>sound echoes when you pause
>NPCs tell you to fuck off if you hang around too much
>characters get mad at you for picking the retarded option repeatedly
>an alternate version of level theme plays while paused
>Main theme starts playing part way through the final boss fight
>game makes me cry
We all need catharsis
>music changes dynamically in response to battle, pausing, and/or movement
>boss fight is a remix of that character's leitmotif/the game's main theme
>Everytime you jump you make the same sound effect.
>finish game on hardest difficulty
>the main character is shown in a nightgown on the end screen
>finish game on new harder than hardest difficulty >main character in a nurse outfit on the end screen
>playing Hitman Absolution
>move down the street at a light jog
>every fucking NPC stops what they're doing and starts yelling at me
>"HEY BUDDY WHAT'S THE RUSH"
>"DON'T BE LATE"
>"WHOA SLOW DOWN THERE FELLA"
>Trailer theme is used on the final boss fight
>game knows you have a hacked copy
>NPC tells you not to look there
>You can guess it's something embarrassing
When I was little and playing SMRPG I thought that thing in Peach's room was her diary and she didn't want him to see all the lovey dovey stuff she drew in it. God I have an in depth imagination
>mfw after getting beat down to an inch of my life and getting robbed
Talos Principle is full of neat ones.
>if your character's name is in all caps, guards are alerted every time someone says your name
>When you save the game you can see little sprites of the characters
>They're wearing aprons in this particular moment when you save because they just got done baking some bread
>slow motion when going to the switch weapon menu
i dont know why i like that
>driver changes radio station as you switch
>open car doors shut as you speed up and swerve
>using the phone while driving
>as the menu changes on the larger phone it also changes on the phone in the characters hand
because it simulates the type of on your feet thinking that adrenaline rushes give you.
That, plus the fact that it doesn't let you forget that action is still going on and relax.
>As the confirmation screen pops up, one of the cuter characters says something like "oh, I'll... I'll do better next time, then..."
>test rumble button in options
>hold down button
>put controller on my dick
>make your way down a steep hill you're not supposed to take
>ai actually follows you down instead of going back around the safe way
>interact with microphone
Golden Sun 2 had a neat one where Kraiden calls you out on your bullshit if you just keep refusing to do plot relevant stuff. Almost noone saw it though because a single yes locked you out of it.
>giant mantis monster hops on over to neutral monster and begins casting the skill Cannibalize
>1 hit KO
>Preying Mantis has leveled up
>game with vehicles but absolutely no need for horns has horns
>guard crosses the road and gets hit by an oncoming car while I'm watching
>driver gets out, says, "oh no," and examines the body
>calls an alert to look for intruders
>are you sure you want to quit you scaredy cat?
Here's an old example no one cares about.
>Tomb Raider 3
>Crash Site level
Just as the level is about to end, if you shoot a raptor from a ledge far away, they'll go around and start looking for the son of a bitch that did it. Turns into a full on bloodthirsty raptor army killing each other for at least 7 minutes. Good times.
>game has really good audio development
>audio files aren't even put into packages, they're just literally open for you to play around with
t-thanks, brave new world
>lost a round as infected due to watching two commons bump into each other and start fighting
Happened way more often that it should have but it was fun to watch them brawl. Specially killing the winner in one swipe.
>Get asked for money to enter a inn/camp/whatever by some buff guard
>Act like a smartass saying something like "Shouldnt you ask your mom for money instead? hahahaha"
>Guard draws his sword
>enemy taunts you when you're occupied or knocked down
your character gets pissed off at them
>enemy is a bell
>usually summons some other monster
>not this time
>bell summons another bell, which summons another, all on the same turn
>continues until there are eight of the fuckers
>last bell plays the game over music and kills your whole party
>Playing Skyrim the release week
>Defeat a group of bandits, right after the tutorial, 15 mins in game
>Last one of them surrenders
>I decide to let him go
>"haha! you fell for it, die!"
>hit him again
>he surrenders again
>I think this time is for good
>"haha! you fell for it, die!"
>enemies beg for their lives
>they call for their mothers while crawling with their legs gone
>Same level but everything is mirrored
The Ratchet and Clank series had some fun secrets
>game judges you based on seemingly small decisions you made at the start of the game
>this generally happens
>except for when you're in your home base
>it's so jarring since literally everywhere else, your feet adjusts accordingly except for the those particular stairs in your home base
This shit bothered me so much in AC Unity. Ubisoft will always fumble in the stupidest ways.
>Game often lets you choose the dialogue for the MC in cut-scenes.
>Special scene + item that you get depends on what character likes you the most.
>There's almost always an option to either ignore everyone or be a complete dick.
I think this is because Bethesda dudes are not sure what to do with them if you actually let them surrender. Do they just run off and despawn? What about the loot? If it just turned them into a neutral NPC, then you'd have a bandit walking around being friendly, which doesn't make much sense either.
>going through DLC first time in NG+ in borderlands
>beat dr ned after a minute long gunfight, credits roll
>"well that wasn't so hard"
mutated dr ned slashes away the credits and says it isn't over
that really spooked me a bit when it happened
he was also very fun to fight
>Skills that specifically state that they combo with each other
>Animations don't match up and has huge jumps
>you think you just beat the final boss
>you're not even halfway
>special powers against the final boss
>a good rival
>secret hard dungeon with a good secret boss
>a good NG+ (not this DaS shit, with just a stat buff)
You can say all you want about BF4 but the animations in that game are the most gorgeous I've ever seen in an FPS. I think Metro Last Light is on par graphics wise but the overall impression is so underwhelming when you consider the animations. BF4 is like the opposite of that.
>your character has the same gun in a cutscene as you do in gameplay
halo 2 was nice. its a shame they couldn't do this in the HD remake but understandable. strange that they didnt continue this in future games
>Game punishes you for picking the stupid decision
>Still relishes in the joke
>Gameplay is based around the player using a certain mechanic
>Final boss can use that same mechanic on the player
The PS1 had a hardware reverb effect. Pressing pause would obviously halt sound playback, but the reverb effect was unaffected, giving it that echo. The same happens whenever reverb effects are generated using hardware or a dedicated sound engine that's unaffected by pausing.
In other words, it's not necessarily an intentional thing, but a side effect of hardware acceleration
I think it was some organ harvesting place on Brazil. And this "doctor" said he was forced to work there or some shit. And you can chose to kill him or let him go. Fucking loved that game.
>cool interface sound effects
I'm looking at you, rise of nations/legends
funny thing is, this is much easier with tracker and midi music. Games did it decades ago. Then the shift to mp3/ogg/cdda happened and the feature disappeared.
An example from 1994 is the music in Magic Carpet, adding a sound layer whenever action happened.
Another famous example is Deus Ex, which had action and idle tracks in a tracker format, and hence allowed a smooth transition between the two at any moment.
>NPCs having conversations with one another
>world interactivity like vending machines, tvs, etc.
>Max Payne 3
>Weapon is automatically changed to pistol in the cutscenes no matter what
>Pistol is equipped after the cutscene ends
Absolutely unacceptable. What the fuck were they thinking? Why is this so incredibly difficult to implement?
>new game plus
>game recognises you're collecting the same shit as before
>you got the suck cannon... again!
not even accidently. In Doom enemies would be implemented with intentional aggression, towards not just the player, but anybody that attacks them. It's not just possible but actually useful to position yourself between two enemies, dodge a shot, and then get out of the way as the two battle each other till death.
>Playing as a female character
AI is scripted by definition, including stealth. You're likely refering to the script being on a higher level, instead of a predefined movement applying to one specific level situation
>mfw Mancubi and a baron duke it out
Fucking amazed me as a kid
Neural networks are simply a learning mechanism. They do nothing on their own, they just help to come to "conclusions" for given inputs. These conclusions need to be mapped to "actions", things the characters actually end up doing. These actions are scripted.
Simple example: if an enemy detects gun shots, is not hit, can't figure the origin and has cover nearby, they will take cover. This "will take cover" is the scripted action. Figuring out that taking cover is the appropriate action, is the neural net. The gun shots and lack of detection are inputs to the neural net.
Also, the network needs initial training.
>jump into water
>music gets muffled
>when you've exhausted an NPC's dialogue, clicking "Talk" does nothing instead of repeating the same line over and over again
>game has animations for every action so that people don't just disappear when they get into doors or vehicles
It's funny because from a programming viewpoint it can be simpler. Just mark anything that harms you as a danger, and you're done. Doesn't matter if that danger was the player or another character. Good AI puts the enemies into a position that's somewhat "equal" to the player, in that it is only aware of its immediate surroundings, has health, has weaponry (unlimited fireballs are a weapon). It's literally yet another player, just controlled by the computer.
>make a weapon
>use it for a bit
>sell it for more money cause it was used by the hero and therefore became famous
your starting gear triples in value for just being related to yu once you become famous
i would ask what game but i know it will be some anime bullshit
>Can change clothes and accessories for characters
>They show up everywhere, even in cutscenes
Cool menu sounds.
If you care about it, Killer Instinct, when you navigate the pause menu/post-match menu, the sounds that it plays as you scroll, sound out the classic Killer Instinct theme.
No, it's intentional in some games, you fucking boring shit.
>main character is crying
>screen tears up with water
>NPCs having conversations with one another
>the voice acting is goofy as fuck
I think they just thought it would be cool to have certain enemies to surrender when their health gets down a certain amount, the thing is that they regen it and you go past the threshold again and the isnt a way out of the loop without killing the bandit, kaming them surrender again, its jsut amateur programming like everything Bethesda does
I would give you a video but all I found was an early game moment where you go to your girlfriend's apartment.
>when bullets penetrate weak cover like glass and wood
>Little portrait of your character on the side of the health bar
>The portrait changes if the character attacks, gets damage, win/loose
>not realizing he didn't want to be sent to a concentration camp so he tried to trick everyone into thinking an intruder did it
Even though it wasn't that great of a game, the faction squads in Clear Sky were sometimes pretty neat to watch taking better positions or outright sneaking up to enemies before opening fire.
>By the way, JC, stay out of the women's bathroom.
>that's a nice drawing you've got there
>spinning icons in inventory screen
>get killed by pawn in Shadow of Mordor
>makes a comment about how he'll surely become a captain for killing you
>is confused about how you're alive if he killed you yesterday
Probably my favorite thing about that game.
I'm replaying through May Payne 1 and 2 just because I remember little moments like this littered throughout the game, and if someone DIDN'T LIKE moments like this they could SKIP BY THEM if they wanted to, unlike a RECENT THIRD PERSON SHOOTER I REMEMBER.
That would be detrimental to faster paced FPS though, like Serious Sam. There's a reason there wasn't a reload button until 3, and even in 3 there's an achievement for not using any of the new features, including reloading.
Hordes of the Underdark, though I guess convince may be the wrong word. It's less convincing and more controlling their soul.
What makes it better is he's the lord of the 8th level of hell.
>Useless animation buttons in roaming RPGs
Some games with a lot of walking have a useless button that does something. Like in Ar Tonelico, you have a jump button that you can spam as many times as you want. Ni no Kuni has a purchasable 'upgrade' that adds a useless jump button, which the game even tells you about. But I still bought that shit in a heartbeat. Or Transistor's flourish animation, although I would've appreciated more things to do while traveling in that game.
It does literally nothing for the gameplay, but it makes the tediousness of walking around bearable and even enjoyable. Something to do with my right hand while I'm just running around with my left thumb is always welcome.
Well despite claiming to love the game that anon is wrong - another character you rescued (despite trying to kill you two levels back ) comes in and butchers the doctor for harvesting.
MP3 sucks as a Max Payne game, but is a good romp when it actually stops cutscening.
Magic Carpet did it, in 1994, in a 3D action game. The game was so far ahead of its time, it's not even funny
>Game has an object you save at instead of just saving in the pause menu
>start fire in Farcry 2
>can visibly see the direction of the wind
>fire spreads in that direction quickly, and less far less quickly in the opposite
I was so amazed that I used the flamethrower for half the game.
When it's a co-op multiplayer game it's even better. The sounds of Krieg, Maya, and Zer0 all hopping around still echo in my head.
>getting on top of something with a low ceiling then using psycho rampage while jumping with both of my friends doing so as well
stop arguing semantics retard, when you talk about something scripted in a game, it's the static events (go trough that door, cinematic+enemies appear!), not the dynamic ones like the AI, even if, of course, there's a script for that too
The fire was incredible. Especially using it in a combat advantage so it forces the bad guys into the open. I still love everything about Far Cry 2...except most of the actual game. The setting, visuals, voices, gunplay, set pieces, story premise... so good. But as a game as a whole, just frustrating.
>You get to keep the power ups you got from the last level
>Small sentences and phrases are discretely placed in every single game of the franchise, so if you're paying attention you can catch them
>Create and name your own spells/equipment
>Create your own town and help it grow
>As story progresses, NPCs have new things to say or are doing new stuff
>Shopkeepers are people too!
The best things you can get in RPGs, beside there being a playable race of pic related
>get to some magical shrine
>it tells me"I can tell you the future"
>sure why not
>"the future is really terrible, are you sure you wanna see it"
>"are you really sure"
>alright here it is
>Enemy tears through the credits scene and challenges you
>even if, of course, there's a script for that too
That "of course", that you take for granted, isn't necessarily. With more complex AI you can move opponent behavior closer to player-like behavior. That's why I mentioned the scripting. Even rather free-form AI currently has large scripted aspects, but it's retreating in the good ones
>There's only one place to save in the entire world, and requires you to go there to save every single time.
>Credits roll over gameplay during a boss fight
>knock over anything in Fallout 3
>QUIT KNOCKIGN STUFF OVER YOU MANIAC
>Look at "red" item for a nanosecond
>DON'T STEAL MY SHIT NIGGA
>Accidentally move my cursor over a locked door
>IT'S LOCKED FOR A REASON DUMBASS
Bethesda sure know how to ruin immersion.
reminds me of the intro of Z. All text flies past the camera, except the "Z" itself, it bumps against the screen. Later during the intro sequence of the first level you can not only see these pieces of text floating through space, the characters in the intro smash right into them
This is more of a story element.
>two party members' races have a long bad history
>slowly earn each other's respect
No, that's immersion.
Fallout philosophy is that without society we go back to our nature state. A post apocalyptic world where everyone is ready to kill, steal, rape you when they get the chance
Current rail gun tech is still literally straight rails. Twisting the rails would achieve the same effect as rifling and be more efficient, but that's getting into future hypothetical stuff where you can explain away things because reasons.
You should be able to view their inventory and take what you want while they're surrendered, including their weapons and armor. That way you can send them packing naked in the snow if you choose or at least unarmed.
>topping off magazines
>different reload animations depending on if you still have a round in the chamber
>the sound when charging the ak in insurgency
>Finish the game
>Play it again notice how much easier the earlier levels in the game are because of how much you've improved at the game.
>there's a section where you fight the protag as someone else
People jest, but what else are medieval town guards going to do except catch petty thieves in the marketplace?
White Knight Chronicles has you creating your silent protagonist that does fuckall in terms of story apart from tagging along with the main characters. The game itself is pretty shit though, and one of the worst cases of false marketing.
Has there ever been an RPG which gave you different item descriptions/codex entries based on your class? Like maybe barbarians start knowing more about creatures while mages know more about history and such.
Payday 2 was fucking great with that. Normal and Hard difficulties mostly have regular street cops and some SWATs, Very Hard and Overkill spawn different SWATs with body armor that actually stops bullets instead of just being there for a show and Deathwish makes most enemy spawns be elite mercenaries that are almost immune to crowd control, flinching, conversion etc. and replaces the regular tanky shotgun bulldozer enemy with a more powerful recolor that wields a light machine-gun. And while not strictly enemies, Deathwish also changes most safes into Titan safes that are only openable by drilling and Titan cameras that can't be destroyed.
>character grows visibly more badass and grizzled as you increase in levels/strength/progress in the game
This is probably my favourite trope of all. Especially if you start out as a mewling little pussy.
>character grows visibly weaker and sickly as progress is made through the game
Shit is happening in the background as you charge through an enormous battle
>you get the the antagonist's big bad boss room to take him down with your fully decked out party of 4 after annihilating his entire army.
>game doesn't have a final boss
>it's just a life lesson about how violence is bad
>We will surely lose the battle if you do not succeed in taking out X!
>If you wait around you can see the front lines being pushed back towards you
>Your army eventually gets wiped and you game over
I don't care if its scripted it'd be great to see the world existing without you.
>death is actually a mechanic tied into the game world and not just some obligatory fail state
Freespace was cool about it. You had optional objectives, and the battle would take place without you, eventually making some of these objectives impossible to meet. Also, the story would take different turns depending on how well you managed a task. It openly acknowledged the chance that you will fail a mission or objective.
>mfw fighting Kiryu in Yakuza 4 and he used a Heat Action on me
Spelunky loves doing this.
Buy the ankh, go to the ice level, bomb the altar, then kill the final boss in a specific place on the level and you get the secret level.
Sounds fucking stupid until you actually do it.
>magazine still half way full
>removes entire magazine and replaces with another
>puts the old magazine back in your inventory for later use because your character isn't a retard
>This happens in the first level
which is also the last level but from only one character's perspective
>you can see the other characters you play as in the last level in the first one
Fall of Cybertron was way better than it had any right to be.
>Cycling through the pause menu causes a note of the theme song to play per button press.
The first time I noticed this on the new Killer Instinct I think I played around with it for the next 10 minutes.
>hud disappears during dramatic moments
>listening to an enemies conversation and they're actually talking about their objective
>My favorite character lives
And not so much to do with the game itself but
>playing coop online
>long, hard battle
>I'm the MVP
>people tell me I'm the MVP
Speaking of Yakuza 4
>beating the shit out of other protagonists
You get to beat not one but TWO badass protagonists at the same time as THE DRAGON OF DOJIMA
Shit was so hype
I want more games like these but they are few and far in between.
Musou shit is the fucking worst though.
>Fast style is more about mobility and positioning
>Slow is about planning and deliberate set-ups
>Able to switch styles on the fly
>Later bosses require you to have mastered the styles and quick switching to beat them
Excuse me while I write this down.
>AAA budget games really show off their budget
It's like /v/ really believes all the shit they talk.
AAA suffers from rushed release and/or low hanging fruit target audience.
> reload clip before it's empty
> you lose the remaining ammunition that was in that clip
but anon... he already is in a concentration camp.
>character upgrades are visually represented on the model
>and they're present in cutscenes
consistency is cool
>Can only save in a few locations
>Save has charges
>You can only find them by looting
>They are limited
constructing your base?
This is usually good but fuck it can annoy me sometimes
> Comfy music, enjoying the cozy feeling
> a tiny fucking scout unit pops in out of no where
> COMBAT MUSIC OH SHIT MOTHERFUCKERS IT'S HAPPENING
> destroy the shitty fucking unit in a fraction of a second
> cozy feels ruined
World in conflict had all that.
>mfw no sequel with bigger maps and battles
>different music depending on what faction you play
>it's all comfy as fuck though
This annoys me in
The music in that game is so fucking phenomenal, but if one of your units so much as gets stung by a fucking wasp the combat music instantly ramps up, only to fade off a few seconds later when the "combat" is over.
>music is buggy and the combat music gets stuck playing all the time
>Defending against a bigger army than yours
>Last stand ala Zulu
>Epic music start playing
>"Gentlemen, this is our finest hour"
>characters talk with one another when nothing is happening
>conversation is actually well done and not repetitive
>they talk even about their character customizations (equipment, abilities), even remembering events that happened like friendly fire, ressurection and lucky criticals
In the Secret World when your character dies you go into an anima state which is an incorporeal form only available to humans blessed by the bees and some quests require you to die in order to talk to ghosts or get into areas that humans can't get into. It's pretty damn neat. A villain even mentions it when you confront him. He claims he needs you gone to complete his plan, but because of the bees it'd take far too long to permanently kill you so he just knocks you out and leaves you in a labyrinth.