When an occurrence in a game has a deep, philosophical meaning.
Final Fantasy IV is a good example. [sp]During the trial to become a Paladin, Cecil has to fight a manifestation of himself as the Dark Knight he used to be. If you attack it, you get a message that you must not fight it. All the Dark Knight does is use the Dark Wave ability, which takes 1/8th of its HP to attack all enemies, that Cecil had when he was a Dark Knight. On one hand, the boss basically kills itself. On the other, the whole "don't fight it" theme is a metaphor for how Cecil has to endure his dark past and the pain it has caused. [/sp]
[QUOTE=Rangergxi;49873887]You go back to a town and all of the dialogue has changed to match the events of the unfolding story[/QUOTE]
This shit drives me mad though, because every time I do *anything* I have to talk to fucking EVERYONE in town.
Like holy shit fuck I just can't skip dialogue.
EDIT: And there's always that one 10 year old girl who's dialogue is always 'I like bunnies they're cute' but I have to talk to her EVERY TIME just in case her dialogue changed.
MAYBE SHE HAS SOME CRITICAL INFORMATION
[QUOTE=cynaraos;49871613]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.[/QUOTE]
0:51
[video=youtube;N9LLa7xixR8]https://www.youtube.com/watch?v=N9LLa7xixR8[/video]
I fucking love when later in a game, or even in a sequel, you revisit locations after a certain amount time has passed, or after a catastrophic event occurs. This also includes going back in time.
Shit like seeing Hyrule in Ocarina of time after you get the Master sword, revisiting the Pillar of Autumn (The ship where the game began) at the end of Halo, Dantooine between KOTOR and KOTOR II, or even the crawl back through Sector C in Half-life, after the resonance cascade went down.
I hear the dead space games do this also, though I have yet to play them.
no invisible walls so i can explore outside the map, especially when there are easter eggs out there. halo 2 comes to mind, my favorite memory as a kid is a friend and i going outside the map on one level and climbing a mountain.
Revisiting locations from older installments, albeit with updated graphics but still undeniably the same place, i.e. certain High Charity landmarks in Halo 3.
A reason to quit it
Not very difficult
A villain thats just an asshole without being an over-the-top cliche.
[QUOTE=Fulsam;49877273]I hear the dead space games do this also, though I have yet to play them.[/QUOTE]
in that case you'll love 1 and 2. haven't played 3 so idk. get them though
[QUOTE=Rangergxi;49877482]A villain thats just an asshole without being an over-the-top cliche.[/QUOTE]
Handsome Jack immediately jumps to mind.
[QUOTE=salty peanut v2;49877550]in that case you'll love 1 and 2. haven't played 3 so idk. get them though[/QUOTE]
3's not even on Steam anyways, and apparently not worth playing from what I heard.
I remember opening the pages of GameInformer when that game was reviewed and just being blown away by everything from the concept to the aesthetic. Many years have passed, but I'm finally playing the first Dead Space. Great stuff so far, but a bit of the magic I would have felt when I was younger is gone :(
[U]
Which brings me to my submission:[/U]
I love finding those moments that make contact with your inner child and give you that magical feeling.
Playing through the Sonic Generations version of City Escape comes to mind. I was physically grinning the whole time.
I love it when the map designer of a game hides something that you have to do something special to come across, or have a certain mindset.
Like in HL2 whenever you find the little secret caches of stuff, hidden in a tunnel, or a complex puzzle, and there's some kind of trap where it feels like the developer's playing with you.
Most of the casual players will just run past these areas that are blocked off, and if you do a little bit of problem solving, and apply a little bit of determination, you get rewarded with that satisfying little bit of extra health or weapons that just makes it feel worth it.
Overall it makes you feel smart about yourself more than anything. It makes you feel like you've accomplished something that makes you feel great.
I just love that feeling, when you discover something like that.
Like in Half Life 1 where you just got the remote controlled explosives, I see an elevator and think to myself "Hey?" "I wonder if any enemies are up there?" So I put an explosive in there and sent it up.
It turns out there were lots of explosive boxes up there, and this caused about 10 or so Marines to get blown to pieces.
This was so God damn satisfying, and I know thousands of other people have done the exact same thing, but I guess it makes me feel [B]I[/B] saw something others didn't see, something that only [B]I[/B] noticed, something that [B]I[/B] caught that many others didn't. It makes me feel unique in a way other forms of media doesn't.
I really love that.
I also love physics, and the physics puzzles. It just feels great when a game has amazing physics, and everything just goes where you'd think it should go.
I love finding hidden indoor locations in open world games.
an addendum to the dynamic music thing:
music that plays when you expose the bosses weakpoint
examples: [url=https://youtu.be/lRn8udbZEkQ?t=2m26s]zelda TP[/url], [url=https://www.youtube.com/watch?v=sj_c1S4MVyA]zelda SS[/url], [url=https://www.youtube.com/watch?v=63ZwNJs-v3M]shadow of the colossus[/url]
Loot, lots of it
If there's a game with guns or stuff like that in the ground, I'll pick the fuck out of it
POSTAL 2 reciently filled that need
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