Dark Messiah was a plodding mess of a story but I gotta admit the range of combat options where pretty good.
I nominate Ground Control 2 for the most epic skybox in any rts game ever:
[IMG]http://static.giantbomb.com/uploads/original/0/1590/389527-gc24.jpg[/IMG]
And C&C Generals for the best nuke and particles usage:
[video=youtube;fhV_n1-gRrM]https://www.youtube.com/watch?v=fhV_n1-gRrM[/video]
And third the best rc cars game ever:
[video=youtube;SUq_8AH9zUI]https://www.youtube.com/watch?v=SUq_8AH9zUI[/video]
Someone even managed to modify the source code and pull the game to its limit:
[video=youtube;p4wM9ehPaKk]https://www.youtube.com/watch?v=p4wM9ehPaKk[/video]
And I failed to read the title haha but I don't really recall any terrible games since I usually research what I'm getting.
Hydrophobia was my personal favorite in water physics based gameplay.
[video=youtube_share;iZceJsTwdcg]http://youtu.be/iZceJsTwdcg[/video]
[video=youtube_share;c6AsDUXbqZ0]http://youtu.be/c6AsDUXbqZ0[/video]
Literally felt like a tech demo with a story lazily layered over it.
[QUOTE=mastermaul;51164649]This shit.
[media]https://www.youtube.com/watch?v=oe0pPCAoDx4[/media]
Bad quality video though.[/QUOTE]
Mafia 3 does this as well. Noticed it last night. First time I'd seen an effect like that in a game so it's funny I come across this.
The ability to infinitely accelerate in reverse in Big Rigs. (Starts at 14:27 in the vid')
[media]https://youtu.be/h6DtVHqyYts?t=14m27s[/media]
Ocean games certainly weren't the best but whoever was composing them did a damn good job at it.
[video=youtube;0H5YoFv09uQ]https://www.youtube.com/watch?v=0H5YoFv09uQ[/video]
[video=youtube;nBWjVglSVGk]https://www.youtube.com/watch?v=nBWjVglSVGk[/video]
[QUOTE=FunnyStarRunner;51182903]
[video=youtube;nBWjVglSVGk]https://www.youtube.com/watch?v=nBWjVglSVGk[/video][/QUOTE]
It amuses me that this game has Dolby Surround sound :v:
zeno clash's combat system
power of source engine
The x-ray bullet cam in Sniper Elite 2 and 3
Its impressive and pretty awesome about the first fifty times but It didn't have enough novelty to make me play what is otherwise a painfully average and repetitive pair of games for more than a few hours
The gore system from Soldier of Fortune.
GeoMod in Red Faction 1 made for pretty fun games of deathmatch.
Blasting away floors to bring someone to you is pretty cool. One map had a land bridge that's pretty much guaranteed to look like swiss cheese by the end of the round
The character system in Clive Barker's Jericho was honestly really neat
also Neverwinter Night's weird hair jiggle physics
The weapon crafting in Dead Space 3. There was a game that did the same thing years after called Loadout but it wasn't the same, since the only thing a weapon could do in Loadout was damage people, where in Dead Space 3 a weapon could do a whole bunch of stuff to enemies like slow them down with stasis.
The police system in Mafia with smaller crimes only requiring you pay a fine, only police that know you've done a crime chase you, no telepathic cops. Oh and getting out of a car or getting into a car while no cops are looking confuses them.
Hiding in cars was the only decent feature in Watch_Dogs.
[QUOTE=elowin;51186291]The police system in Mafia with smaller crimes only requiring you pay a fine, only police that know you've done a crime chase you, no telepathic cops. Oh and getting out of a car or getting into a car while no cops are looking confuses them.[/QUOTE]
What :pudge: Mafia was a great game. Spent hours on it
The scaling in the VR game PaintLab. You can draw a sphere in front of you and then pull it up to planet-like size, draw a small house and then pull that up to be 1:1 house size. It is really mind blowing to use. But besides that the game itself, while free, is an absolute travesty of atrocious design and controls.
[QUOTE=darth-veger;51186825]What :pudge: Mafia was a great game. Spent hours on it[/QUOTE]
I think the discussion has just moved on to "impressive features in games".
One of my favourites is the incapacitation/medevac mechanic in Act of War. With a bit more smoothing out, it's a really cool feature because infantry become a resource - they're the quickest way to get yours promoted and you rely on POWs for use of a pretty powerful ability (Map reveal) or a cash bonus.
AoW also had really good garrisoning systems - rather than something like Generals where infantry entering the building just give the building the ability to attack using its occupants' weapons, the infantry in AoW are actually visible at positions throughout the building. If they're hit with explosives, it can take out a couple guys who were too close together, or damage the building but not its occupants. Enemy infantry can also enter into the building and a firefight inside ensues - with transport choppers and stealth jeeps for two of the game's three factions, these mechanics come together when you're playing on a map featuring banks - buildings that when garrisoned, give you a passive income like oil derricks in Generals. The bank can be damaged beyond garrisonability and repair, or you can roll up some of your infantry (of which there are some that specialise in killing other infantry) and try to take it over.
Yet another relatively unique feature of the game is the ability to send your troops to rooftops, which obscures them from enemy units immediately below or inside the building. They can enter the building or engage other targets from there. They also have the ability to go prone, which will conceal them beyond point-blank distances at the expense of being able to fire. And to round it off, infantry can conceal themselves in foliage, giving them a first-attack bonus if they go undetected when they engage.
So yeah, Act of War didn't skimp on depth when it came to infantry. It's a shame though, because you advance through the tech tree so fast that infantry are barely relevant bar the banks. Destroying enemy vehicles is also a source of POWs but you need infantry to capture them.
It has more than that though - All vehicles can be reduced to a "disabled" state when their health is low enough, and are rendered unable to engage and have their movement speed reduced. This is set at a pretty high threshold for tanks, but anything else you'll probably want to pull back and repair before they reach that state. One of the factions has "Mech-Evac", which as implied by the name dispatches a helicopter to pick up a disabled vehicle. It's cool though because it means that you can prevent the retreat of and destroy/capture the crew of lone/small groups of vehicles, rather than having them able to retreat with a sliver of their health just to come back and be annoying again. In other words, it reduces the effectiveness of tank blobs.
I know Euphoria is used in some Rockstar games but I wish we'd gotten to see it in a more cinematic context like that Indiana Jones game that got cancelled. I think they were also going to use most of the same tech from TFU like molecular matter.
[media]http://www.youtube.com/watch?v=ko8ttEiaMII[/media]
The only reason I'm considering the game terrible is the amount of grinding you have to do, but otherwise Treasure of the Rudras had an amazing magic system.
Instead of learning spells by leveling up, you had to create them by learning the base words for elements and adding suffixes or prefixes onto them. For example, fire's element base word was ig. You could create a fire spell that targeted all by adding the suffix na to it to make the word igna.
So typically you'd learn to create new spells by seeing enemies cast a spell and noticing a base word, suffix, or prefix you hadn't seen before and wondering if you could apply it to your own.(You could also just outright copy the spell 1 to 1) Even if you didn't know any proper words, you could still make spells, they would just be assigned void as their element.
Oh and the battle animations were pretty impressive too.
[QUOTE=jimbobjoe1234;51185767]The gore system from Soldier of Fortune.[/QUOTE]
Soldier of Fortune is pretty fucking far from a terrible game though.
[QUOTE=cdr248;51185874]
also Neverwinter Night's weird hair jiggle physics[/QUOTE]
are you calling neverwinter nights terrible?
*sweats*
- that game had like 3/4 of all monsters from the D&D monstrous manual
- it had the aurora toolset which is the best fucking thing in the world
- it had amazing multiplayer/servers; people literally remade diablo I and II and you could play diablo in NWN
- there were servers where people created HUGE WORLDS with roleplaying interaction between everyone, and DM's would come along and play with you, take control of npcs or interfere in your quest at any given point.
- the campaign was cool
- the fucking expansions added SO MUCH SHIT into the game when hordes of the underdark came out i literally KILLED my FAMILY
- it translated D&D 3.5 really well, and multiplayer only made it feel more like actual D&D
i mean i could go on for ages talking about why NWN is one of the best rpgs ever made imo but i'll just end it here. that game kicked ass mY MANG
[QUOTE=Durrsly;51185840]GeoMod in Red Faction 1 made for pretty fun games of deathmatch.
Blasting away floors to bring someone to you is pretty cool. One map had a land bridge that's pretty much guaranteed to look like swiss cheese by the end of the round[/QUOTE]
Original Geomod was ahead of its time.
You could tunnel through pure rock, around or under, to get into the enemy base. Lopping off both ends of a suspended object caused it to drop and smack anything underneath it.
Of course the Red Faction 1 servers were swarming with hackers, which was still pretty cool because it tested the limits of Geomod. Some maps, after altering explosion radius, would just become massive mile-long holes :v:
Ghost Master's AI System. having 10-50 NPCs in one level all going about their daily routines, which change the more you interfere with the levels. It was so impressive even Will Wright said it was the best Sims 1 rival he'd ever seen. I love the game, the music, but the gameplay can be way too tricky at points.
Edit: Also the destructible areas and combat styles of Grabbed by the Ghoulies were really cool.
I haven't played Sin Episodes: Emergence in years, but I remember the weapons being fairly well-balanced in the singleplayer campaign. Unlike most shooters, the pistol was perfectly usable throughout - so even though you only ever had three weapons, it felt like you could go through the whole game with any one of them.
Gone Home did a great job having you naturally return through places you'd already been. Sure, you can [I]technically[/I] beat it in a few seconds by knowing exactly where the hidden area was hiding, but if you play it the way you would without spoilers, you often end a bout of exploration by popping back to somewhere you've already been. Other games have done that, of course, going back to Super Metroid, but I thought this game did it surprisingly well.
The Last Remnant had a really cool idea for a combat system, where you command squads instead of individuals, and have turn-based combat on a free-moving map (as opposed to a grid system). I don't think it actually worked as well in practice, since you had so little control over movement that it rarely mattered, but assembling squads and formations was important. (Pity the game dragged on so long, I never got even to the halfway point every time I tried to play through it).
APB's customization.
[QUOTE=WhySoSeriouz;51189912]APB's customization.[/QUOTE]
I was just going to post this. It's such a simple system, but you can do so much more with it than any other game's customising options. I literally spent 26 hours just toying around with decking out my character / clothes / vehicle in that game. I really wish more games would adopt a similar system.
[QUOTE=Water-Marine;51188409]Original Geomod was ahead of its time.
You could tunnel through pure rock, around or under, to get into the enemy base. Lopping off both ends of a suspended object caused it to drop and smack anything underneath it.
Of course the Red Faction 1 servers were swarming with hackers, which was still pretty cool because it tested the limits of Geomod. Some maps, after altering explosion radius, would just become massive mile-long holes :v:[/QUOTE]
It's even more impressive seeing it in the PS2 version, especially in splitscreen. It's the same level as the PC version and it stays at a solid FPS.
Meanwhile the PS2 port of Soldier of Fortune shits itself if you have it's braindead bots in splitscreen
[QUOTE=simkas;51188021]Soldier of Fortune is pretty fucking far from a terrible game though.[/QUOTE]
I found a copy for $1 at a Salvation Army and started playing it for the first time. It's pretty good imo
Hard Truck 2 was ETS/ATS before it was cool in 2002. Its successor 18 Wheels of Steel was more like the modern games but was really dull in comparison, and the AI was annoying as hell.
It had:
Police enforcing speed limits and crashes (they would eventually start to shoot and if you lose them they send a chopper with an MG)
Mafia that will fuck you up if you hit them, or sometimes they come after high value cargo
Other AI Truckers doing the same jobs available to you, and they had pretty good racing AI when you were competing
Not-overly-accelerated day/night cycle and fairly impressive weather for the time
Tons of trucks from typical semis to windowless vans, and vehicle upgrades
'Realistic' fuel consumption, vehicle and cargo damage
You could hire employees just like the current stuff, and even trade trucks if theirs was cool
A wacky CB radio thing with the AI for info
An actual circuit for races in the open world
I need to reinstall it, but getting it to work on 7 was a bitch, 10 probably won't be any easier.
edit: fuck I didn't even mention the sweet soundtrack by the russian band Aria
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