• Examples of Love/Attention to detail in videogames
    154 replies, posted
This isn't about well made Easter Eggs or anything like that. edit: And also not about game quality in general. Post stuff where you see that developers have put either a lot of love/attention or just insane detail into their videogames that aren't necessarily being acknowledged by a good portion of players. I will start: Crysis 2 and Crysis 3 feature different reloading animations based on which [URL="https://www.youtube.com/watch?v=zYN-7FXqvK0"]suit mode you currently use[/URL]. If you use cloak mode, you will silently and carefully reload your weapon. While in armor mode you will bust the new magazine into your weapon with brute force. And normal mode features the standard animation. Each weapon has these diverse animations. They could have just left it as standard for each mode, since enemies don't hear it anyway, but they just went with it. I remember Max Payne 3 having insane detail in a matter. I don't remember what it was though. Maybe a user will clarify.
[QUOTE=Antimuffin;50543078]I remember Max Payne 3 having insane detail in a matter. I don't remember what it was though. Maybe a user will clarify.[/QUOTE] Shut up!!! Rockstar completely ruined the franchise. No amount of graphical detail redeem it. I'd rather if Max Payne 3 didn't exist.
At least post examples with your angry rant to go along with the thread. Anyway on topic. The MGS series has a lot of attention to detail from what I remember. In 2 there was that pipe you can knock over while leaning behind a corner and it would attract the guards. In 5 if you spend a lot of time taking out enemies with headshots during the night, they will start to wear helments and night vision gogles. Not sure about Skyrim, but Oblivion had a bunch of NPCs that had a "life" outside of the player's interactions. There is a guy who just cheats on his wife. He's not important in any way. You can't buy shit from him. He's not related to a quest. He just cheats on his wife once a week. There is also the low inteligence responces in Fallout 2. Best part is that you can have a conversation with another dumbass and there would a translation of the dialogue.
[QUOTE=Antimuffin;50543078]I remember Max Payne 3 having insane detail in a matter. I don't remember what it was though. Maybe a user will clarify.[/QUOTE] visually the detail is all-round insane in mp3, from animations to destructible stuff. I enjoyed just shooting random shit to see how it would break, and to hit enemies in different areas to watch them react to the bullets. Best gunplay ever in any game, imho.
Hotline Miami 2's story. Feels weird and jumpy at first, but as you study it, you notice that every event and characters is somehow connected to the other character or event, even the most unsignificant ones. Oh, and the main menu. [I]Goddamn the main menu.[/I]
[QUOTE=KlaseR;50543242]visually the detail is all-round insane in mp3, from animations to destructible stuff. I enjoyed just shooting random shit to see how it would break, and to hit enemies in different areas to watch them react to the bullets. Best gunplay ever in any game, imho.[/QUOTE] [QUOTE=Bat-shit;50543107]Shut up!!! Rockstar completely ruined the franchise. No amount of detailing could redeem it. I'd rather if Max Payne 3 didn't exist.[/QUOTE] This is not exactly what I meant, guys. I'm not talking about game quality in general. What I'm talking about are little portions inside a game, where developers put insane detail into them, that normally people don't even notice. That's why I gave the example with the reloading animations of Crysis 2 and 3. I can't find that the part about Max Payne 3. But I remember someone who pointed out that weapons have amazing 3D models at parts that you don't even see/that don't need to be modelled anyway because it's a third person shooter. Another example is GTA San Andreas: When you are fat, the jetpack mission doesn't happen, because your weight is too high. Stuff like this. edit: Another one: If you choose a very low intelligence for your character in Fallout New Vegas, everybody treats you like an idiot and is only giving you the most simple and most understanding lines of dialogue.
The weapon/reload animations in overwatch. [video=youtube;XUsjeFNws84]https://www.youtube.com/watch?v=XUsjeFNws84[/video]
[QUOTE=Netsc;50543300]The weapon/reload animations in overwatch. [video=youtube;XUsjeFNws84]https://www.youtube.com/watch?v=XUsjeFNws84[/video][/QUOTE] I see clipping when firing Mercy's blaster :v:
*snip*
Pretty much everything in the Witcher series. :/
In the fighting game Guilty Gear Xrd: Revelator there's a female character that wears different panties depending on which day of the week you play the game
[QUOTE=ashxu;50543387]In the fighting game Guilty Gear Xrd: Revelator there's a female character that has different panties depending on which day of the week you play the game[/QUOTE] This is the type of detail I needed to know about.
[QUOTE=ashxu;50543387]In the fighting game Guilty Gear Xrd: Revelator there's a female character that wears different panties depending on which day of the week you play the game[/QUOTE] Rosemary in Metal Gear Solid 4 changes sweaters every day of the week.
In Prototype, during one mission it is revealed that the zombie virus boss monster has been nesting in the city sewers. Some time before that, it's foreshadowed by ominous red mist emitted from undergrounds vents that you can see in the open world mode, but that you'll probably miss because of how cluttered and chaotic the infested parts of the city already are, and no characters ever point it out.
[QUOTE=kloaz;50543412]Rosemary in Metal Gear Solid 4 changes sweaters every day of the week.[/QUOTE] I'm surprised this thread isn't flooded with MGS yet. For another random example, in MGS3, you can either kill The End the classic way or just turn off the console for a week and he'll die of old age.
[QUOTE=Drury;50543457]I'm surprised this thread isn't flooded with MGS yet. For another random example, in MGS3, you can either kill The End the classic way or just turn off the console for a week and he'll die of old age.[/QUOTE] you don't even need to turn it off, just set the clock forward
[QUOTE=Drury;50543457]I'm surprised this thread isn't flooded with MGS yet. For another random example, in MGS3, you can either kill The End the classic way or just turn off the console for a week and he'll die of old age.[/QUOTE] Hahaha fucking seriously?! Wow just when I thought I knew every little hidden detail in the MGS series, another one I had no idea of crops up. That's just rich.
Also in MGS3 when Volgin is [sp]about to torture you[/sp] he will say something in response to how many serious injuries you've gotten beforehand.
A lot of Dark Souls scenes fits into this. There's a lot of scene building in those games that a lot of people just pass off as clutter where they're actually telling a story of what happened. Also, Killing Floor 2, the first person animations are all animated at a high FPS so when the game enters slow motion you can see all the mechanical details of your gun working.
In GTA 4 you could pick up every brick and piece of trash you see and throw it
[QUOTE=Netsc;50543300]The weapon/reload animations in overwatch. [video=youtube;XUsjeFNws84]https://www.youtube.com/watch?v=XUsjeFNws84[/video][/QUOTE] As suggested by another FPer while I was looking for inspiration, I watched a talk discussing Overwatch's animation It's some seriously amazing stuff. As you can see with Torjbjorn's rivet gun, they don't keep their characters static - instead they elongate the characters unrealistically to just accentuate the movement effect they want to portray - sort of like those weird, in-between frames in cartoons that we all make fun of due to funny faces and fucked up bodies
The Norwegian race tracks in Driveclub, while completely made up, feature very accurate details from northern Norway, including lots of Norwegian signs. It's very much the most accurate depiction of northern Norway in any video game. I found this one the most interesting: [t]https://dl.dropboxusercontent.com/u/8478604/DRIVECLUB%E2%84%A2/DRIVECLUB%E2%84%A2_20151002180206.png[/t] Other neat details: - Spectators will dress for the weather - When you race, dirt gradually builds up across your car, slowly making the paint less glossy - The sounds are just absolutely superb. There's just something very atmospheric about standing still during rain, hearing the muted sound of raindrops falling on your windscreen and the sound of your windscreen wiper going back and forward. - Clouds are volumetric and cast shadows on the terrain. [img]http://puu.sh/px8sv.gif[/img]
What you're looking for is the trope "[B]Shown Their Work[/B]" on TVTropes. Probably one of my favourites. And also "[B]Developers' Foresight[/B]". The Assassin's Creed series is one that has a lot more attention to detail than you'd initially think. The artistic part of each game is pretty much flawless, and despite a few things, the historical research is also on point in many domains, be it the mentalities of NPCs or the way they dress. Also, the GTA series is well-known for this too. GTA V notably. And the Uncharted series too, mostly on the historical and artistic side once again.
This is the kind of interesting stuff I hoped to see. Thanks guys. [QUOTE=Loadingue;50543556]What you're looking for is the trope "[B]Shown Their Work[/B]" on TVTropes. Probably one of my favourites. And also "[B]Developers' Foresight[/B]". [/QUOTE] I'll look into it, thanks!
In the Witcher 1 your medallion can be tuned to vibrate near magic or monsters. If it's set to monster mode, [sp]at one point in the story a NPC you interact with often gets murdered and the main antagonist disguises at him. When you get near that NPC again not knowing he's been replaced, you can see the medallion on your HUD shaking even though no obvious enemies are nearby[/sp]
[IMG]http://img.photobucket.com/albums/v138/mandude91/2012-07-07-195933.jpg[/IMG] Someone spent god knows how long creating the ice bucket in MGS 2, it is the most realistic ice bucket out there. - Ice cubes will melt slower when multiple cubes are together - Ice cubs melt faster when on the ground - Each ice cube moves differently and uniquely Worth the mention, this ice bucket only appears once at the very start of the game where most players miss it
Super smash bros series has great attention for detail, especially from brawl onward. The characters movesets are replicated from their games, especially the third party DLC characters in SSB4, in which they even get mechanics from their games (combos for Ryu and Bayonetta and limit break for Cloud).
I've been reading up the general "[URL="http://tvtropes.org/pmwiki/pmwiki.php/ShownTheirWork/VideoGames"]Video Games/Shown Their Work[/URL]" page and holy shit some of the things I see. About Portal 2: [QUOTE]But the ultimate example is found in the Final Boss battle, where it is an important detail (that very nearly fell victim to Reality Is Unrealistic) that the portal gun's "shots" travel at the speed of light. Question: What's 1.4 seconds away at the speed of light? Answer: The Moon.[/QUOTE] And L.A. Noire. Jesus, how could I forget about L.A. Noire? [QUOTE]For L.A. Noire, Team Bondi and Rockstar used over 180,000 photographs to map out and detail 1947 Los Angeles.[/QUOTE] There's a museum near downtown L.A. in the game, the L.A. County Art Museum. At no point in the game at all are you required to go inside the museum. The front doors are closed. But if you enter through the backdoor, you can explore the museum. It has literal dozens and dozens of real-life paintings, [I]not one the same[/I], and they all have [I][B]their own correct label with the year and artist and name of the painting[/B][/I] (!!). And the game doesn't even tell you at any point that you can go in there. That. That is fucking dedication.
In Dragon's Dogma you can climb on boss enemies and do crazy shit like attack their hands to disarm them, or cut off heads of hydras/chimeras. But you can also use the 'grab' button for other things, like picking up stunned goblins. The best part is your companion's will learn behaviours off you, so if you start throwing goblins off cliffs, your allies will start doing it too. There's also the whole character creation system which is nuts, when you design your characters look, secretly it alters your character. If you make a tall character, he has a tall hitbox. If you make a short one, he'll have a short hitbox. Big characters get bonus HP and stamina and can carry more, but small ones regenerate stamina faster. Smaller characters can also squeeze through small gaps in certain areas, but their weapons are smaller and therefore have a smaller damage arc. Also the game has the best positional damage of any game I've seen. Every single enemy in the game will react as you'd expect, depending on where you hit them. Hitting an ogre in the legs makes it stumble, attacking a griffin's wings will ground it, even smaller enemies like humans and goblins have positional damage for arms, and feet. Also you can pick up (small) boars and throw them at your allies. And your allies will catch it and throw it back. Boarball.
Psychonauts has a TON of obscure dialog that you will most likely never hear during a normal play though. I'm still hearing new dialog after 11 years. [media]https://www.youtube.com/watch?v=SW7GVp4l0ao&ab_channel=dustily[/media]
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