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File: c7db3bcdb4417fc⋯.jpg (212.48 KB, 858x1204, 429:602, c7db3bcdb4417fca0e5a66adf2….jpg)

686e0a  No.16715238

What're some of the tiny details in vidya that you've seen that adds so much more to the overall game?

>Trails in the Sky SC lets you import your save data

>If you do not only do you carry over your level but the dialogue changes for characters that you've helped from doing side-quests, as well as other interactions

My favorite part of the game is going back to Rolent (the village your character grew up in) and speaking to all the townsfolk for extra dialogue. This game is supreme in it's coziness factor.

18ed5c  No.16715275

I love when a game tries to simulate it's environment, stuff like fire propagation, breakable objects, different sounds for different surfaces, every object being affected by physics, wind impulses from abilities. Sadly most Japaneses games completely ignore this aspect.


7f9f57  No.16715298

File: 3524ee2b7a38f82⋯.gif (2.36 MB, 480x320, 3:2, Hector.gif)

Rolent was my favorite town/region in that game.

A lovely hometown. Only one that can compete is Ruan in my opinion, and that's mainly because of the orphans and the academy. Though I loved every region of course.

In Fire Emblem 7, I love how much attention to detail there is.

For example if a character is in a house and you go with the right character, you get a new interaction, and usually more insight into their lives, the story and overall contexts. The fact that there are also possible conversations depending on who you deploy, and whether certain characters speak to you at the beginning of a map start is just very nice to me. Its absolutely jam-packed with those. Hector's interactions with a lot of characters towards the end of HHM really are something to see, and quite poignant with the contexts involved.


241ffc  No.16715314

i love when those videogame things that become normal to the player get called out by an NPC.

like climbing on a bookshelf gets you yelled at, or shooting objects in FPS looking for items makes NPCs react like a person would if you were randomly shooting at garbage cans.

"why did you break all of my pots? who does that?"


d826ad  No.16715443

Drawers and cupboards with or without salient contents that you can leave open or ajar, interiors for container objects so you can actually throw smaller items into them.

When someone actually HANDS you an item and your character takes it and puts it away or about their person convincingly, as opposed to items just appearing in front of you, people not moving their arms or hands, no animation done to signify an exchange, or the object just vanishing into your inventory like virtually every game evar.

Traders having diminishing returns based on you saturating the market with easily scavenged shit so you can't be a lazy fuck and just hook a thousand chopping boards or piles of generic moss to some unfortunate vendor nigger for a bitching sword (although you could sell 20 of each every other day and make it that way eventually I suppose).

Long hair that doesn't clip through armour.


8e98aa  No.16716018

File: 2d4362764e75974⋯.png (506.76 KB, 604x382, 302:191, ClipboardImage.png)

>>16715238

When the aesthetic is just right, though that's pretty generic. One thing that keeps coming back to me is the small details in Hogs of War. Grassy hills have little butterflies sprites flying about. Snowy battlegronuds have pigs randomly sneezing and breathing heavily. Getting close to enemy pigs would get them jeering, aiming at them would get them cowering, sometimes they'd even emit sighs of relief if you leave them alone, while friendlies change direction and salute as you go by. I like that every Pig has its own voice lines that fully identify their character and a matching name and mugshot. It's just so comfy when a game still feels like a game but adds so many little touches that make it look like the devs cared a ton. Same with CTR and its minute particle effects exactly when they're needed so they don't clutter the screen, and with Chibi Robo's entire sound design.


9c875b  No.16729462

>>16715238

>Ratchet & Clank 1 has a mission where you are recruited to work for the company that makes weapons. At the end you are told you get an employee discount, but it doesn't kick in for two years

>In Ratchet & Clank 3, released two years later, if you have Save Data from the first game, and that data indicates you're past the mission where they make the joke about an employee discount, then you actually get a discount on Gadgetron products (most but not all products are the games are sold by them. Items not sold by them don't get the discount).

>>16715298

In Sonic Adventure, each time you beat a level and go back to the hub world takes place in a different moment chronologically. But the game has seven characters whose stories take place start and end at different times, and move at different rates. But if you mentally arrange each moment into when it takes place chronologically, all the NPCs actually have their own story arcs. Also, if you go to Station Square in Super Sonic's story (which you never have to do. Super Sonic's story basically consists of walking five feet and activating a cutscene which leads to the last boss), most of the NPCs are gone, and the few who are left say that the city was evacuated after Eggman's missile attack at the end of Tails' story. They also mention that they are leaving too. This makes the ending make a lot more sense, when everyone acts like it's a happy ending even though the city is destroyed. If it wasn't for this (which most people would never see) you'd be left to think that millions of people died.




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