• Examples of Love/Attention to detail in videogames
    154 replies, posted
Also in Empire Total War there's a bunch of stuff that can technically happen but basically never will If you play as Great Britain and do an unbelievably abysmal job at managing your finances/public order, there's a small chance you'll see Scotland or Ireland try rebel and become their own nation states. This is basically impossible to see if you're not playing as GB as conquering England does not make Scotland/Ireland declare independence (though if you conquer the whole British isles the Thirteen Colonies turn into the USA) and the AI cheats to maintain public order There is a unique Scottish rebel unit with sword and shield that you'll also probably never see called Clansmen, and Norway has a uniquely modelled unit called "Mountain Troops", basically elite light infantry, which they'll never recruit and you'll never see as Norway is passive and can't build a barracks good enough to recruit them in their only region
[video=youtube;KGHmr3D4Mnc]https://www.youtube.com/watch?v=KGHmr3D4Mnc[/video] The Mentor from DK2 kept me company all day long when playing this game back in 2000-2001. One night i could not sleep so i slipped downstairs around midnight to play some DK2 because i was so close with finishing the level and in the calmness of my dungeon the guy suddenly remarks that i should definitely go to bed (0:53). In general i really like the attention to things in all Bullfrog games, when your dungeon gets big there is always something to do or see
If you walk inbetween the cameraman and the reporter in the new hitman game, they first ask you to leave and restart the recording and the second time you do it they quit and go on a smoke break expecting you to get lost by the time they're back, I think that way you can also find out that they need a new camera or something and get a whole new way of playing the level. Also the tiny easter eggs in Wolfenstein: The Old Blood [t]http://images.akamai.steamusercontent.com/ugc/433820954090881263/C5300792696BC8CB78284BAEF7531A63133ADEFB/[/t][t]http://images.akamai.steamusercontent.com/ugc/433820954090882027/803B9297EB622C943554ED1ADF81803B8DC43709/[/t] and just in general that game along with TNO is really beautiful, shows how much love the devs put into those games [t]http://images.akamai.steamusercontent.com/ugc/433820954090882531/3CFEF9C36718248F50E80B8B47ED6CD48F8A098F/[/t][t]http://images.akamai.steamusercontent.com/ugc/433820954093685875/6B88375FB66EFA427C8ED27133EF7036CA7D96AB/[/t] [t]http://images.akamai.steamusercontent.com/ugc/433820954093686167/BC6C6B1FD244C758D3C66A3A1533FC43254584CF/[/t][t]http://images.akamai.steamusercontent.com/ugc/433820954093686429/853EA227151D1147814E1B5D5F98BA68D461A488/[/t]
In The Witcher 3, doing quests (even sidequests) in a different order can change dialogue over the course of the game. For example, you will get extra dialogue choices if you do stuff in a different order (Carnal Sins before A Matter of Life and Death, or the contract on the Imp just before The Play's the Thing) and overall change stuff based on Geralt's story experience. Also in another sequence, Geralt says to a baron to order his people to put lines of salt in front of their doors and later you can find that they actually did it.
If you zoom your camera right up against a capital ship that's in critical health in Homeworld 2, you can hear alarms going off and people trying to hail other parts of the ship on the radio. Smaller ships in the original Homeworld actually had collision detection and would bounce off one another if they bunched up too much, despite the game being an RTS where all the ships have AI to avoid touching each other.
I really loved all the little connections between the Mass Effect games, felt really good to hear all the results of the sidequests in the first game in the second one, 100% completion has never been so satisfying.
[QUOTE=hakimhakim;50549057]Zidane (FF9): "[I]No cloud, no squall, shall hinder us![/I]" I can't agree more[/QUOTE] Exdeath trash-talking Cloud on he's battle opening cutscene in Dissidia is great too: "Brooding gains you nothing"
Not sure if this counts but on Goldeneye in the N64, when you finish Depot, there's two mooks inside the train, if you kill both of them, Bond will normally enter the train, if you don't kill them or just kill 1, Bond will kill them in the cutscene
[QUOTE=Hybrid 4F;50544179]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] mafia was awesome, sequel didn't feel the same however [editline]19th June 2016[/editline] [video=youtube;lT-dj7rJSn0]https://www.youtube.com/watch?v=lT-dj7rJSn0[/video]
[QUOTE=ColossalSoft;50548941]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).[/QUOTE] Honestly they made the game. It felt like they were in an actual war while you were fucking around with a jetpack. I REALLY hope they're in the next game.
Grim Fandango has a few examples of subtle things you might completely miss, or not notice. A lot of the characters have patterns on their skulls to help make their appearance unique, However, many of the characters have symbols on the tops of their hands that can be easily missed. Manny Calavera has a wavy line thing on his, Domino Hurley has domino symbols on his, and Meche has a Trinity symbol on hers. At the beginning of the game, there's a guy making a balloon animals. He can make a cat, a dingo, a 'dead worm', and Robert Frost. However, to maintain cultural relevancy, in the French dub of the game, the frost balloon is called a balloon of Captain Haddock, and in the Spanish dub, it's changed to Gloria Fuertes. As well, despite only needing two dead worms and one unique balloon to progress, you can use the balloons on some pigeons on the roof to try to scare them with unique dialogue. [sp]Using Robert Frost to try to scare them has Manny yell "Run, you pigeons! It's Robert Frost!", getting you a hidden steam achievement.[/sp] There's some serious chekhov's gun going on in Grim Fandango. Much of the information you can forget or straight up never hear is relevant later on in the game. For instance, in Year 1, a demon scolds you for trying to put him out using a magnesium compound fire extinguisher because the room is coated in chemical packing foam. The chemical reaction of this would cause a massive explosion. [SP]In year four, you have to use these two things to create makeshift rocket fuel.[/sp] Related to that puzzle, [sp]a mug you give Bruno in year 1 becomes a relevant item to proceed in year 4.[/sp] Lastly, in year 2, [sp]a missive from Salvador mentions that his pigeons can track down anyone based solely on a picture, and in year 4, you have to do that very thing.[/sp] There's a remarkable amount of thought out concepts in the world of Grim Fandango. For instance, what are the buildings made out of? Marrow extracted from trees in the petrified forest. Why are there no kids around? [sp]Besides the Angelitos who had their tickets stolen, all kids likely automatically get a ticket on the number nine.[/sp] What happens to dead animals? They're handled by a separate bureau from the one Manny works in. Lastly, the whole Remastered edition is an example of love by a developer. Nobody thought to preserve the original source material in its entirety. The team responsible for remastering it had to cobble it together by hunting through Lucasarts archives, tracking down original team members who took bits home as souvenirs, and even obtaining modders' homemade code just to bring the game to life.
In MGS3 Revolver Ocelot tries (and fails) to eject a bullet from his pistol at the start of a fight. Naked Snake chastises him for trying a new technique in battle, and remarks that ejecting the first round manually is a Middle Eastern technique. MGS4 starts in the Middle East and Solid Snake uses the very same technique through the game. The first rifle Snake gets in MGS4 is one he takes from a dead rebel's body. Before he takes it he uses his knife to check for any bombs underneath the gun. [sp]During act 3 of MGS4 you have to sneak around the streets of Paris. There is currently a manhunt out for Snake, which you are forced to evade. If you use the facecamo, which you receive at the end of act 2, you can disguise yourself as Otacon and walk the streets undisturbed.[/sp]
In Wipeout HD there's a lot of detail given to the track scenery: trackside ads and signs, cheering spectators, and traffic flying around the track among other things. The track itself has some as well, the material changes depending on the environment its in (upside-down sections are magnetic, scenic sections have transparent track, etc.) [video=youtube;MAGyKD7ecZc]https://www.youtube.com/watch?v=MAGyKD7ecZc[/video]
It may have been forgotten by most but the Alpha Protocol's mission system is full of these, the entire game revolves around you completing 3 big missions around the globe in any order, each mission is also comprised of several mini-missions also doable in any order, this leads to probably hundreds of variants with characters, missions and environments. Examples: When you arrive in Moscow you can choose to meet a guy who could give you intel, if you choose to meet him after completing all the other missions he'll tell you that he's been watching you and that he has no information to offer, alternatively if you choose to meet him at the beginning, but be a total dick to him he'll tell everyone in Moscow to watch out for you and all the missions there will have more enemies in them and recognize you on site. Another one is in the middle east where part of your job is to take out an arms dealer/information broker, if you chose to do his first but let him live, you can get him to give you free intel/favours on all the other missions in the area. Yet another is when you break into a server farm and steal some data from an mysterious group, but it's possible to meet said mysterious group in a different country beforehand, they'll call you up and ask you to delete your copy and they'll just tell you what you need to know, with a change in tone if you killed any of the guards. [sp]At the very end of the game you are betrayed by one of your friends, but if you chose to let a man live in China and go a specific route through the final level he'll contact you and say that they're going to betray you, you can then go to their jail cell confront them about them, convince them not to betray you and they'll even help you during the final mission [/sp] Bonus: If you're nice enough to the final boss throughout the game he'll just go 'Eh, fuck it' and let you go
[QUOTE=Jericho_Rus;50549516]Wolfenstein stuff[/QUOTE] To add to this, the devs actually went through and created an entire soundtrack of nazi-fied 60s music including [I]Nazi Beatles[/I] [video=youtube;69z_IN64EG4]https://www.youtube.com/watch?v=69z_IN64EG4[/video] [video=youtube;-zM2Xk3Mdms]https://www.youtube.com/watch?v=-zM2Xk3Mdms[/video] [video=youtube;oYDbWza2B6o]https://www.youtube.com/watch?v=oYDbWza2B6o[/video]
[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] There's also if you shootdodge too often, Max gets all sweaty.
[QUOTE=Derp123213;50554577]To add to this, the devs actually went through and created an entire soundtrack of nazi-fied 60s music including [I]Nazi Beatles[/I] [video=youtube;69z_IN64EG4]https://www.youtube.com/watch?v=69z_IN64EG4[/video] [video=youtube;-zM2Xk3Mdms]https://www.youtube.com/watch?v=-zM2Xk3Mdms[/video] [video=youtube;oYDbWza2B6o]https://www.youtube.com/watch?v=oYDbWza2B6o[/video][/QUOTE] [video=youtube;WnE7gckfr58]https://www.youtube.com/watch?v=WnE7gckfr58[/video] You forgot the best one
Even though Ratchet and Clank has a habit of not bringing back characters, they are still mentioned in the background. In Tools of Destruction in Zordoom Prison, the voice over the speaker calls for a former villain to report for cleaning duty. In a Crack in Time, when flying in the ship and listening to the radio, it mentions a female Lombax character that hasn't shown up since the 2nd game. I love little things like that.
I think that skyboxes are often a good indicator of attention to detail in games. Bungie were pretty good at that in the Halo franchise. [t]http://i160.photobucket.com/albums/t173/BlueNinjaBE/Panoramics/Portal.jpg~original[/t] [t]http://www.ascendantjustice.com/files/cocop/The%20Ark/The%20Ark%20Large/WaterfallArk-large.jpg[/t] [t]http://www.ascendantjustice.com/files/cocop/Cortana/Cortana%20Large/HighCharityPre.jpg[/t] [t]http://halo.bungie.net/images/games/Halo3/Screenshots/SB/H3_MP_Sandbox-Default_ENV-02.jpg[/t] This especially goes for the last skybox in halo 3, which is beautiful even though no one has time to look up at it. [t]http://www.ascendantjustice.com/files/voc/arkpanfull-01.jpg[/t]
In Call of Duty World at War on most maps there are areas where you can hear ghosts and weird noises some of which aren't even accessible during normal play. On one of the multiplayer maps you can find a torture chamber, if you stay close to it for a while you will start hearing somebody screaming in agony. World at War is really dark in some places if you pay attention to detail. Here's an example: [media]https://www.youtube.com/watch?v=2BWoz7JfyFs[/media]
[QUOTE=Derp123213;50554577]To add to this, the devs actually went through and created an entire soundtrack of nazi-fied 60s music including [I]Nazi Beatles[/I][/QUOTE] Another Wolfenstein one: The facial animations. They're crazy detailed. Even [U]tongues[/U] are animated realistically.
[IMG]http://i.imgur.com/10JhOS5.gif[/IMG] [IMG]http://i.imgur.com/p8qDTgx.gif[/IMG] [IMG]http://i.imgur.com/3TzdZWt.gif[/IMG] Most of the characters in MGR had different teeth. Also the metal gear games in general have been pretty great in terms of depicting trigger discipline in cutscenes and official art etc/
[QUOTE=ColossalSoft;50548941]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).[/QUOTE] If Titanfall 2 doesn't have grunt interaction it's gonna be a major bum. I mean look at this: [video=youtube;yIGbhVQEG4E]https://www.youtube.com/watch?v=yIGbhVQEG4E[/video] Mechswords or not, it just won't be the same without grunt interaction
[QUOTE=maddogsamurai;50556854]If Titanfall 2 doesn't have grunt interaction it's gonna be a major bum. I mean look at this: [video=youtube;yIGbhVQEG4E]https://www.youtube.com/watch?v=yIGbhVQEG4E[/video] Mechswords or not, it just won't be the same without grunt interaction[/QUOTE] FEAR soldiers have *great* voice chatter [video]https://youtu.be/qX73XG9e5BE?t=242[/video] (skip to 4:00 for some really interesting stuff, they call out your actual position like 'behind the crates') Plus they freak out and it's amazing, nothing makes you feel more godlike than hearing the exchange: 'HE'S TOO FAST' 'Get to cover!' 'Where should I go?!'
In FEAR 2, there's a wooden cutout of a donkey on a stage. If you hide behind it, the Replicas call out "he's behind the ass!"
Dishonored is another good example. Emily's drawings and dialogue change depending on your Chaos rating. In the first mission, Cpt. Curnow will actually call nearby guards and tell them to find you if he saw you. He will also ring the alarm and only then escape to safety, showing that he was a loyal man. I dunno, I fount that to be pretty neat.
[QUOTE=Ruby_Axe;50553881]It may have been forgotten by most but the Alpha Protocol's mission system is full of these, the entire game revolves around you completing 3 big missions around the globe in any order, each mission is also comprised of several mini-missions also doable in any order, this leads to probably hundreds of variants with characters, missions and environments. Examples: When you arrive in Moscow you can choose to meet a guy who could give you intel, if you choose to meet him after completing all the other missions he'll tell you that he's been watching you and that he has no information to offer, alternatively if you choose to meet him at the beginning, but be a total dick to him he'll tell everyone in Moscow to watch out for you and all the missions there will have more enemies in them and recognize you on site. Another one is in the middle east where part of your job is to take out an arms dealer/information broker, if you chose to do his first but let him live, you can get him to give you free intel/favours on all the other missions in the area. Yet another is when you break into a server farm and steal some data from an mysterious group, but it's possible to meet said mysterious group in a different country beforehand, they'll call you up and ask you to delete your copy and they'll just tell you what you need to know, with a change in tone if you killed any of the guards. [sp]At the very end of the game you are betrayed by one of your friends, but if you chose to let a man live in China and go a specific route through the final level he'll contact you and say that they're going to betray you, you can then go to their jail cell confront them about them, convince them not to betray you and they'll even help you during the final mission [/sp] Bonus: If you're nice enough to the final boss throughout the game he'll just go 'Eh, fuck it' and let you go[/QUOTE] Definitely haven't forgotten about Alpha Protocol. It's such a unique game with a good blend of action, RPG and CYoA. Some of my favorite examples of detail comes from the Rome missions. First is the antagonist of Rome, an agent of the big bad intelligence agency you're fighting. You meet him in person a couple missions in, and his reactions to you depends on your previous actions in Rome: [sp]If you've been shooting your way through his men, he's angry as fuck and you've been known to him since you came to Italy. If you've been stealthing your way through the missions, he mentions that he didn't even *know* you were here until a couple hours before.[/sp] There's also a bunch of detail relating to that guy, even if you only see him for a fraction of the game. [sp]You're fighting through his mansion in one of the last Rome missions. Throughout the level, you find statues of naked men and sculpted male bodies, which supports the banter and speculation about his eccentricities and orientation. You finally fight him in the final mission, which has many outcomes based on your personality and your actions during said fight- if you ignore him and solely attack his henchmen, he gets really angry and rushes out of cover to fight you with his fists. He's a classic 'father to his men' character, which also explains his anger if you kill his men during the initial missions. Finally, if your character is purely charming as opposed to hostile or diplomatic, or even opposed to a mix of the personality types, one more option at the end of the fight is unlocked. Normally, he retreats and you cannot kill him. If you're charming, you can goad him into attacking you once more, and you can finish him off. This literally only happens if you're nothing but charming to the guy, to your friends and to anyone else during Rome.[/sp] Relationship values is one of my favourite aspects of Alpha Protocol. You can act like a complete asshole to your friends and your enemies. Or you can do the opposite, and dialogue/options open to you will change accordingly. Your handler will lowkey hurl insults at you throughout the game if she dislikes you, [sp]and when you find out she betrayed you at the start of the game, she tells you she doesn't regret a thing. And when you have to save her during the final mission of the game, she completely refuses your help, and she asks you to leave her to die. Even better is that you can go through the gauntlet of mooks and bombs just to find her and KILL HER YOURSELF.[/sp] My personal fave is a little detail in a hotel mission. You're talking to your handler and a journalist who's helping you. They both have the hots for you, and you can sorta romance them both. When you're prepping to assault the hotel, they mention this. If you try charming them and saying that you want to juggle them both, you take a huge relationship hit from both of the girls.
[video=youtube;9mwJaQCf6to]https://www.youtube.com/watch?v=9mwJaQCf6to[/video] "You click me one more time and I will fuckin' smoke you." "Oh goodie... we got one of [I]those [/I]players..." "PANZERSCHREK, TIME TO UN-PIMP HIS RIDE!" "We're fucked crew, command is drunk again!" "Gunner, point the turret up at that camera in the sky." "Go back to ze main menu, and try ze tutorial."
[QUOTE=Eldariub;50561036]Dishonored is another good example. Emily's drawings and dialogue change depending on your Chaos rating. In the first mission, Cpt. Curnow will actually call nearby guards and tell them to find you if he saw you. He will also ring the alarm and only then escape to safety, showing that he was a loyal man. I dunno, I fount that to be pretty neat.[/QUOTE] One thing I noticed is how they introduce the rat eating mechanic. so the first time you see it is when those guards in the sewer walk right into a swarm of rats and get eaten alive. then a bit past that there's a corpse that the rats eat. then, you come to an open area where guards are throwing corpses down, and there are rats near the wheel you need to turn to open the gate. So they introduced the mechanic slowly enough to where you subconsciously think about it and go "yea, I'll just throw the corpses over here so the rats move away and start eating those and I can move through unscathed"
In The Legend of Zelda: Breath of the Wild, Link still kicks chests open to see their contents. If Link is barefoot when he does this, he grabs his stubbed toe in pain while the chest still opens
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