• Examples of Love/Attention to detail in videogames
    154 replies, posted
[video=youtube;Jx_MDxgWO4Y]https://www.youtube.com/watch?v=Jx_MDxgWO4Y[/video] Does this count?
[QUOTE=Loadingue;50543719]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: And L.A. Noire. Jesus, how could I forget about L.A. Noire? 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.[/QUOTE] It's possible they had you go in there at one point but decided to cut it halfway through, as is usual with game development.
GTA V in general has a load of small details, like your legs and shoes getting wet and squelching after leaving water or the fact that Flip-Flops flop. [url]http://uk.ign.com/articles/2013/09/30/100-little-things-in-gta-5-that-will-blow-your-mind[/url]
[QUOTE=Drury;50543912]It's possible they had you go in there at one point but decided to cut it halfway through, as is usual with game development.[/QUOTE] It's still amazing that they left everything in then.
During Portal 2's boss fight, you can let the Adventure Core babble on and on until he starts trying to come up with a cool line to say when Wheatley is killed. He wants the player/Chell to get Wheatley to say "you've been a thorn in my side long enough" After that, plug in the Adventure Core and later Wheatley will actually say that and the dialogue changes.
[QUOTE=yellowoboe;50543823][video=youtube;Jx_MDxgWO4Y]https://www.youtube.com/watch?v=Jx_MDxgWO4Y[/video] Does this count?[/QUOTE] Pretty hilarious as well that the credits play the song "Should i stay or should i go?"
You mean something like this? [url]http://mafiagame.wikia.com/wiki/Running_Man[/url] At the second alley, just after you get in to the alley, you should hear a man say "Where the hell is she? I said three o'clock in the passageway." The man seems to be waiting for a woman. Keep running until the last alley. There you should hear the woman who's waiting for the man say a similar thing. They clearly got to different places. If you want to do a favor you can tell the woman so she knows it's a misunderstanding.
[QUOTE=Jelman;50544017]GTA V in general has a load of small details, like your legs and shoes getting wet and squelching after leaving water or the fact that Flip-Flops flop. [url]http://uk.ign.com/articles/2013/09/30/100-little-things-in-gta-5-that-will-blow-your-mind[/url][/QUOTE] This is what I love most about GTA V. I loved it when my reckless driving caused characters to stop talking for a moment, sometimes even freaking out.
[video=youtube;Elwb2lV88hM]https://www.youtube.com/watch?v=Elwb2lV88hM[/video] [editline]18th June 2016[/editline] [video=youtube;IEFnr7wTjUM]https://www.youtube.com/watch?v=IEFnr7wTjUM[/video]
One thing I like in Left 4 Dead 2 is the graffiti in the walls that sometimes have references to other zombie games. My favorite is the one during The Passing where you can see a graffiti from Frank West himself from the Dead Rising series. It even has he's autograph on it.
In the Soulborne series, if a certain NPC dies of if there's a corpse with lootable armor sets or weapons, the dead body you loot it from will be what gender that character was and how big/small they were that had such an item. -In Bloodborne's first DLC, [sp]you pick up a fist weapon from a body in a cell. The weapon's description mentions that the user Simple Gratia was a tall woman who lacked the knowledge to use firearms and relied on punching beasts to death as a means of hunting as a member of the Church Hunters. The body you loot the weapon from is much larger than any human corpse in the game while wearing Church Hunter garb. You just looted from Simple Gratia, who's dead body resides in the Hunter's Nightmare while in a prayer pose.[/sp] -This also works in mysterious circumstances during quests. In Dark Souls III, [sp]if you kill Seigward, you'll be able to loot him for his gear. Though if you complete his questline all the way to Yhorm, he will sleep where he stands. The next time you return to that area, his armor and weapon will be left behind with no body, indicating that he left a while ago with his duty fulfilled. Should you go to Yhorm's throne after killing the boss, Seigward will trip up going up the steps and die.[/sp]
The Last of Us There are many side-stories sprinkled throughout the game that paint a broad picture of humanity's gradual downfall after the outbreak of Cordyceps. Everywhere you go in the game has its own story to tell and for me it really struck a chord. [URL="https://www.youtube.com/watch?v=G1XVgn1EwRc"]The story of Ish is one of the most remarkable side-stories in the campaign.[/URL] It's truly a wonderfully immersive experience.
Probably not so impressive but, fallout 3's main quest. Basically the begging part is a wild goose chase, a chain of asking people where your father went, bribing or doing a favor for them, and getting directions to the next person in the chain. At any point throughout the chain though, you can go to your destination, smith casey's garage, and interrupt the sequence. NPCs compensate for this, for example if you do it while in the middle of three dog's quest he'll tell you how he heard about your father but he doesn't want you to walk away empty handed, and gives you the location of an item stash. I'm sure new vegas has much better examples of this.
[QUOTE=NitronikALT;50543549]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[/QUOTE] [t]http://puu.sh/pxJIw/4559516089.jpg[/t] [editline]18th June 2016[/editline] [QUOTE=yellowoboe;50543823][video=youtube;Jx_MDxgWO4Y]https://www.youtube.com/watch?v=Jx_MDxgWO4Y[/video] Does this count?[/QUOTE] Shadow Complex had a really good hidden ending too. [video=youtube;fojskO4jpDg]https://www.youtube.com/watch?v=fojskO4jpDg[/video]
In team fortress 2, when you zoom in with the sniper you'll get a little orange-ish tint, which comes from his tinted eyeglasses.
The Last of Us is just filled with informations all around which arent really necesarry but that game got a lot of love from their developers, Naughty Dog games are very good in general in my oppinion
I'm going to call back to my post over 3 years ago now (wow... how time flies) from Metro Last Light, here; [QUOTE=Sobek-;40801641]Look at that sexy thing... [img]http://i.imgur.com/ozWmvgi.jpg[/img] And this is what I love about both 2033 and Last Light, just... detail; [img]http://i.imgur.com/SkBMp4N.jpg[/img] Just some random little generator, you could easily be forgiven for just walking right past it. But stop and look, and it's humming away with its own sound, all the various little bits on it moving and animating, casting proper shadows. Just the sheer detail in that one little spot - the broken old pallet it's sitting on, the pieces of old fencing material, the gas can, the realistic and varied ground materials. What other game goes down to such detail, honestly. It's everywhere you look, I can't imagine how much time went into detailing alone...[/QUOTE] I still feel entirely the same about it now as I did then. That game's incredible attention to detail down to the finest little things in the environment that I guarantee you 90% of people never even noticed, absolutely blows my mind.
It's a bit of a copout, but Dwarf Fortress is pretty much this trope: The game. There's a story of a dwarf who was disemboweled in battle and dragged to the hospital. The hospital happened to be manned by the single greatest surgeon in recorded history, and while he couldn't put all the guts back [I]inside[/I] the dwarf, he still managed to seal the wound and bring the dwarf back to stable health. With his guts hanging outside of his belly. So to reflect this, the dwarf had a little red '~~' character trailing it wherever it went. There's also a recent story of a common bug where all the cats in the fortress would invariably start stumbling around and dying, as if a cat plague had hit the fort. The cause was eventually discovered to be the fact that dwarves in the tavern were getting shit-faced and spilling all their alcohol. The cats were then walking around in the puddles trying to follow people. Eventually, they would stop to lick their paws clean. And thus, every single cat in the fort was systematically dying of alcohol poisoning.
The dialogues between Stormtroopers in Jedi Knight : Jedi Outcast and Jedi Academy. It gives them some humanity, since we're used to only hear them giving orders to each others in the movies.
Monkey Island 1 and 2 dialogues..
[QUOTE=Pilotguy97;50548665]It's a bit of a copout, but Dwarf Fortress is pretty much this trope: The game. There's a story of a dwarf who was disemboweled in battle and dragged to the hospital. The hospital happened to be manned by the single greatest surgeon in recorded history, and while he couldn't put all the guts back [I]inside[/I] the dwarf, he still managed to seal the wound and bring the dwarf back to stable health. With his guts hanging outside of his belly. So to reflect this, the dwarf had a little red '~~' character trailing it wherever it went. There's also a recent story of a common bug where all the cats in the fortress would invariably start stumbling around and dying, as if a cat plague had hit the fort. The cause was eventually discovered to be the fact that dwarves in the tavern were getting shit-faced and spilling all their alcohol. The cats were then walking around in the puddles trying to follow people. Eventually, they would stop to lick their paws clean. And thus, every single cat in the fort was systematically dying of alcohol poisoning.[/QUOTE] All these amazing stories made me try DF but i just keep stop playing at some point. A DF with sprites and stuff is close to impossible due to the amount of content but god if would love on with the same depth as DF
[QUOTE=trollbuster;50548298]In team fortress 2, when you zoom in with the sniper you'll get a little orange-ish tint, which comes from his tinted eyeglasses.[/QUOTE] Always thought it was the scope since you don't get the tint otherwise. I think a better example of this would be Deus Ex: Human Revolution.
The grunts in Titanfall. They have a ton of dialogue, speak to each other and talk about what's going on around them - and there's a lot that can/does happen due to it being a chaotic multiplayer game. During the campaign mode, their dialogue changes more to reflect not only the events of the "story" but also what's going on at that particular moment such as ships crashing and other things that only happen in campaign mode. They also have a lot of animations for attacking and being attacked by opposing grunts and spectres, and for interactions with ally grunts. Things ranging from pulling a wounded teammate out of combat to executions to being executed. Also you can corner them when in a Titan, and they'll drop their weapon and surrender (which there's multiple ways they can surrender, like being angry about it or scared shitless).
Zidane (FF9): "[I]No cloud, no squall, shall hinder us![/I]" I can't agree more
[QUOTE=ichiman94;50544497][video=youtube;Elwb2lV88hM]https://www.youtube.com/watch?v=Elwb2lV88hM[/video] [editline]18th June 2016[/editline] [video=youtube;IEFnr7wTjUM]https://www.youtube.com/watch?v=IEFnr7wTjUM[/video][/QUOTE] When it comes to enemy AI, Intrusion 2 is probably the best I have seen. [media]https://www.youtube.com/watch?v=BJZAzNKZBew[/media] The game is heavily physics-based, and the enemy AI is fully aware of it. You can see it 53 seconds in - that whole fight is not scripted at all, that's the AI trying it's hardest to actually use anything at it's disposal to kill you. It has the fireball attack, homing missiles, it can swing it's tail around, it can leap across terrain, it can grab you, it can toss objects away from it's path, or at you, if they're hefty enough, and it can even lose limbs and still pose a threat. Those robotic critters were the most terrifyingly ingenious enemies I've ever fought in a game, it felt like they were actually out to kill me as opposed to predictably scripted bullet sponges that are the norm.
Before Hotline Miami 2 came out, you could find [sp]Jake's dead body and mask[/sp] in Hotline Miami 1.
This one is pretty spoiler-y for a game called Bravely Default, so if you haven't played it (which I highly recommend) then don't read ahead unless you don't really care. [sp]In this game, the title screen reads as "Bravely Default: Flying Fairy". Basically, there is this character called Airy. Seems like this normal Navi-like helper character to give you advice and stuff; when you open up the menus she's always on screen giving advice on how to progress the story. Toward the end of the game however, she betrays you and has actually been leading you on to start the end of the world/something like that. After this event, the title screen changes from Bravely Default: Flying Fairy to Bravely Default: Lying Airy. I found this cool as shit. Here's a video of it happening if you're curious: https://youtu.be/IMzZ5r5AgYw [/sp] Another neat detail: [sp]One of the main goals of the game is to "awaken" the four crystals in the world. On Airy's wings, there are (very hard to see) numbers that count down the amount of crystals that need to be awakened, and when they're all awakened then the end of the world-thing happens. [/sp]
In Arma 2 if you have a gun with a high enough caliber as an infantryman you can shoot the rear rotor of a helicopter gunship and watch it spin uncontrollably to its death
In LISA, resting areas actually have some sort of threat when used. Like getting your entire party badly poisoned, having party members kidnapped for ransom or having to fight some weirdos who were watching you sleep. And in Area 3, resting can actually make you [B]outright lose a party member[/B] cause the kidnapper turns into a mutant and kills your party member and his own gang. Also in LISA, choosing to cut off Brad's arms will actually make him need more Joy while also dropping his ATK and DEF. Not just some "oh cut off your arm and lose HP" shit, you outright set the game to a higher difficulty level because your main party member deals less damage, has less defense and will stay on no damage allowed withdrawals more. (You also can pick up bottles from the floor and fill them with soup or make them firebombs, pretty neat honestly.)
[QUOTE=Demo-the-man;50549183]In LISA, resting areas actually have some sort of threat when used. Like getting your entire party badly poisoned, having party members kidnapped for ransom or having to fight some weirdos who were watching you sleep. And in Area 3, resting can actually make you [B]outright lose a party member[/B] cause the kidnapper turns into a mutant and kills your party member and his own gang. Also in LISA, choosing to cut off Brad's arms will actually make him need more Joy while also dropping his ATK and DEF. Not just some "oh cut off your arm and lose HP" shit, you outright set the game to a higher difficulty level because your main party member deals less damage, has less defense and will stay on no damage allowed withdrawals more. (You also can pick up bottles from the floor and fill them with soup or make them firebombs, pretty neat honestly.)[/QUOTE] LISA overall was a wonderful game. ton of detail put into it.
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