue in DD these little details can be massively game-affecting since a poorly-trained pawn is worse than useless.


a83035  No.16400199

>>16400181

That's not small by any means, that's a major flaw in the game and does affect the game, because you have a ton of this shit that serves for nothing as a mechanic itself, like faction armors and weapon types, making the game all the same.

Fun details would be something like, for example, how Ashley reacts when you try to see under her skirt in RE4 or how you heard comedic character lines in W3 after you click on them a few times I already told you, I'm a night lord, not a drug lord.


23402e  No.16400226

File: 44d4aa10e65042a⋯.gif (1.47 MB, 506x261, 506:261, 1452718025_party1.5.gif)

Freedom planet has some of those:

>you can sit on any bench and each char sit on it differently

>if stay still near a disco ball the characters start dancing after a while

>enemies and characters can pick items in cutscenes


23f6dc  No.16400403

File: ff887e4f9b949a3⋯.jpg (336.29 KB, 1024x1024, 1:1, 4985d926ec785c12f89de4b122….jpg)

You can rename every single recruitable character in FEDA: Emblem of Justice.


4f7e09  No.16400455

File: 43e1963140edc4f⋯.png (10.37 KB, 640x400, 8:5, funwithparsers.png)

>NPCs change dialog every time the story advances, even if you're not sent back to that area, and have their own story

>during customization trying to remove a girl's underwear gets lewd comments

>text parser includes reactions for commands that obviously aren't going to help beat the game


8f9ad3  No.16400469

File: 14c37acab50c180⋯.jpg (103.14 KB, 538x455, 538:455, nice.jpg)

>>16398055

>bullying goblins with ded snek

Holy shit, I didn't know this was possible.


0e1b0f  No.16402421

File: 8a34bb8dd4ce974⋯.gif (Spoiler Image, 1.95 MB, 424x239, 424:239, sitting.gif)

File: 99015dc288dbeda⋯.png (Spoiler Image, 2.28 MB, 1366x768, 683:384, sitting.png)

File: fce9dab79403726⋯.jpg (Spoiler Image, 722.66 KB, 600x1279, 600:1279, sitting.jpg)

File: f7e90b3b2bb0b9b⋯.mp4 (Spoiler Image, 6.42 MB, 640x360, 16:9, sitting.mp4)

>can sit down


07a8bb  No.16402440

File: 38ebe4004db8285⋯.jpg (306.79 KB, 1504x1328, 94:83, 38ebe4004db82854818c4484e2….jpg)

>>16402421

at first i was disappointed because it didnt look like the fairy was going to sit in the other chair, but this is better.


ee47a3  No.16402521

File: cde7c925ae4d3f0⋯.jpg (210.44 KB, 800x743, 800:743, cho_002.jpg)

File: c5485beeed05156⋯.jpg (121.02 KB, 600x642, 100:107, cho_006.jpg)

File: 132f458352d66db⋯.jpg (123.06 KB, 800x545, 160:109, cho_010.jpg)

File: 14a0e8ebbc6b57d⋯.jpg (156.46 KB, 964x720, 241:180, Summons.jpg)

File: 9bedc0679863589⋯.jpg (145.1 KB, 1465x285, 293:57, 1396377414919.jpg)

Bayonetta 2 had wicked weaves that would change depending on your costume. With Bayonetta you'd normally get wicked weaves from the demon Madama Butterfly, but with Jeanne use Madama Styx (slightly different model, different colors, Butterfly vs Moth motif themes). But if you use a Princess Peach/Daisy costume, your wicked weaves are from Bowser King Koopa. If you use the Link costume, your weaves are of the Master Sword.

Their taunts are different based on the character you use. When you shoot into a wall with your guns as Bayonetta, the bullet holes make a "B" and a heart symbol. With Jeanne the bullet holes make a J and a diamond symbol. There are many other similar variations between these two characters, like when they transform into beasts Bayonetta transforms into crow, Jeanne into an Owl. They've got several beasts they transform into, and even Balder & Rosa have their own unique versions of these beasts as well.

In Bayonetta 2, you can use the touch screen to screw with the NPC civilian villagers in the game by touching them, startling them (they're in like another alternate dimension while you fight demons). When you start destroying barrels and benches for stuff, it freaks them the hell out. Secretly, there are many statues where if you use the touchscreen on their faces they will drop money.

>>16402421

The fairy SINGS?!? Holy cow, that's amazing! I never knew that in all these years. I'd always see her rest on Alucard's shoulders when he stood still, and get surprised when he started moving. I didn't think she'd have her own solo and unique music!

About those chairs in Skyward Sword, there were a bunch of places where you could sit and get extra dialogues from NPC's. I think from that old school lunch lady when she asks you to do something in the very beginning, the old ancient Impa in the temple when you sit on the nearby stool.

Come to think of it, Breath of The Wild had TONS of little moments like these. The stable masters would have funny dialogues if you try to stable mounts that weren't horses (deer, skeleton horses).

Check out https://youtu.be/qEGWtyJAkO0?t=164


0e1b0f  No.16402551

>>16402521

>The fairy SINGS?!?

Not in some versions tho, like the American PS1 release. So don't get your hopes up. She can sing in the PSP port (any region) & the Japanese Sega Saturn version. The song is called "Nocturne".

https://castlevania.fandom.com/wiki/Nocturne


b6f9f4  No.16402560

File: aeae074bc0cf3c7⋯.jpg (1.51 MB, 1504x1328, 94:83, 38ebe4004db82854818c4484e2….jpg)

>>16402440

I downloaded an AI program that denoises and adds detail to images. It works really well so I'm going around and sharpening random images with it. Please enjoy.


07a8bb  No.16402627

>>16402560

dont let your ai fall in to the wrong hands


fd0ad1  No.16402657

>>16400158

Didn't actually occur to me to test that in GR. But I've seen that sort of poking mechanic in a fair few Japanese games, favourite is possibly Bullet Girls 2 or Gal*Gun because you can poke enemies to make them jump and temporarily stun them. If we're talking little details sadly too many such games do that but possibly to the detriment of their more important gameplay.

But on that subject, the dressing rooms in Bullet Girls are detailed voice-wise with all of its girls having a bunch of unique dialogue for different clothing and upgrade options, you groping them, and such. Also in Phantasia at least the school gym uniforms and swimsuits have different handwriting for the name of the girl in question. Minagi's is particularly elaborate while Mai's is chicken scratch.

>>16402440

>>16402521

The fairy does actually get tired and sits on his shoulder if you leave it long enough, and falls ungracefully when you get up. In Japanese versions where you have the half-fairy alt version, if her level is high enough she'll sing too.


538399  No.16402738

File: b0cd66de43301ae⋯.png (482.46 KB, 1000x1412, 250:353, 70119278_p0.png)

>>16402421

What other games have cute fairy interactions?


56eb6d  No.16402767

File: 53ee0e234bbbc05⋯.jpg (50.2 KB, 768x512, 3:2, 7452.jpg)

>>16398055

Reminds me of Black&White. Too bad they dumbed down the creature AI in B&W 2.


d8060a  No.16402847

File: 1bd07e130e992dd⋯.png (14.88 KB, 445x404, 445:404, iiWvJbw.png)

The HUD portrait animations in Doom are some of my favorite. The portrait actually calls the RNG every frame to determine what sprite to show when Doomguy is idling. There's a sadistic grin when you get a gun, and it even serves a gameplay function because there are directional pain portraits that tell you the general direction where a monster hit you from, much like the "red arrow" which is standard in modern FPS. There is also a special pain animation which plays when you take a massive hit, but in vanilla it doesn't display except in esoteric circumstances due to a bug.


215de3  No.16402866

>try to pirate okami

>it refuses to create a save game

>I am apparently totally alone with this problem in the entire world

>the version that does create a savegame doesn't have controller support

Why is this fucking game so hard to pirate?


fd0ad1  No.16402900

File: b197366f43e2429⋯.png (80 KB, 640x480, 4:3, Bludface.png)

>>16402847

Yeah the ouch face, the ones you see on third column. It's intended to be a pained expression from taking a big amount of damage, but they erroneously check if when damaged you got more health not less. I figured out how to trigger it when I ran into the Icon of Sin explosions and grabbed the Megasphere. Also that's not the only status bar glitch.

https://doomwiki.org/wiki/Status_bar_face_hysteresis


ae1c2e  No.16403056

>>16402866

Emulate the PS3 version

Worked fairly well last I checked.


dd79fc  No.16403550

File: 56d8c1e65ef1320⋯.png (1.64 MB, 2098x2839, 2098:2839, pokemon bw dynamic music.png)


4e5ec0  No.16403611

Wild Arms 3, Alter Code F, and 4 have an NPC who will say something different each day using the PS2's clock and calendar function to determine which set of text to use. There's no reward for speaking to her, leaving it all just flavor text, but it's interesting to see someone on the team not only put that effort few are apt to care about in, but did so repeatedly. 3's version of the character gives trivia on daily "holidays", ACF's has sayings, while 4's expressed her interest in the occult.

Today's, for example:

>WA3: "Today is April 25, Coffee Day. A farmer who was storing beans for landowner's tax accidentally let his beans go rotten. Wondering what to do with the damaged beans, he poured hot water over it. 'Mmm, this smells good!' he said. And that's how coffee was invented."

>ACF: "Today’s saying is that sympathy is good for others. A person insisted on the saying above. People who had the same belief gathered and formed a group. They tried spreading this thought around, but it never really caught on. I guess everything needs a marketing strategy."

>WA4: ""When I was young, I once dug up in the desert a communication device used during the great war. I excitedly pushed the power but, and–'Captain! Captain! I don't know my current position! I'm enveloped by something soft in the middle of a weird mist!' That plea for help was quickly followed by a crushing sound. A cold chill ran down my spine, and I pressed the switch again…but no voice came forth.""

ACF isn't translated all that well, unfortunately, so sometimes its sayings come off feeling stilted.


6dc732  No.16403639

>>16402421

I didn't know she could sing.


9fb624  No.16403791

Little things like how in Conker's Bad Fur Day, he puts his hands up and pushes back against the wall if you run him into them instead of looping the walk/run animation but goes nowhere.


5f12ce  No.16403867

>>16403791

Someone's been reading the developer commentary. That game could've written the book for small details.


a83035  No.16403876

>>16403867

>>16402521

Anon should have mentioned that not all fairies sing. It only happens in the Japanese version of SOTN, both for the saturn and the PS1, and in the PSP release dunno if she do it in that new one released in PS4.

And it's a different fairy, it's a different familiar


a29167  No.16403892

flourishing lightsabers in KotOR II


29a806  No.16404047

>>16398046

I usually loved gta sa mods that let you have more control over the vehicle, also thought that the lights hotkey in gta iv was a nice touch


d8060a  No.16404064

>>16403892

I like and hate how in NWN, BioWare couldn't figure out how to implement the free five-foot step rule, so to compromise your character shuffles in a totally random direction each round while in melee combat. It is ultimately a terrible game mechanic because in special circumstances this can outright fuck you, like your character stepping into a tile where they're surrounded on all sides, or fighting near a corner, breaking line of sight due to a bad step and then automatically moving to take an attack of opportunity. I do think it's interesting that they seemed to put so much effort into creating a bad five foot step mechanic though.


d2aab5  No.16404656

>>16403867

>>16403791

If anybody is curious, this is the commentary in question: https://www.invidio.us/watch?v=VgtAXCaSlpk&list=PLuCZVGSPkGdFbyGs7bh71ayDtgXBfsxbw

It's quite entertaining, and definitely worth a watch. They talk about how in the original barn sequence, they made a reference to the KKK that Nintendo made them cut out, and a bunch of other decisions like that. I wish they would have finished it, because it's a really good commentary.


755efd  No.16404748

>>16403550

Dynamic music is such a subtle detail but it adds a fuck ton of immersion. Having a ominous tune at night (or day, depending on the threat) makes a world of difference.

I remember a faggot speaking about BGM once. He put a 60s commercial of a can opener with a BGM of happy 60s shit, kinda like the Jetsons. Then the same commercial with a classic dreadful arrangement of distorted sounds and it made the whole thing a completely different experience.

I was outright assblasted by this detail. So much so, I started paying actual attention to BGM.

Tl;dr: BGM makes or breaks a game


755efd  No.16404761

In MediEvil, whenever you jump or fall any distance, the skull lags behind the body, showing for a brief moment Sir Daniel's spine.

Sage for double posting


868c6e  No.16404883

File: d96ededa882bc95⋯.jpg (13.57 KB, 320x481, 320:481, d96ededa882bc9540dd0e00910….jpg)


5f12ce  No.16406495

File: a0987ff6ebd0bd9⋯.mp4 (7.94 MB, 854x480, 427:240, cbfd_dc.mp4)

>>16404656

Very British too, sadly the developers suck hard at their own game. This is the KKK bit for reference. There's also great bits like the Xbox version trying to sneak in a bunch of euphemisms into the cheat codes like exist in the N64 game, and lawyering saying nope, or "Bill" the gate complaining about the barn and all its broken windows and "Steve Barmy".

>>16404748

Some Rare games do that too and yeah, it's impressive. With that said I'm having a difficult time thinking of examples on par with that. TES games and Jedi Outcast/Academy don't really measure up.

>>16403876

The half-fairy from memory. But I'm pretty sure her level needs to be at a certain point too.


ce0944  No.16406604

>>16402866

The game works a lot better with M/K but it is considerably easier. Not that it was that hard to begin with.


3421a7  No.16406626

I've always found idle animations to be sort of magical, really breathes some life into a game.


3421a7  No.16406644

>>16404748

It's great when it works but hilarious-to-jarring when it doesn't. Most Todd games suffer from the latter.


abcbb0  No.16406880

>>16402738

Dragon's Crown, probably.

>>16404748

Don't know if it counts, but in Space Station Sillicon Valley all the music comes from speakers scattered around the levels, since the whole thing is supposed to be a zoo that went out of control in space. You have the ability to destroy the speakers, and if you do the levels go silent.


8e7a68  No.16406898

>>16402738

Recettear


c13895  No.16406923

>>16400181

One of them is a game going a hundred different directions at once as a result of its not having any coherent game direction and the different members of its development staff having no contact nor co-ordination with each other with which to integrate anyone's ideas in with the game as a whole, and the other is someone (possibly the director) putting a little something extra in off the side once all the main elements of the game have been created and integrated together under the game's creative vision.


00a2aa  No.16406944

File: 9edcf4523c5f207⋯.jpg (11.21 KB, 255x254, 255:254, 43987494894784942374597845….jpg)

>>16398046

Mario Kart 8 basically has the same thing. When pressing the "use item" button, without an item, you'll honk and it'll startle all other drivers. I always like doing it at the start of a race. To my surprise, a shocking amount of people don't know about this.


5c5daf  No.16407146

File: 24864975bb8309d⋯.jpg (26.58 KB, 266x265, 266:265, s-l300.jpg)

>Fight with Nightmare

>The eye on soul edge keeps looking around and blinking, even when pausing the game.

Made it feel unsettling and otherworldly.


efcea0  No.16407510

In one or some of the halo games, the warthog has a horn you can honk.


ee47a3  No.16407987

YouTube embed. Click thumbnail to play.

>>16404748

>Dynamic music is such a subtle detail but it adds a fuck ton of immersion

You got SUCH a rush when this was done in Metal Gear Rising. Probably the best example was the RULES OF NATURE shout you got when you blocked Ray's giant swinging arm blade on you.

Happens at roughly the 2:13 mark of this video.

>I remember a faggot speaking about BGM once. He put a 60s commercial of a can opener with a BGM of happy 60s shit, kinda like the Jetsons. Then the same commercial with a classic dreadful arrangement of distorted sounds and it made the whole thing a completely different experience.

>I was outright assblasted by this detail. So much so, I started paying actual attention to BGM.

Akira Yamaoka also did some example of the effects of music, where he would take a scene with music, and then do the same scene again but play with the volume of the music. Second time around he would sometimes mute it, some times it was louder, but it made a huge impact in how the scene played out. I can't remember when he did it, but I heard about it when he was interviewed on some podcast he did for Shadows of the Damned.


f5911f  No.16430760

>>16398055

i taught my pawns to play catch with a deer.


515f70  No.16430813

File: 188dac66b600b5a⋯.jpg (131.87 KB, 735x1041, 245:347, Fuck_it.jpg)

I like that pressing "x" in KOTOR and KOTOR II makes your character flourish their weapon. It does absolutely nothing but to look cool and give me something to do while I run through different locations.


29d85f  No.16430850

>>16400403

>busty wolf girl

this pleases me, more games should feature this


038f20  No.16430881

>>16400455

>rape is a verb

>hug isn't


0cee1a  No.16437683

>>16400455

>>NPCs change dialog every time the story advances, even if you're not sent back to that area, and have their own story

Sonic Adventure does this very well. The game also isn't told linearly, since you have six stories happening at roughly the same time, so you might play some chronological parts after parts that happen before. But the NPCs' stories actually advance based on when you're speaking to them chronologically. It even applies to NPCs who are in locations that you'd never be expected to visit at that time. Like when you play Super Sonic's "story," which is just walking a few feet to activate the final cutscene, if you go to a completely different hubworld, NPCs actually give important dialogue that makes an otherwise nonsensical part of the ending actually make sense.


185127  No.16437699

>>16400455

absolutely based




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