• Things that you love finding in video games
    45 replies, posted
What kind of things do you especially like seeing in games? Even if its cliche or really obscure, please share. I personally like when the [url=https://youtu.be/8N21htq8lXQ?t=111]final boss music[/url] becomes a remix of the game's [url=https://youtu.be/5W_bFLwB0WY?t=5]main theme[/url]. Also this has become a staple in nearly every game nowadays but finding caves behind waterfalls always feels nice.
1v1 boss fights that are with enemies that are of equal/near-equal skill/power and most of the time are humanoids. Most bosses from MGR:R, The Masked Lumen from Bayo 2, Artorias & Fume Knight from Dark Souls, and[sp]Gehrman[/sp]&[sp]Maria[/sp]from Bloodborne are examples of some of my favorite bosses that fit that criteria.
Finding things that aren't on the map / unmarked locations, usually in obscure places not easily visible in normal exploration. The joy of finding something that nobody else found yet.
Is it wrong if I like when characters in a game announce their attacks before they execute them?
When you go backwards on a objective or a path on purpose only to run into an Easter Egg or a hidden implement in the system. Old console games did that a lot. I remember going back in a Star Wars arcade flight game as a kid where I came across a waterfall and I found Jar Jar in a barrel going downstream. The first hint as a child that everyone hated him.
Reoccurring rival bosses that get stronger as you get stronger When fights line up with the music [QUOTE=ChronoBlade;49870392]So Pokemon?[/QUOTE] Plenty of other games do it too, the only specific ones I can think of right now are Cave Story(Balrog) and Bayonetta(Jeanne). I think some sonic and megaman games have done it as well.
[QUOTE=Waffle Lord;49870297]Reoccurring rival bosses that get stronger as you get stronger When fights line up with the music[/QUOTE] So Pokemon?
cheap shit that breaks the mechanics so i can beat the games ass
Fourth Wall moments and non-cringe reference jokes. [quote="Arthur"]Look, if Presto let you go everywhere they would of never finished this on time![/quote]
When the game lets you acess non-intended areas without a invisible wall or YOU WILL BE TERMINATED! TURN BACK 10
[QUOTE=Waffle Lord;49870297] Plenty of other games do it too, the only specific ones I can think of right now are Cave Story(Balrog) and Bayonetta(Jeanne). I think some sonic and megaman games have done it as well.[/QUOTE] wonderful 101 also does it super good
[QUOTE=Captain;49869528]1v1 boss fights that are with enemies that are of equal/near-equal skill/power and most of the time are humanoids. Most bosses from MGR:R, The Masked Lumen from Bayo 2, Artorias & Fume Knight from Dark Souls, and[sp]Gehrman[/sp]&[sp]Maria[/sp]from Bloodborne are examples of some of my favorite bosses that fit that criteria.[/QUOTE] I just fought the Masked Lumen, such an epic boss fight! The fact that you can't just unload combos on him was unique
I really like realistic-looking firearms with realistic damage output in videogames. when I stumble upon weapons like AKs and such and they appear to take almost full 30-round magazines (with all rounds hitting targets) to kill just a single human enemy with average armor, I'm really just annoyed. especially when ammunition is fairly uncommonly found, like in S.T.A.L.K.E.R. less importantly, but still mildly important, are weapon animations. reloading animations, especially. I don't really like it when it just looks like your character slaps the relevant parts of a weapon (unrealistically quickly) to reload it.
Police that actually do police things instead of immediately shooting you. Sleeping Dogs: in order to arrest you, they have to physically catch and handcuff you first. Mafia 2: Instead of gunning you down over a simple shoving match they'll run over and tell you break it up. If you commit a normal traffic violation they won't instantly shoot you for that either, they'll just chase you and if you stop they will actually get out and give you a ticket. (which you can pay and be done with, or run and get extra heat)
Places like Ash lake and Dragon Memories in DS/DSII
Weapon animations are a really important detail to me in deciding if an FPS has satisfying gunplay or not. Take for example Wolfenstein, the animations are smooth and work really well with the quick pace of the game and coupled with the satisfying and flashy as hell gore/blood effects, punchy gun sounds and eye-catching enemy hurt animations, it gives the game a very satisfying yet smooth gunplay that is not commonly found in other FPS games. I also appreciate it when games put extra attention to detail into the weapons/models they feature along with great ambient music. I'm not sure on how good are the details of the ships in World of Warships are, but whenever I load up the game, I almost always spend up to 20 minutes going through each nation's tech tree and just take a good look on each and every ship whilst enjoying the unexpectedly great ambient soundtrack.
When fighting game bosses are mechanically different enough to feel like a satisfying conclusion to Arcade mode, but are still balanced enough to be playable. My prime example being Jedah in Vampire Savior.
I love over the top special moves, weapons, or combos. especially if the requirements to acquire/do it is exceedingly complicated. because makes it 100% more satisfiying too.
I like it when games have unique looking bosses with unique behaviors. It seems lazy to me when a level builds up to a larger, damage sponge version of an enemy I've already encountered. Bonus points if they don't have glowing weak points.
little hidden pieces of backstory, like some of the terminals/notes/scenes in the 3D fallout games
a boss that is a mirror of the main character, as in he's as fast and strong as the player and can do everything the player can
You go back to a town and all of the dialogue has changed to match the events of the unfolding story
I love RPG sidequests that have a premise so interesting that you think "they could have made an entire game around this one sidequest" New Vegas I'm looking at you
I do appreciate good blood and gore effects and I really appreciated the way Gears of War 2 did them. The first one had good gore, but I always found the blood to be lacking, especially as it only seemed to occur when you got shot or when an enemy died and their blood started to pool around them. Gears 2 just had it all over the place, like if you got shot while in cover and you moved to a different spot, there would be a little blood trail that started to trickle down after awhile. And when you did get shot, the blood would be on the walls, the ground, anywhere that made sense. It just felt right, in my opinion. Which is kind of a bummer when you look at Gears 3 because it seemed as if they toned all that down a bit. Sure, the blood effects were still there, but there just seemed to be a lot less. Also, special mention to Wolfenstein: The New Order. They also had some top notch stuff.
Glitches that let you explore the development of the game. World of warcraft is a great example of this, a ton of half-finished work is just dumped throughout the game, and most of it you can glitch your way into. A well known example is the original mount hyjal zone, blizzard made the zone, decided to shelf it for later (before cataclysm expansion), and if you glitched your way in there you could find some neat stuff, such as an under-construction sign blizz put there incase anyone broke in.
Jokes that the developers hid somewhere, like John Romero's head on a stick in DOOM 2 or the sign on top of the bridge in GTA: SA that says 'There are no easter eggs here'.
dynamic music that changes slightly depending on the situation, blending smoothly into the original music such as in fire emblem: [url=https://www.youtube.com/watch?v=mWU5rtvqBMg]field music,[/url] [url=https://www.youtube.com/watch?v=-7KeM--3ups]fight music[/url] or binding of isaac: [url=https://youtu.be/iA3I2-BLCVg?t=35s]less than 5 enemies on-screen,[/url] [url=https://youtu.be/iA3I2-BLCVg?t=2m32s]more than 5 enemies on-screen[/url]
End-bosses that you expect to end but just keep getting harder. It's great when it's hard enough to really keep you on your toes and leave you just scraping by, but not hard enough that you end up dying and losing all the tension.
I love finding a reason to play.
[QUOTE=benzinxrm;49875180]I love finding a reason to play.[/QUOTE] so porn rooms?
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