9586bc No.16923051
Think of a feature, then think of a game you think did it right. Example:
>open world
One of the things I liked most about New Vegas was the lay of the land. There was usually something interesting on the horizon that caught your eye and piqued your interest. It's also pretty neat when you have actually seen a lot of the landmarks there.
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a1f4be No.16923074
>combat
Dragon's Dogma. Granted you aren't one of those faggots who pick sorcerer and then complain that casting is too slow when it's the most OP vocation in the game. It's genuinely one of the few RPGs that have fun combat. There are cool and flashy moves. You can grapple onto enemies and hit their weak spots.
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22d47e No.16923108
>open world
Morrowind. Any game world that is structured with roads and directional signs and doesn't use fast travel or directional markers has my respect. You actually have to learn the lay of the land and the world design is enriched.
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ac250d No.16923137
>level scaling
There is literally no game that did this right.
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5cb908 No.16923141
Is there a better character creator than Soul Calibur VI?
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856753 No.16923149
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a1f4be No.16923150
>>16923141
Nigger Desert but that's an MMO.
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5cb908 No.16923162
>>16923149
Ah, forgot about that.
>>16923150
>MMO
That counts. Thanks.
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0ef765 No.16923522
>>16923137
Morrowind did it so well most people don't even realize it's a feature.
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d5fb52 No.16923531
> non-linearity
Not the best game, a remake and yet I was pleasantly surprised; A Link between worlds for the 3DS. I am still in the long long process pf playing all mainline games, and I just started playing this and am nearing the end as we speak. The original (ALTTP) does this very well, having a natural flow of dungeons which you can approach out of order if you wanted. I expected ALBW to have scrapped this completely because of the sake of appealing to casuals, but I was pleasantly surprised as I went through all dungeons out of order. There are facilities for this in place, but if you wanted, you could do the "hardest" first, and move down with minimal requirements. Inside of some dungeons difficulty and non-linearity were toned down, but color me impressed for a modern Nintendo game.
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c5f61d No.16923552
>immersion
Most cities in vidya feel very painted-on, either with the buildings and people feeling like a backdrop for your mayhem or otherwise being built around the character. Kamurocho and Sotenbori act like actual sections of a city, everything feels natural and more alive than Los Santos or Stilwater. Just goes to show how condensing content into one area helps create a believable world more than a huge yet sparsely populated area can.
>>16923141
SR2 with GotR mod, maybe?
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d083fb No.16928171
>>1692315 this. They did such a good job with such a pointless tool.
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d083fb No.16928175
>>16923108
If only they would remaster it honestly. Had the best combat of all of them
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2bca0a No.16928181
>>16923531
Link Between Worlds is direct sequel featuring the next generation of hero, not a remake
but yeah it was pretty good. If there's one big gripe I have, it'd have been nice to have at least some of the tools being dungeon treasures so there'd be more to look forward to in a chest than monster guts
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52b91d No.16928959
>>16923051
>QTE
Brutal Legend
Maybe not right, but certainly uniquely. The QTE's didn't happen during scripted gameplay sections or cutscenes but rather could be called upon at any time during combat by the player to be performed. I'm specifically refering to the guitar solos you had to do in order to summon spells, abilities, units or buffs/debuffs. I was never a fan of QTE's done in cutscene fashion. In order to perform these during combat you had to select your guitar, select the spell/solo, then perform the solo accurately to summon the selected spell. It left you completely vulnerable and locked you in place with the QTE sequence of buttons placed above your HUD. The best part was the higher the tier of the spell, the more complicated the solo was, with not only a higher chance of failing to cast the spell, but a higher chance to be injured or interrupted before it was complete. Additionally, any damage dealing spells meant diving into enemy territory in order to maximize their damage/effects. They were also farily spectacle like a QTE but not over the top. They could summon fog, burn your enemies faces, summon a giant zepplin to crash on your enemies, etc after the actual QTE was performed. Elements of risk/reward, player control, spectacle and actually changing the outcome of battle (instead of static win/lose like most QTE's). I'd love it if more games required player QTE-esque input in order to cast spells or perform certain actions. Yeah it might get old, but it should be for rare or powerful actions and there should be ways to upgrade or unlock new ones to make them more difficult but powerful. It also adds immersion. Instead of leveling your fireball cast from 5 damage to 50 damage or whatever, then spamming left click, YOU THE PLAYER have to perform the fireball cast better and quicker to get the job done. Not the best game, and it was made by Mr. Shitface, which is forever a shame, but it holds a special place in my heart.
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29a13c No.16928974
>online
HUEEEERRGGHH!
Probably WC3 or TF.
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29a13c No.16929005
>Spooky jump scares
Dead Space, hands down. It's a really good game and constantly makes you think that you are safe and then, bam! xenos up your ass. And that sound design, seriously, replay this just to listen to the subtle small sounds. It's a masterpiece. Cannot say anything about the 2 or 3 on the series.
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8c481d No.16929187
>>16923051
I always thought the open world in New Vegas was vastly inferior to that in Fallout 3, which was 100% the best thing about that game.
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2d553b No.16936052
>cutting content
MGSV hands down. You can really feel how basically every part of the game except the weapon system was massively cut back. MGSV gives the player a picture frame that's 3x too big for the game and you can't ever put it out of your mind.
>playing as a mage
Morrowind nailed the feeling of becoming an ultra-powerful arch-wizard. Being a mage in the early game is ridiculously hard. Your spells don't do much damage and the only way you can regen mp is sleeping on the side of the road or finding extremely rare mana potions. After you spend a lot of effort trudging through the world as a weak wizard and acquire the arcane knowledge of recursive intelligence stacking you become an immortal demigod who flies through the sky at whatever speed he desires. You can craft a spell entirely of your own creation that one shots every enemy in the game. You can paralyze whoever you want FOREVER. But unless you take the necessary precautions you're probably going to fuck something up massively and end up killing yourself with one of your own bullshit spells. Morrowind really captures the feel of being so powerful you break the rules of the world
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8822b7 No.16936214
>>16929187
Agreed.
>goodsprings
>primm
>novac
>freeside
>vegas
The illusion of choice is massive,but having played through NV 4 times, the thought of not having a mod that modifies the start horrifies me.
>>16928974
My fucking negro, WC3 did custom lobbies and arcade games right.
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3b88b4 No.16936218
I think the estus flask is one of the most genius game design innovations of recent years. Simultaneously solves the problem of finding yourself in a tight situation with no healing items, and the problem of stacking so many you trivialise the challenge. With the exception of survival and management focused games, I think it should just be adopted as standard.
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3134e0 No.16936271
>>16928959
Brutal Legend was a game that squandered it's full potential on trying to develop two games at once.
>Zelda esque open world game with minigames
>RTS musou hybrid type thing that resembles Overlord in some ways
They really should have just went with the Zelda paradigm full on. I get that you want to try something different but I felt that the RTS mode and the multiplayer took too much effort that could have been used making the game a more polished and cohesive experience. Still a fun game that had its moments and a great cast of names in metal who did pretty decent VA roles.
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3134e0 No.16936281
>>16936218
The estus flask is cool, but the same problem could have been solved by statically placing health pickups in the early FPS style. No farming needed and the player can eventually plan around the locations of health pickups to come up with a strategy to get to the boss. You would have to design bosses and their arenas with health pickups in mind though. What I really don't get is why they took the worst aspect of farmable health items (the farming part) for Bloodborne while keeping the limit on healing items carried. They just added the tedium of farming them back in for no reason.
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ca80b0 No.16936385
>>16929005
>Jump scares
>Dead Space
I know it's an old post, but you have to have a seriously smooth brain to not be able to predict the deadspace jump scares.
>There's a hallway
>10 seconds have passed since the previous jumpscare
>Theres a hole in the wall with god rays coming out
>WHATS GUNNA HAPPEN WHEN YOU WALK BY IT?!?!??!?!>EKFJ:dsoghaeknfw
or
>There's a hallway
>10 seconds have passed since the previous jumpscare
>WHATS GUNNA HAPPEN WHEN YOU GO IN THE HALLWAY GUYS!?!?!?!?!?!?!
or
>You enter a room
>There are no enemies
>WHATS GUNNA HAPPEN YOU GUYS
The game couldn't go 5 fucking seconds without blowing it's load. The only exception is in 2 when you revisit the ship from 1. A better example would be Silent Hill. It sets up everything perfectly for there to be a jump scare. Everything is set up perfectly for it. You would have to be retarded to not know it's coming. The entire situation is tense as hell because you know they're setting you up for a jump scare. Then there's no jumpscare
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3134e0 No.16936393
>>16936385
I agree completely. Dead Space 1 was a fun enough game as a System Shock-themed Resident Evil knock off, but the horror was lackluster. The aesthetics were good in spite of that, but most of the time the jumpscares just took me out of the atmosphere while also not scaring me.
Alien: Isolation did a better job at amping up tension than Dead Space and there's only one enemy that is scary. Reason being is that you almost always know where the alien is, but you can't do shit about it. You have no control so you must hide. Only exception is if you have a molotov. The androids are creepy at first until you realize they're retarded and slow and then figure out how to kill them.
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fe4154 No.16936807
>>16929005
I still think about that one jump scare in FEAR whenever I climb a ladder in any first person game.
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1142a9 No.16936821
>>16929005
>Cannot say anything about the 2 or 3 on the series.
I'd say 2 is even better, 3 is certainly bad but still has its moments.
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1142a9 No.16936822
>>16936218
How does it work in comparison with Sekiro's Gourd? because i think the gourd is an excellent system
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3b88b4 No.16936826
>>16936822
Haven't played Sekiro yet. I assume it's basically the same system.
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c0d229 No.16936834
>>16923051
>Realistic survival
The Unreal World
Starving to death, and boredom from crippling injury has never been so panic-inducing in a single game.
>Best dodge the censors moment in SNES history
Illusion of Gaia
In that game, you witness two ingame deliberate suicides, one by poison, the other by immolation, and a one-scene-villain being burned to death with full graphics, complete with generic skeletal remains where he died when you exit/enter that area
This was before killer instinct, when 90's SJW censors were going full-swing. It wasn't a full dodge, as slaves were changed to "laborers", but it has more moments that I think would've been censored that I'm surprised weren't.
>>16928974
Frozen throne turned WC3 into the best prototyping-tier map editor.
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917247 No.16937366
>soul reaver
The OST is dynamic, at least the PS1 and dreamcast version.
The game is also the first one that has a huge world without any loading screens, thanks to object culling.
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