- Joined
- May 14, 2019
@Chin of Campbell Transistor has a camera themed enemy called a Snapshot that spams your screen with photos of you (the character).
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Alpha Protocol is a game made up of these. There's so many minor choices that the game acknowledges, like if you kill random guys or just knock them out. Let an arms dealer get away so you can tail him means you get extra intel, but enemies have better guns. You can buy dossiers on various NPCs. The game tracks this, so you can use certain minor information in dialogue trees to your advantage.
Tits. I like tits. Big bouncing jiggly tits. The more the better. Put them on a woman, a man, a 50 foot sludge demon, I don’t care, just give me tits with realistic jiggle physics and your game is complete.
I didn't know that. One other thing I liked was there was no obvious good/evil binary, and choosing a tone was more than yes, yes, sarcastic yes, maybe. Some people liked you to get straight to the point, others would think you were uptight.I liked that you would get useful character perks for whatever mode you played in the dialogue. Act like an asshole to everyone, get some cool perks for playing a lone wolf guy, try to play suave bond instead, get some other cool perks for those choices instead. It was nice from the usual "you have to get s-link friendship ranking or else you lock yourself off from something useful."
I think it was Driver 3 or Alone in the Dark had an amazing feature where, whenever you loaded a game, you get a "previously on" segment explaining the story up until that point. I don't know why that was never done more often because it's a great feature.Having the intro itself change is also cool but that's a pretty big investment.
Dragon Quest 11 has this too. When you load your game, it gives you a rundown of what's happening at the moment in the story. A great thing for an extremely long role-playing game.I think it was Driver 3 or Alone in the Dark had an amazing feature where, whenever you loaded a game, you get a "previously on" segment explaining the story up until that point. I don't know why that was never done more often because it's a great feature.
This is a perfect post for this thread.Getting rewarded for encounters that you're meant to lose or run away from. Demon's Souls has the Vanguard in the tutorial area you can beat to get some souls, healing items and crafting material as well as an extra scene where your character is killed. RE3 has Nemesis dropping great weapon parts for his non mandatory fights and sometimes healing items.
Two from Shadow of the Colossus, one is all the gimmick items from clearing the time trials, stuff like the parachute/glider and the harpoons were really cool even if they didn't do much. The other is the Secret Garden at the top of the tower, you need 2-3 playthroughs worth of stamina and really need to manage your movement to be able to endure the climb just to see this little place with no actual rewards.
The hacking enemies in Roboquest does a similar thing. One type simply slathers your UI in junk and hides key UI elements, while another reverses your movement inputs. The latter also features a small minigame where you can input a series of buttons onscreen to break the "hack" instantly.Although the Prime games are somewhat famous for the effects your environment have on Samus's Visor (your screen), this is the only time a direct attack is made on your interface. It's a really cool little sequence that makes me wish they had done more things along those lines.
I never played Driver 3 but Alone in the Dark(200I think it was Driver 3 or Alone in the Dark had an amazing feature where, whenever you loaded a game, you get a "previously on" segment explaining the story up until that point. I don't know why that was never done more often because it's a great feature.
I think if you follow his journals, they do eventually lead you to his unique weapon. A custom rifle with crooked sights that are still functional enough that he never fixed them.The Randall Clark storyline in Fallout: New Vegas's Honest Hearts DLC. He's an NPC that lived through the last war. You never meet him, the closest you get to that is finding his skeleton, you just read his journal entries over time as you explore the DLC. There's no real point to it.
There's been a few games that do that kind of thing. It's a nice detail. I want to say the Noir outfit in RE2 Remake does that, but I'm not 100% sure. Speaking of which. That's another game where the stock outfits get dirty and damaged as you progress.Evil Within had a small detail that was really neat but also made me wonder how much time and money they spent on painting that set of textures, iirc it's briefly seen in maybe two segments of the game (the intro part and when she's trapped in a watertank)
This was my favorite part of playing Gauntlet: Dark Legacy. Your adventurer starts the game looking like a nobody with dingy weapons and armor, but every time you level up to a multiple of 10, your character changes appearance slightly. So your Knight might go from wearing gambeson and holding a club, to getting a shield, to gaining some chain mail, eventually plate mail, and your club changes to a morning star that gets more elaborate and ornate the further you go.Character models changing as you progress through the game.