Its not even just Guerilla either though. The follow up had a really fun magnetic variant, and even the classics show you a good way to be compromised but fun with the idea of damage. I remember being told all the time when younger, this was the future, or that this could only be all over the place if we only kept improving tech. Black, Mercenaries, Red Faction, the future was coming, it just needed another power push... then it just dropped. Fair where it comes and goes, stuff like Minecraft did happen (or of course, Guerrilla itself), and R&C certainly has heaps more of particles and breakage, but there's really not much else. Most games just don't strive for that in "their vision" when they could just pretend they're polishing more shadows and polygons until "oops, we need more power to actually do stuff for gameplay, but when was that important", or they'll whine about how they have to dedicate more time to the grind and loot system and act like its about player engagement and time stress, etc. It sucks, because a huge list and styles of dynamic destruction across gaming would be so cool, but so few want to do it.
It wasn't the same as the Red Faction games but the BF: Bad Company arc's destruction is not to be ignored. I remember bringing down entire buildings on top of a fire-team after clearing the initial sentries only for them to respawn in the attic shortly before the C4 detonated.
Never played Deadspace but I've played enough Final Fantasy games to know that you NEVER go directly to the next objective location, lol. Always look around and check every corner for treasure chests.
@@mattmozgiel2111 the only Star Wars game I can think of that had a little bit of dismemberment was Force Unleashed 2. How long ago was that? The only way a game with proper lightsaber combat will have to be that Disney allows an M rated game, which will probably never happen
I wanna see more halo skulls- Collectible tangible secrets that are hidden throughout the game and you can use them to alter the physical properties of the engine. Sometimes making said game a lot more fun, more customizable and sometimes a lot easier to break an become super overpowered.
The reason MGR has such a robust physics cutting is because the team working on it originally built an engine designed for that. But when they realized they had no idea how to turn it into a metal gear game they got booted and Platinum had to pick up the slack but they kept the physics engine.
I liked the Gun Rusty mechanic which was really fun. You have to keep your guns in mint condition or it will start jamming. Then Fire as you mentioned. And Malaria too. Honestly so many things were amazing in Farcry 2. Fantastic game.
God, Far cry 2 was so good. Funniest shit was always picking up a rocket launcher and never knowing if the rocket is actually gonna go where you want it to. Those things had a mind of their own sometimes...
Recently I finished Vanquish, and in the end credits there was an asteroid shooting mini-game, with the developers' photos and names on each asteroid. This whole sequence made watching the end credits more fun as well as memorable, and end credits mini-games are something more games should use, since we don't get loading screen mini-games.
The final canon ending of Nier Automata is also a shooting game were you blast the names of the developers. And at the end you get help by previous players.
Tatsunoko vs Capcom has a mini game during credits and if you catch all required letters you even unlock a extra game. Unfortunately I have to say that controls for that credit mini game were pretty terrible, but the concept is great
Loading screen mini games are patented by a company (can't remember which one) that doesn't make games anymore. We've got about 30 years into the patent runs out.
Time travel mechanics like Singularity is something I'd be CRAZY to see in more games. It was sooo good. Update after comment: while the time travel mechanics were good, I was also thinking of the ability age enemies to dusty, change the surrounding via puzzle to age/de-age and the excellent bullet control sniping. Also I did like the Dishonoured 2, Titanfall 2 and Starfield elements, that was the best Starfield mission to me but usually were small parts. I'd love a whole game on it
@opherregan1654 ah, I always kinda get those games confused in my mind, but I love Time Travel stuff or going between two worlds/dimensions. Edit: I remember when the first Portal game came out and I impressed my room mate playing it because I liked the idea of portals prior to the game and would spend a lot of time thinking about what it would be like.
Prototype series had lots of cool mechanics. You could play it either in Hulk mode OR blazing guns OR stealthy (I loved to infiltrate military bases, consume all web of intrigue targets inside it, leave and them command an air strike to bring it down).
Absolutely. Games have become so time-consuming and expensive to make that outside of Indie scene there is very little innovation anymore. However I think AI will change that within the next 10 - 20 years making some aspects of game development less arduous and allowing the developers to focus more on the creative side of things. It could also allow things that were not previously possible because they would have been too labor intensive. For example imagine Berserk animation with as much detail as the actual Manga.
For me games are better now, I went from the NES to N64 to PC to the first PS, buying a Dreamcast and a Gamecube in the meanwhile. Got the PS2 and also got a PSP but Hopping on Xbox after that quickly, also bought the xbox360 and that's it. Games are definitely better now.
@@You_Eat i mean i wouldnt say that. Im sure majority of gamers in their 30s has played every major system. Obviously games are more polished than ever, but its the tech, not the developers. Ubisoft used to be super solid, they basically ruined every series. Sports games look great but have you played them and every single one bombs you with battle pass/vc promos. In fact, mostly every major game has moved into the cash grab battlepass while copy and pasting what other developers did to do less work and make more money. I feel like there hasnt been a recently released game that's actually been complete and hasnt needed reworked or finished. Yeah there are the exceptions. Also not saying i dont enjoy games of today, I play often daily. Just think it's a little too confident of the claim saying "games are definitely better now". Valid opinion just don't completely agree.
I agree. Physics is not only side lined in modern gaming it feels like they're actively avoiding trying to further enhance physics in games. The late 90's through the 2000's was undoubtedly the best time for gaming.
i think you should playing more new game. Game in physic is are everywher nowdays like battlefield, control, cyberpunk, zelda totk, and much more in indie games
@ilhamrismawan5377 Battlefield has worse physics than it did back in previous games, BC2, BF3, BF4, all had far superior physics when compared to that absolute joke of a game that BF 2042 is. Then there's CP 2077, which has worse physics than GTA4, which is a game from back in 2008, how about control where you can pick things up and throw then around, something you could do in Psi Ops The Mindgate Conspiracy, a 20 year old game. I played BOTW and found it incredibly boring. I doubt TOTK will be any different Games are most definitely lacking in the physics department.
Agree on Oblivion. Also it made for some hilarious situations where you'd ask yourself "Did that just really happen?". One of the reasons i always come back to that one instead of Skyrim
I remember reading in an interview with the developers of Dead Space that their one and only major UI goal was to make it as seamless and intuitive as possible, so they merged everything into the suit and made them as non-intrusive as possible. And it was a genius move, they recognized that, because it's a futuristic space suit, it has all these possibilities which seamlssly and intuitively enhances gameplay for the better, while also keeping all of the elements which are expected/mandatory for a UI/for the player.
One of my favorite ways a game shows me where to go for objectives is from Ghost of Tsushima, following the wind was badass imo and visually it looked great seeing the environment react to it.
This could actually be a whole series, there's a lot of good examples, especially if we're going old-school. The Day/Night cycle in Pokémon: Crystal is a good example. Not only did it change time, it changed how certain NPCs acted (cops would only battle you at night for example) it also changed what wild Pokémon were available and the rarity of others, it also effected the effectiveness of certain moves too. This was all on a GameBoy Color cartridge, too. I don't know many games that took their day/night cycle that far. Keep in mind, my gaming knowledge drastically drops once you hit PS4/XboxOne and after, so correct me if I'm wrong about this
Nintendo started doing the Day/Night cycle right around Pokemon Yellow, and you could notice just subtly how effective Electric, Water, and Grass type attacks were weaker at night. It was one of the best features I noted back then, the closest I can think of now would be in MGS 4, if Snake sneezed and was close to an enemy they would hear that, and move towards the sound.
Keys to the city was insanely fun. I spent so much time in this one corner of the map where cars would be speeding around the corner of the highway. I’d clear the roads, spawn in a bunch of ramps and then add the npc’s back. In seconds there would be cars flying through the air and piling up, causing hella explosions. I’ve never had that much sandbox style fun in an open world game since
The Panic mechanic from Dredge and its variety of effects is a good example of a modern (albeit indie) game using similar sanity effects as a core part of the gameplay. Seeing eyes everywhere, rocks appearing before your ship suddenly, etc.
My favourite old school feature was from Call of Cthulhu: Dark Corners of the Earth. The damage mechanics where you have to treat certain body parts or you'll be affected a certain way. Also the sanity level stuff was amazing. Depending on how stressed or panicking you were, you could barely hold the gun to shoot your enemy including hit the thing. Hell, stress too hard and you'll die/lose before having to try again. I loved it and always wondered why no one ever used it again.
@@knightsky4438 not really since most games coming out are live service rubbish which is always content that should be in the game in the first place but cut to sell to idiots.
Socom 2 had the best lighting system I’ve ever seen. You could shoot the lights out but if you sat in the dark long enough your screen would get brighter like your eyes were adjusting to the darkness . Plus using the microphone to control your AI teammates was so cool.
It's a nice nostalgic feeling to hear 'AI' being referred to as just a game developer designing an NPC so that the player is convinced the game characters have a mind of their own in the game world.... as opposed to what is talked about in the current day and age lmao.
Grandia 2’s battle system, particularly its gauge. The gauge shows your characters and enemies as icons and how fast they move across the gauge determines the battle order. Stats and certain skills affects how fast the icons move and some moves stagger characters/cancel actions, therefore affecting the battle order. When you’ve reached the Action point about 2/3 into the gauge to select an Action, you can see how enemies who have already selected their Action have targeted members of your party so you can plan better how you want to proceed. It’s more or less a variation of the ATB system other RPGs had at the time and allowed for more refined strategy, which we don’t see a lot of in newer RPGs because they’ve abandoned turn based systems for hack and slash or skill tree progression.
Stealth today is a good one. It’s just a hollow shell of its former self. Ubisoft is the worst offender, imo. Idk how you create an incredible stealth franchise like Splinter Cell, yet you choose to relegate the stealth in all your flagship games to “hide in this bush until bad guy turns around.” If the rumors about AC Red taking inspiration from Splinter Cell and utilizing light, shadows, and sound in stealth are true, it could be huge. I just highly doubt it’s true.
Uh, Metal Gear: Snake Eater's camouflage gauge? Where your camo actually effects how the enemy AI sees you. And the camo effect changes based on where your standing, the position your in, and if your moving or not. Gotta wear tan on the sand, green by the grass, brown bark by a tree, red brick by a red brick wall, etc. It totally changes the way stealth plays. Not to mention the footprints you can leave behind, the broken twigs/grass that some AI can use to find you, the bullet shells left on the ground, if you litterally sneeze from being sick, and more.
I was just thinking how I want this in hell Divers 2. I want a light chainsaw or katana that I can use to hack stuff as I get overrun. Once I die while using the grenade launcher I'm screwed. Like sure I can pick it up again but zero chance of me not blowing myself up... Again... So I have to switch to the machine gun. Let me grab a giant saber and hack them up, then grab my grenade launcher as I've reclaimed my personal space. Even came up with names. Democra-saber (1 handed rapier like weapon), Liberty Saw (2 handed chainsaw or bastard sword made of light or plasma or what ever), and the Liber-T (giant axe or dual blade scythe) Light medium and heavy armor piercing depending on which one you have.
Sorry the name started getting repetitive but I couldn't decide between an ace and a great sword until I realized just have different swing speeds and armor penetration and got too busy to find a more unique name. Axe-idental Freedom? Axe-Murderer? Axe-ceptional? Hack-inator? Slice-of-Patriotism? Hilty Conscience? Ok maybe I'm getting too tired.
with number 10 being blade mode from MGSRR, they had similar in Afro Samurai, plus made it a mini game of "body part poker" the game gave no benefits but was funny hearing Samuel L Jackson judge you. But yeah old game with that mechanic. with it was in more, like Ghost of Tsushima or ghost runner
In regards to any of those besides the wind, there's nothing to it. Just leaves me empty/bored after the x number of times. If it was actually integrated into something interactive or interesting.. or even visually different, I might be with you.
One of these days gameranx will invert the colors on their number screens in top ten videos and my eyes will stop bleeding and epilepsy stop triggering every night
Prince of Persia's inability for characters to move while falling is one of the most realistic features in old games from the 1980s that are completely absent in most modern games only few modern games like Red Dead Redemption II, Assassin's Creed series and the GTA series still retain that feature from Prince of Persia even though Prince of Persia is a 2D game from 1989.
Number 9: In Prince of Persia 2008 Elika had a compass ability as well. With the press of a button, she would call forth a blue flame that would draw the line to your objective. Pretty adequate in that game, and helpful since that game doesn't have a clear map to guide you step by step.
Nice to see FFXIITZA on here! I loved the speed up feature so much. When I used to play it on PS2, I could never get past the Leviathan escape section cos I was always so under-levelled and was too much of an impatient kid to work on levels before going there. As soon as the remake came out, I was able to complete the story (beautiful story btw) because I could save precious gaming time working on levelling with the speed up. I hope more games consider this in the future!
Honestly, though, I have to say that with the Dead Space mechanic, it has been used before. If I remember correctly, that was used in the same way in the Army of Two games. They came out the same year, though, so I guess it's still right to say the mechanic hasn't been used since.
I think Hogwarts legacy use this mechanic really well, you can use it if you want and it fits perfectly in the world of the game you pull out your school book and a page floats off in the direction of your marker. Like dead space it's simple but immersive
He didn't say it wasn't used before or since, he said Dead Space did it the best. Lots of games utilize the line on the floor pointing you to your goals.
Metro Exodus used a lot of light and dark mechanics for stealth. Not quite to the same level as Splinter Cell since its more of a secondary mechanic but you had a sensor on your watch dedicated to letting you know when you were in the shadows. With the Enhanced Edition's fully ray traced lighting system, it became even more impactful on how stealth worked. You could also disable pretty much most artificial light source in the game, not always by shooting but you could put out torches and camp fires etc.
The adaptive ai mechanic that metal gear solid 5 had seemed promising but I wished it went further with what it offered. As you attack the enemy soldiers they wear more advanced armor and gear as you strike them in certain spots, also imagine either a hulk game or a just cause game with red faction's destruction physics
The Nemesis system from Shadow of Mordor/War was so good. I must have spent 100 hours in that game not even doing any missions, just watching the ebb and flow of the Orc's ranks.
Soul Reaver could use a good remake. The interconnected world thing isn’t as rare as this video portrays, a lot of Zelda games do it as well as Skyrim, Darksiders, Shadowman, and many more.
@@straightjacket3.519 yeah. Darksiders and Shadowman are great. Very similar styles. I keep holding out hope that one day Soul Reaver will have something done with it.
I believe it was briefly mentioned in the FPS podcast with Jake, Ralph, and Lucy. When they were answering a user question about going back to old games. Basically said it was a great game for its time, but the gameplay just has aged so terribly that they never go back to it.
@@isaacmclean6259 Soul Reaver is my favourite game of all time but, yeah, the gameplay really doesn't hold up well by today's standards. Shame because the lore, locations, music and voice acting are all still exceptional.
One of my personal favorite mechanics was the audio logs from Prototype 2, the audio logs were on soldiers and when they died or were injured it would send out a distress signal. The game doesn't tell you this but the distress signal will show up on your map as little, barely visible radar pings, giving you an idea of the general area the collectible is in. It actively took away the tedium of finding the collectibles and actually made it immersive.
@@seb24789 it's another one of those games that had a lot of potential but dropped the ball. The lore is pretty deep but everything else is pretty surface level.
Great video / list! In regards to #9, The Item Locator from Dead Space. The Force Unleashed 2 also had an unobtrusive way to figure out where to go next.
The speed up feature is something I loved about the FF7, FF8, FF9, and FF12 rereleases. It made the games soooo much more fun to revisit, because you could speed up the more tedious parts and just focus on the parts that are a lot more fun
The reason why no studios has attempted to remake the Nemesis system is because Warner Bros Interactive filed a patent for the design meaning anyone replicating the mechanics can be sued. Now, that isn't to say a studio couldn't create a similar system but that requires innovation and taking risks - the two things publishers typically hate. I'm sure there will be some indie studio/gamedev that will attempt a similar system though as that is where the best mechanics and most innovative gameplay in the industry comes from these days.
Guys, with NPC you didn't mentioned KCD: Deliverance. NPCs don't stay at one place, they have their job and it looks like living game, they don't just walk around without purpose.
The Force Unleashed Games - allowing you to go into DEFICIT stamina in order to get more damage in during windows. Really hate how games act like you wouldn’t absolutely launch every ounce of energy you have if an enemy was downed to try to end the fight. Instead you just wait for the stamina to come back up a tiny bit to attack again with no damage falloff from full energy.
I think the RPG that started the trend of letting you speed up combat was Bravely Default, which was a fantastic game in itself. It also let you automate whatever sequence of attacks you wanted to start your battles with, allowing you to grind super fast whenever needed. It was a great feature tbh.
GTA San Andreas learning different type of fighting styles is such an amazing cool idea that would be absolutely insane in a modern RDR2 level GTA world
Splinter Cell series especially Chaos Theory were timeless. Not only light system but sound system. You can control the speed of movement according to the sound and it has technology that no game had back then and some still don't have today.
Number 9 appears in many old games aside from Dead Space, like The Stanely Parable (in one of the endings), Shadow of The Colossus (with a sword), and in some modern games as well (like every Roblox tycoon showing you where to go when you enter the server).
9:55 Final Fantasy XII was the first Final Fantasy I played and I loved it because it had so many unique features which sadly never made it to the other Final Fantasy games. The first is the Active Battle system. FFXII is the only FF where both the exploration and combat take place in the same mode. That means you can see enemies coming, prepare or even flee if you want, not like the other games where you always had random encounters. The second is the gambit system, where you could literally assign actions your characters would do in certain situations, and in a certain order. You could even tailor it to certain enemy types or weaknesses, or whichever one was attacking the party leader. If the conditions for one were not met, it would automatically be skipped for the next one, but if something happens so the conditions for the first are met, it takes priority and takes over. My favourite gambit setup: 1) Self: MP
The original Guild Wars had a Nemesis like system before Shadow of Mordor. If you died repeatedly to mobs, your accumulated XP would become theirs and they would level up. You used it to help you get the "Max level before the Searing" Achievement. It was the only way to get mobs that capped at level 6 normally to get to level 20 so you could make the kind of XP you needed to get to Level 20 yourself. It was long, tedious, and grindy, but it worked. It was also mutually exclusive with the "Don't die before the Searing" achievement.
SWAT 3 (1999) - enemy placement is randomized every time you play a mission, enemies have a finite amount of ammo and can pick up a dropped weapon of a dead or incapacitated enemy if they run out, dudes will sometimes even drop their weapons (as if surrendering) and then run, unarmed, across the room and pick up a dropped weapon and fire at you. Never seen this in anything else.
The Ascent also had a great feature where it showed you the direction to travel for your next objective. It was very helpful because the maps were often complex or confusing.
Actually, the dog that showed you where to go in Fable 2 was a smart, immersive way to show players where to go. Dead space did a great job, but the pet idea was genius. Imagine something as simple as a drone to guide you across a ghost recon breakpoint no hud playthrough, wolfblade as your guide in a open world metal gear rising 2, an eagle in assassin's creed, a Robotic spider in cyberpunk 2078. So many possibilities but the wind from ghost of tshima was just so perfect
The Getaway on the PS2. Instead of giving you arrowheads and a mini-map of where you needed to go, the indicators would flash signalling where you needed to turn. Another feature in the game was that if your character got hurt, you could lean on a wall nearby and restore some of your health.
Although maybe not as interconnected as Dark Souls, I’ll never forget the moment in Bloodborne when I climbed that unending ladder from the poison pits only to end up right in front of Josefka’s Clinic … INSANE
Ace Combat 5 was one of my favorites of that franchise. You had 4 wingman that could be customized for specific mission roles, such as ecm support, and could direct them to attack specific targets. Ace Combat Zero had only the one wingman but also introduced the mercenary rating system to the game. Basically if you let some targets go if they were crippled in combat or mopped the floor with the npcs, you got graded on it. Hell even in Need For Speed Pro Street, some of the mini games were almost simulator in quality like having to warm your tires before a drag race.
Regarding the "navigation" system, Brutal Legend did it really cool too. It also used kind a "minimalistic" HUD for a game like that. When you were driving your blinkers would tell you if you had to drive left and right
The problem is that they are dumbing down games to try and sell more games, but at the same time missing out on sales from old fans. Hollywood have the same problem.
Things that came to mind: - easily nemesis shadow of war system - climbing monsters in dragons dogma - arcades of sega products in yakuza games - the color system in the saboteur upon opening up more map space - ripping weapons out of the environment on condemned criminal origins -recruiting npcs to playable characters in suikoden series (hundred heroes) - playing as any open world character - watchdogs legion -the way gameplay had interwoven genres in nier automata - chaos system in just cause games (mainly 2) -sotryline progression via memory loss or time lapse like the forgotten city and returnal Darkest dungeon did the sanity thing...sort of There's many more im sure
Eternal Darkness was soooo good. The one I'll never forget was when I reloaded my muzzle loading pistols, the character accidentally shot himself in the face half way through the reload and the game over screen came up just long enough for me to think I *actually* died, before snapping back to the game.
Regarding number 7, MGS used stuff like footprints and even smell. Like hide in a trash can for too long and you will start to smell, which is why you had a wind direction marker since the wind carried the smell and enemies could react if the smell was out of place.
Splinter cell for sure. I remember when it came out and it was just so much fun to really use the shadows and various tools/weapons to create more shadow or distract from the areas you couldn't avoid light. About the only other game that came close to this was MGS Snake eater with its camo options to lower visibility by blending in.
And then 4 came along with that awesome chameleon suit that would camouflage you wherever you were pressed. You had to be careful not to blend where someone would walk into you though. 😂
@@DubberRucks True, I forgot they got rid of the paint camo and went with a entirely different futuristic version, but was still similar concept. Really added to the gameplay in both games. Hopefully they can make it better with the Snake eater Delta they are coming out with.
Regarding #9, Elden Ring did a decent job of this too. With it being such a huge open world game you needed a way to know what to actually DO next... The Erdtree and Save points would emit light trails that would always lead you to the next area that you could go to progress the story. It was such a subtle touch that I didn't notice it until halfway through my first playthrough but a GREAT way to assist a player without holding their hand or floating a Navi over their shoulder 👌🏾👌🏾
The Guiding Lines mechanic from Dead Space can be found in The Elder Scrolls V: Skyrim as well through the use of the spell called 'Clairvoyance.' It works in essentially the same way, except you just need to cast it and it's a thicker beam.
10) Cutting things up like that, and then parts having full physics is incredibly hard to code, and even more hard to make it run good, optimized. The people behind this mechanic in MGR are truly brilliant and genius. Something similar was in one of Shadow warrior games where demons are getting chopped into pieces when you attack them with your katana, but its not even close in detail.
The time powers in Quantum Break, coupled with the video-story thing we're actually awesome. I would love to see those powers in a more openworld setting. It would be so much fun.
@@saurabhpathakYT it’s actually 3 separate games and Assassins creed syndicate also has a grapple systemand what do you mean? Batman is an open world game lol are you kidding?
I'd say Lies of P was nailed the interconnected world design like dark souls 1, you should give it a try! its one of the best soulslike game i have played
As a kid who played outside with sticks pretending they were swords and who loved RPGs like Final Fantasy and Legend of Dragoon, I would actually pretend play a video game I had imagined where I could control the direction of my slashes, creating my own combos AND the enemies I imagined were robots. You can imagine how mind-blown I was when I saw the first trailer for Metal Gear Rising. Ended up being so good too, and not just because of the slicing mechanics. Also glad to see the RF: Guerrilla shoutout.
I love the fact that you never let "Red Faction Guerilla" go for its destuction detail. I'm fully with you on this.
Modern games Will crash if they use this😂
Same that game was amazing.
I completed RFG three times, and every time I had an obsession to destroy as little as possible. It is one of my favorite games.
Its not even just Guerilla either though. The follow up had a really fun magnetic variant, and even the classics show you a good way to be compromised but fun with the idea of damage. I remember being told all the time when younger, this was the future, or that this could only be all over the place if we only kept improving tech. Black, Mercenaries, Red Faction, the future was coming, it just needed another power push... then it just dropped. Fair where it comes and goes, stuff like Minecraft did happen (or of course, Guerrilla itself), and R&C certainly has heaps more of particles and breakage, but there's really not much else. Most games just don't strive for that in "their vision" when they could just pretend they're polishing more shadows and polygons until "oops, we need more power to actually do stuff for gameplay, but when was that important", or they'll whine about how they have to dedicate more time to the grind and loot system and act like its about player engagement and time stress, etc. It sucks, because a huge list and styles of dynamic destruction across gaming would be so cool, but so few want to do it.
It wasn't the same as the Red Faction games but the BF: Bad Company arc's destruction is not to be ignored. I remember bringing down entire buildings on top of a fire-team after clearing the initial sentries only for them to respawn in the attic shortly before the C4 detonated.
I used Deadspace guide line specifically to know where not go go first.
WE GOIN' EVERYWHERE ON THE SHIP EXCEPT THE MAIN MISSION 🗣🗣🗣🔥🔥🔥🦅🦅🦅
Yup. That's where all the good loot is hidden 😁
Never played Deadspace but I've played enough Final Fantasy games to know that you NEVER go directly to the next objective location, lol. Always look around and check every corner for treasure chests.
@@BewareTheLilyOfTheValleylike Persona. Stairs? No thanks.
@@BewareTheLilyOfTheValley Exactly, my friend.
MG Rising blade system would have been perfect for a lightsaber.
Totally, but isn't there some weird Lucasfilm BS about no dismemberment in their games?
@@mattmozgiel2111 If there was, there isn't any more. Jedi Survivor has dismemberment.
@@mattmozgiel2111 the only Star Wars game I can think of that had a little bit of dismemberment was Force Unleashed 2. How long ago was that? The only way a game with proper lightsaber combat will have to be that Disney allows an M rated game, which will probably never happen
@@mattmozgiel2111The old Jedi outcast and academy games had dismemberment. I think they don’t want to go wild with it though.
Unfortunately, that system is protected under copyright law
Really loved Falcon's enthusiasm & frustration for MGR blade mode
yeah, real C tier angery acting
he probably put it on number 10 cuz he wanna talk about it first
while showing the probably worst clips to showcase this mechanic xd
I wanna see more halo skulls- Collectible tangible secrets that are hidden throughout the game and you can use them to alter the physical properties of the engine. Sometimes making said game a lot more fun, more customizable and sometimes a lot easier to break an become super overpowered.
The reason MGR has such a robust physics cutting is because the team working on it originally built an engine designed for that. But when they realized they had no idea how to turn it into a metal gear game they got booted and Platinum had to pick up the slack but they kept the physics engine.
The fire from Far Cry 2 !!!
Was so cool being able to start fires and watch them spread via the weather to anything
This was the best! Literally remember spending so much time messing around with it for hours
I liked the Gun Rusty mechanic which was really fun. You have to keep your guns in mint condition or it will start jamming. Then Fire as you mentioned. And Malaria too.
Honestly so many things were amazing in Farcry 2. Fantastic game.
Crazy just how innovative Far Cry 2 was. And how uninnovative all the far cry's have been ever since
God, Far cry 2 was so good. Funniest shit was always picking up a rocket launcher and never knowing if the rocket is actually gonna go where you want it to. Those things had a mind of their own sometimes...
@@beezyj3227 Nah the fire in those games doesn't even come close. Am desperate for games to include it lol
Recently I finished Vanquish, and in the end credits there was an asteroid shooting mini-game, with the developers' photos and names on each asteroid. This whole sequence made watching the end credits more fun as well as memorable, and end credits mini-games are something more games should use, since we don't get loading screen mini-games.
I've been playing Rayman Origins recently and I love the fact that it has an interactive loading screen.
The final canon ending of Nier Automata is also a shooting game were you blast the names of the developers.
And at the end you get help by previous players.
Tatsunoko vs Capcom has a mini game during credits and if you catch all required letters you even unlock a extra game. Unfortunately I have to say that controls for that credit mini game were pretty terrible, but the concept is great
Loading screen mini games are patented by a company (can't remember which one) that doesn't make games anymore. We've got about 30 years into the patent runs out.
a lot of titles have end credits mini-games. Smash Bros, Sonic Colors Ultimate etc. this is nothing new or novel.
Time travel mechanics like Singularity is something I'd be CRAZY to see in more games. It was sooo good. Update after comment: while the time travel mechanics were good, I was also thinking of the ability age enemies to dusty, change the surrounding via puzzle to age/de-age and the excellent bullet control sniping. Also I did like the Dishonoured 2, Titanfall 2 and Starfield elements, that was the best Starfield mission to me but usually were small parts. I'd love a whole game on it
There were also time travel and manipulation powers in the game Timeshift, where you could slow down time, freeze it completely, and even rewind it.
OMG I LOVED SINGULARITY. That mechanic was so on point
Dishonored 2 had one mission with stuff similar to that
@opherregan1654 ah, I always kinda get those games confused in my mind, but I love Time Travel stuff or going between two worlds/dimensions.
Edit: I remember when the first Portal game came out and I impressed my room mate playing it because I liked the idea of portals prior to the game and would spend a lot of time thinking about what it would be like.
@@NexusKinonly thing I didn't like about Timeshift was that it felt a bit like a gallery shooter...
Prototype series had lots of cool mechanics. You could play it either in Hulk mode OR blazing guns OR stealthy (I loved to infiltrate military bases, consume all web of intrigue targets inside it, leave and them command an air strike to bring it down).
Blades that act like blades and not blunt objects are something I have wanted in entertainment for a long time.
you could make this a 15-part series. games have felt pretty much totally stagnant since the late PS3 generation.
Absolutely. Games have become so time-consuming and expensive to make that outside of Indie scene there is very little innovation anymore.
However I think AI will change that within the next 10 - 20 years making some aspects of game development less arduous and allowing the developers to focus more on the creative side of things. It could also allow things that were not previously possible because they would have been too labor intensive. For example imagine Berserk animation with as much detail as the actual Manga.
For me games are better now, I went from the NES to N64 to PC to the first PS, buying a Dreamcast and a Gamecube in the meanwhile. Got the PS2 and also got a PSP but Hopping on Xbox after that quickly, also bought the xbox360 and that's it. Games are definitely better now.
@@You_Eatbut nostalgia!!!!
@@You_Eat i mean i wouldnt say that. Im sure majority of gamers in their 30s has played every major system. Obviously games are more polished than ever, but its the tech, not the developers. Ubisoft used to be super solid, they basically ruined every series. Sports games look great but have you played them and every single one bombs you with battle pass/vc promos. In fact, mostly every major game has moved into the cash grab battlepass while copy and pasting what other developers did to do less work and make more money.
I feel like there hasnt been a recently released game that's actually been complete and hasnt needed reworked or finished.
Yeah there are the exceptions. Also not saying i dont enjoy games of today, I play often daily. Just think it's a little too confident of the claim saying "games are definitely better now".
Valid opinion just don't completely agree.
Nostalgia merchants
I agree. Physics is not only side lined in modern gaming it feels like they're actively avoiding trying to further enhance physics in games. The late 90's through the 2000's was undoubtedly the best time for gaming.
Better graphics limited physics
I would take a game with moderate graphics and way more physics.
i think you should playing more new game. Game in physic is are everywher nowdays like battlefield, control, cyberpunk, zelda totk, and much more in indie games
@ilhamrismawan5377
Battlefield has worse physics than it did back in previous games, BC2, BF3, BF4, all had far superior physics when compared to that absolute joke of a game that BF 2042 is. Then there's CP 2077, which has worse physics than GTA4, which is a game from back in 2008, how about control where you can pick things up and throw then around, something you could do in Psi Ops The Mindgate Conspiracy, a 20 year old game.
I played BOTW and found it incredibly boring. I doubt TOTK will be any different
Games are most definitely lacking in the physics department.
Control (2019) really nailed gravity gun functionality!
Came here to say the same thing.
Ikr!
Exactly, came here to type the same thing.
@@creekcrawler. Exactly, Exactly, came here to type the same thing.
@@masterofnone-mm8dfdunno, I have Control in my library, started it, but didn't like the beginning and stopped 🤷🏻♂️
Agree on Oblivion. Also it made for some hilarious situations where you'd ask yourself "Did that just really happen?". One of the reasons i always come back to that one instead of Skyrim
I like the combination of the throw voice shout when up a cliff only to kick an opponent off it iirc. I haven't played that in aaaaages!
I remember reading in an interview with the developers of Dead Space that their one and only major UI goal was to make it as seamless and intuitive as possible, so they merged everything into the suit and made them as non-intrusive as possible. And it was a genius move, they recognized that, because it's a futuristic space suit, it has all these possibilities which seamlssly and intuitively enhances gameplay for the better, while also keeping all of the elements which are expected/mandatory for a UI/for the player.
I'm not convinced any UI is mandatory.
One of my favorite ways a game shows me where to go for objectives is from Ghost of Tsushima, following the wind was badass imo and visually it looked great seeing the environment react to it.
This could actually be a whole series, there's a lot of good examples, especially if we're going old-school. The Day/Night cycle in Pokémon: Crystal is a good example. Not only did it change time, it changed how certain NPCs acted (cops would only battle you at night for example) it also changed what wild Pokémon were available and the rarity of others, it also effected the effectiveness of certain moves too. This was all on a GameBoy Color cartridge, too. I don't know many games that took their day/night cycle that far. Keep in mind, my gaming knowledge drastically drops once you hit PS4/XboxOne and after, so correct me if I'm wrong about this
Nintendo started doing the Day/Night cycle right around Pokemon Yellow, and you could notice just subtly how effective Electric, Water, and Grass type attacks were weaker at night. It was one of the best features I noted back then, the closest I can think of now would be in MGS 4, if Snake sneezed and was close to an enemy they would hear that, and move towards the sound.
The first Mercenaries game was great, a level of destruction we don’t often get
Keys to the city was insanely fun. I spent so much time in this one corner of the map where cars would be speeding around the corner of the highway. I’d clear the roads, spawn in a bunch of ramps and then add the npc’s back. In seconds there would be cars flying through the air and piling up, causing hella explosions. I’ve never had that much sandbox style fun in an open world game since
The Panic mechanic from Dredge and its variety of effects is a good example of a modern (albeit indie) game using similar sanity effects as a core part of the gameplay. Seeing eyes everywhere, rocks appearing before your ship suddenly, etc.
I like how feature complete older ames are.
You must be Ames. Keep still and listen to me, I'm not a terrorist.
@@TomipolusOG reference 👍🏻
I'm taking off the tape, stay quiet
My favourite old school feature was from Call of Cthulhu: Dark Corners of the Earth. The damage mechanics where you have to treat certain body parts or you'll be affected a certain way. Also the sanity level stuff was amazing. Depending on how stressed or panicking you were, you could barely hold the gun to shoot your enemy including hit the thing. Hell, stress too hard and you'll die/lose before having to try again. I loved it and always wondered why no one ever used it again.
MGSV phantom pain was way ahead of it’s time, still holds up mechanically better than most games coming out today
true even its creator couldn't keep up also at least most games are finished when they're released
Hell yah it does. The controls can be a bit stiff, but the game is packed with features and details.
@@knightsky4438 not really since most games coming out are live service rubbish which is always content that should be in the game in the first place but cut to sell to idiots.
My car works well mechanically - Difference is it doesn’t get me half way to my destination only to then take me back to the start.
Its too bad about the story. Wish Konami wouldve let Kojima finish it.
Socom 2 had the best lighting system I’ve ever seen. You could shoot the lights out but if you sat in the dark long enough your screen would get brighter like your eyes were adjusting to the darkness . Plus using the microphone to control your AI teammates was so cool.
It's a nice nostalgic feeling to hear 'AI' being referred to as just a game developer designing an NPC so that the player is convinced the game characters have a mind of their own in the game world.... as opposed to what is talked about in the current day and age lmao.
Grandia 2’s battle system, particularly its gauge. The gauge shows your characters and enemies as icons and how fast they move across the gauge determines the battle order. Stats and certain skills affects how fast the icons move and some moves stagger characters/cancel actions, therefore affecting the battle order. When you’ve reached the Action point about 2/3 into the gauge to select an Action, you can see how enemies who have already selected their Action have targeted members of your party so you can plan better how you want to proceed.
It’s more or less a variation of the ATB system other RPGs had at the time and allowed for more refined strategy, which we don’t see a lot of in newer RPGs because they’ve abandoned turn based systems for hack and slash or skill tree progression.
The last remnant used a lot of cool systems I have never seen in any other game. Everything from leveling to classes and even difficulty was unique.
Stealth today is a good one. It’s just a hollow shell of its former self. Ubisoft is the worst offender, imo. Idk how you create an incredible stealth franchise like Splinter Cell, yet you choose to relegate the stealth in all your flagship games to “hide in this bush until bad guy turns around.”
If the rumors about AC Red taking inspiration from Splinter Cell and utilizing light, shadows, and sound in stealth are true, it could be huge. I just highly doubt it’s true.
Uh, Metal Gear: Snake Eater's camouflage gauge? Where your camo actually effects how the enemy AI sees you. And the camo effect changes based on where your standing, the position your in, and if your moving or not. Gotta wear tan on the sand, green by the grass, brown bark by a tree, red brick by a red brick wall, etc. It totally changes the way stealth plays.
Not to mention the footprints you can leave behind, the broken twigs/grass that some AI can use to find you, the bullet shells left on the ground, if you litterally sneeze from being sick, and more.
You could do the slice mechanic on the Afro Samurai game years before Metal Gear Rising and I absolutely loved that feature!
I was just thinking how I want this in hell Divers 2. I want a light chainsaw or katana that I can use to hack stuff as I get overrun.
Once I die while using the grenade launcher I'm screwed. Like sure I can pick it up again but zero chance of me not blowing myself up... Again... So I have to switch to the machine gun. Let me grab a giant saber and hack them up, then grab my grenade launcher as I've reclaimed my personal space.
Even came up with names. Democra-saber (1 handed rapier like weapon), Liberty Saw (2 handed chainsaw or bastard sword made of light or plasma or what ever), and the Liber-T (giant axe or dual blade scythe)
Light medium and heavy armor piercing depending on which one you have.
Sorry the name started getting repetitive but I couldn't decide between an ace and a great sword until I realized just have different swing speeds and armor penetration and got too busy to find a more unique name.
Axe-idental Freedom? Axe-Murderer? Axe-ceptional? Hack-inator? Slice-of-Patriotism? Hilty Conscience?
Ok maybe I'm getting too tired.
with number 10 being blade mode from MGSRR, they had similar in Afro Samurai, plus made it a mini game of "body part poker" the game gave no benefits but was funny hearing Samuel L Jackson judge you.
But yeah old game with that mechanic. with it was in more, like Ghost of Tsushima or ghost runner
The wind in GoT is just incredible. Same with birds, foxes and so on.
Gameranx needs to do a list of best (biologically accurate) animals in games, and have those cute ass foxes from GoT right at the top.
@@DillyBar_666 hey @gameranx, there is a cool thing, along with a top 10 worst ones as well 😊
It’s so simple yet so creative. I love it
In regards to any of those besides the wind, there's nothing to it. Just leaves me empty/bored after the x number of times. If it was actually integrated into something interactive or interesting.. or even visually different, I might be with you.
@@megyskermikeWhat are you talking about? The animals in Ghost Of Tsushima guide you to new places. It's always worth following them.
One of these days gameranx will invert the colors on their number screens in top ten videos and my eyes will stop bleeding and epilepsy stop triggering every night
Prince of Persia's inability for characters to move while falling is one of the most realistic features in old games from the 1980s that are completely absent in most modern games only few modern games like Red Dead Redemption II, Assassin's Creed series and the GTA series still retain that feature from Prince of Persia even though Prince of Persia is a 2D game from 1989.
Number 9: In Prince of Persia 2008 Elika had a compass ability as well. With the press of a button, she would call forth a blue flame that would draw the line to your objective. Pretty adequate in that game, and helpful since that game doesn't have a clear map to guide you step by step.
Nice to see FFXIITZA on here! I loved the speed up feature so much. When I used to play it on PS2, I could never get past the Leviathan escape section cos I was always so under-levelled and was too much of an impatient kid to work on levels before going there. As soon as the remake came out, I was able to complete the story (beautiful story btw) because I could save precious gaming time working on levelling with the speed up. I hope more games consider this in the future!
Honestly, though, I have to say that with the Dead Space mechanic, it has been used before. If I remember correctly, that was used in the same way in the Army of Two games. They came out the same year, though, so I guess it's still right to say the mechanic hasn't been used since.
I think Hogwarts legacy use this mechanic really well, you can use it if you want and it fits perfectly in the world of the game you pull out your school book and a page floats off in the direction of your marker. Like dead space it's simple but immersive
Bioshock Infinite has it as well.
He didn't say it wasn't used before or since, he said Dead Space did it the best. Lots of games utilize the line on the floor pointing you to your goals.
Metro Exodus used a lot of light and dark mechanics for stealth. Not quite to the same level as Splinter Cell since its more of a secondary mechanic but you had a sensor on your watch dedicated to letting you know when you were in the shadows. With the Enhanced Edition's fully ray traced lighting system, it became even more impactful on how stealth worked. You could also disable pretty much most artificial light source in the game, not always by shooting but you could put out torches and camp fires etc.
The adaptive ai mechanic that metal gear solid 5 had seemed promising but I wished it went further with what it offered. As you attack the enemy soldiers they wear more advanced armor and gear as you strike them in certain spots, also imagine either a hulk game or a just cause game with red faction's destruction physics
The Nemesis system from Shadow of Mordor/War was so good. I must have spent 100 hours in that game not even doing any missions, just watching the ebb and flow of the Orc's ranks.
MG blade system is nice, reminds me of ssj future trunks slicing up frieza.
I didn't even realize there was a locator system in Dead Space 1 and finished the game without one.
Why does Gameranx never give Soul Reaver love? Like it had a semi interconnected world for PS1. No loading screens. Legendary voice acting and music.
Soul Reaver could use a good remake. The interconnected world thing isn’t as rare as this video portrays, a lot of Zelda games do it as well as Skyrim, Darksiders, Shadowman, and many more.
@@straightjacket3.519 yeah. Darksiders and Shadowman are great. Very similar styles. I keep holding out hope that one day Soul Reaver will have something done with it.
I remember playing that a friends house. Maybe the first play station game i really played. Remember liking it.
I believe it was briefly mentioned in the FPS podcast with Jake, Ralph, and Lucy. When they were answering a user question about going back to old games. Basically said it was a great game for its time, but the gameplay just has aged so terribly that they never go back to it.
@@isaacmclean6259 Soul Reaver is my favourite game of all time but, yeah, the gameplay really doesn't hold up well by today's standards. Shame because the lore, locations, music and voice acting are all still exceptional.
One of my personal favorite mechanics was the audio logs from Prototype 2, the audio logs were on soldiers and when they died or were injured it would send out a distress signal. The game doesn't tell you this but the distress signal will show up on your map as little, barely visible radar pings, giving you an idea of the general area the collectible is in. It actively took away the tedium of finding the collectibles and actually made it immersive.
I still dotn get how the "nemesis system" can even be patented, it rly should not be possible legally
Bioshock infinite locator system was pretty on point and had a nice sound like dead space too
Love all the new Ames coming out lol
Colonel Richard Ames. You will first need a directional microphone.
Outriders used that waypoint system you mentioned 😊
Yeah but who remembers Outriders? I mean, it's not a bad game, but it has no reason to exist.
@@seb24789 it's another one of those games that had a lot of potential but dropped the ball. The lore is pretty deep but everything else is pretty surface level.
Great video / list!
In regards to #9, The Item Locator from Dead Space.
The Force Unleashed 2 also had an unobtrusive way to figure out where to go next.
The speed up feature is something I loved about the FF7, FF8, FF9, and FF12 rereleases. It made the games soooo much more fun to revisit, because you could speed up the more tedious parts and just focus on the parts that are a lot more fun
Modern ames lovely 😁
Ong lebrobro such a skibidi sigma fanum tax edging comment
@@italianchef1465😶
@@italianchef1465yea you need a job asap
@@chickenjuice9880 😶
@@kaijionline whats your job?
Modern ames
You must be Ames. Keep still and listen to me, I'm not a terrorist.
@@TomipolusYou must be Ames. You must be Ames.
I love to play Modern ames...
The reason why no studios has attempted to remake the Nemesis system is because Warner Bros Interactive filed a patent for the design meaning anyone replicating the mechanics can be sued. Now, that isn't to say a studio couldn't create a similar system but that requires innovation and taking risks - the two things publishers typically hate.
I'm sure there will be some indie studio/gamedev that will attempt a similar system though as that is where the best mechanics and most innovative gameplay in the industry comes from these days.
Guys, with NPC you didn't mentioned KCD: Deliverance. NPCs don't stay at one place, they have their job and it looks like living game, they don't just walk around without purpose.
those truly have better features than modern ames
Blade Mode physics in a Star Wars game. This really needs to be a thing.
Mercenaries. It was an open world game where you could destroy the whole building, bridges and more.
The Force Unleashed Games - allowing you to go into DEFICIT stamina in order to get more damage in during windows.
Really hate how games act like you wouldn’t absolutely launch every ounce of energy you have if an enemy was downed to try to end the fight. Instead you just wait for the stamina to come back up a tiny bit to attack again with no damage falloff from full energy.
I think the RPG that started the trend of letting you speed up combat was Bravely Default, which was a fantastic game in itself. It also let you automate whatever sequence of attacks you wanted to start your battles with, allowing you to grind super fast whenever needed. It was a great feature tbh.
GTA San Andreas learning different type of fighting styles is such an amazing cool idea that would be absolutely insane in a modern RDR2 level GTA world
Splinter Cell series especially Chaos Theory were timeless. Not only light system but sound system. You can control the speed of movement according to the sound and it has technology that no game had back then and some still don't have today.
The Nemeses System will always be one of my most favorite things a game has ever done.
and sadly its something your most likely never going to see again unless they sell it
Number 9 appears in many old games aside from Dead Space, like The Stanely Parable (in one of the endings), Shadow of The Colossus (with a sword), and in some modern games as well (like every Roblox tycoon showing you where to go when you enter the server).
I just saw the Raiden versus MG Ray as the thumbnail, i had to click. MGRR deserves a sequel in my opinion
9:55 Final Fantasy XII was the first Final Fantasy I played and I loved it because it had so many unique features which sadly never made it to the other Final Fantasy games.
The first is the Active Battle system. FFXII is the only FF where both the exploration and combat take place in the same mode. That means you can see enemies coming, prepare or even flee if you want, not like the other games where you always had random encounters.
The second is the gambit system, where you could literally assign actions your characters would do in certain situations, and in a certain order. You could even tailor it to certain enemy types or weaknesses, or whichever one was attacking the party leader. If the conditions for one were not met, it would automatically be skipped for the next one, but if something happens so the conditions for the first are met, it takes priority and takes over.
My favourite gambit setup:
1) Self: MP
The original Guild Wars had a Nemesis like system before Shadow of Mordor. If you died repeatedly to mobs, your accumulated XP would become theirs and they would level up. You used it to help you get the "Max level before the Searing" Achievement. It was the only way to get mobs that capped at level 6 normally to get to level 20 so you could make the kind of XP you needed to get to Level 20 yourself. It was long, tedious, and grindy, but it worked. It was also mutually exclusive with the "Don't die before the Searing" achievement.
SWAT 3 (1999) - enemy placement is randomized every time you play a mission, enemies have a finite amount of ammo and can pick up a dropped weapon of a dead or incapacitated enemy if they run out, dudes will sometimes even drop their weapons (as if surrendering) and then run, unarmed, across the room and pick up a dropped weapon and fire at you. Never seen this in anything else.
The Ascent also had a great feature where it showed you the direction to travel for your next objective. It was very helpful because the maps were often complex or confusing.
Ah VGCW was great watching the stories and different characters, even from more obscure games.
I really enjoyed every second of MGR! It has a good story, good gameplay, and good mechanics.Everyone should play this game at least once.
Actually, the dog that showed you where to go in Fable 2 was a smart, immersive way to show players where to go. Dead space did a great job, but the pet idea was genius. Imagine something as simple as a drone to guide you across a ghost recon breakpoint no hud playthrough, wolfblade as your guide in a open world metal gear rising 2, an eagle in assassin's creed, a Robotic spider in cyberpunk 2078. So many possibilities but the wind from ghost of tshima was just so perfect
Control (2019) actually nailed the interconnected places in the game, like secret places, rooms, and all inside a building
No. 5: Check Blade of Darkness it had all the interconnectedness and I believe it was a huge inspiration to the Dark Souls developers
The Getaway on the PS2. Instead of giving you arrowheads and a mini-map of where you needed to go, the indicators would flash signalling where you needed to turn. Another feature in the game was that if your character got hurt, you could lean on a wall nearby and restore some of your health.
Although maybe not as interconnected as Dark Souls, I’ll never forget the moment in Bloodborne when I climbed that unending ladder from the poison pits only to end up right in front of Josefka’s Clinic … INSANE
My favorite Eternal Darkness insanity trickery was making it look like your GameCube reset, with iconic rolling cube and all.
Yeah but it's the same as with the Nemsis system. Nintendo owns those sanity effects.
I've been playing a lot of older games recently, not super old but like 2012-2018 and I've discovered so many hidden gems
The realistic soft body vehicle damage of Race Driver: Grid is something that so many modern racing games could and should learn from
Ace Combat 5 was one of my favorites of that franchise. You had 4 wingman that could be customized for specific mission roles, such as ecm support, and could direct them to attack specific targets. Ace Combat Zero had only the one wingman but also introduced the mercenary rating system to the game. Basically if you let some targets go if they were crippled in combat or mopped the floor with the npcs, you got graded on it. Hell even in Need For Speed Pro Street, some of the mini games were almost simulator in quality like having to warm your tires before a drag race.
Regarding the "navigation" system, Brutal Legend did it really cool too. It also used kind a "minimalistic" HUD for a game like that. When you were driving your blinkers would tell you if you had to drive left and right
"It's been 11 years!!" You can hear the pain, hurt and disappointment in his voice 😂🤣
The problem is that they are dumbing down games to try and sell more games, but at the same time missing out on sales from old fans.
Hollywood have the same problem.
Things that came to mind:
- easily nemesis shadow of war system
- climbing monsters in dragons dogma
- arcades of sega products in yakuza games
- the color system in the saboteur upon opening up more map space
- ripping weapons out of the environment on condemned criminal origins
-recruiting npcs to playable characters in suikoden series (hundred heroes)
- playing as any open world character - watchdogs legion
-the way gameplay had interwoven genres in nier automata
- chaos system in just cause games (mainly 2)
-sotryline progression via memory loss or time lapse like the forgotten city and returnal
Darkest dungeon did the sanity thing...sort of
There's many more im sure
Eternal Darkness was soooo good. The one I'll never forget was when I reloaded my muzzle loading pistols, the character accidentally shot himself in the face half way through the reload and the game over screen came up just long enough for me to think I *actually* died, before snapping back to the game.
I literally just played MG Rising and that blade mode was so awesome! I constantly was trying to see how many pieces I can cut up enemies into.
Haven't played nor heard of many of these games but they do look like such fun mechanics!
The fast forward feature is such a good one to have. I play a lot of emulators and primarily on old hand held games, that speed feature is so useful.
Speed up on right trigger. Save state on left trigger am I right?
Regarding number 7, MGS used stuff like footprints and even smell.
Like hide in a trash can for too long and you will start to smell, which is why you had a wind direction marker since the wind carried the smell and enemies could react if the smell was out of place.
Splinter cell for sure. I remember when it came out and it was just so much fun to really use the shadows and various tools/weapons to create more shadow or distract from the areas you couldn't avoid light. About the only other game that came close to this was MGS Snake eater with its camo options to lower visibility by blending in.
And then 4 came along with that awesome chameleon suit that would camouflage you wherever you were pressed. You had to be careful not to blend where someone would walk into you though. 😂
@@DubberRucks True, I forgot they got rid of the paint camo and went with a entirely different futuristic version, but was still similar concept. Really added to the gameplay in both games. Hopefully they can make it better with the Snake eater Delta they are coming out with.
Regarding #9, Elden Ring did a decent job of this too. With it being such a huge open world game you needed a way to know what to actually DO next... The Erdtree and Save points would emit light trails that would always lead you to the next area that you could go to progress the story.
It was such a subtle touch that I didn't notice it until halfway through my first playthrough but a GREAT way to assist a player without holding their hand or floating a Navi over their shoulder 👌🏾👌🏾
The Guiding Lines mechanic from Dead Space can be found in The Elder Scrolls V: Skyrim as well through the use of the spell called 'Clairvoyance.' It works in essentially the same way, except you just need to cast it and it's a thicker beam.
10) Cutting things up like that, and then parts having full physics is incredibly hard to code, and even more hard to make it run good, optimized. The people behind this mechanic in MGR are truly brilliant and genius. Something similar was in one of Shadow warrior games where demons are getting chopped into pieces when you attack them with your katana, but its not even close in detail.
The time powers in Quantum Break, coupled with the video-story thing we're actually awesome. I would love to see those powers in a more openworld setting. It would be so much fun.
You missed Just cause's grapple system. It's just so satisfying in open world.
Umm. Batman?
@@MusicEnthusiast2011 it's just one game and not has as freedom in it as JC. So yeah
@@saurabhpathakYT it’s actually 3 separate games and Assassins creed syndicate also has a grapple systemand what do you mean? Batman is an open world game lol are you kidding?
I'd say Lies of P was nailed the interconnected world design like dark souls 1, you should give it a try! its one of the best soulslike game i have played
and you didnt need vaati to explain the story lol
#5 is a masterclass example of maximum genius level design. Indeed nothing has ever come close to it ever since.
2:10 Skyrim actually also has a location tracking system (beside from the map pinpoint) but uses enhanced spells from the illusion skill tree.
Dont starve had a pretty good sanity mechanic, where if you were losing sanity, monsters would go after you in a super creepy way :D
As a kid who played outside with sticks pretending they were swords and who loved RPGs like Final Fantasy and Legend of Dragoon, I would actually pretend play a video game I had imagined where I could control the direction of my slashes, creating my own combos AND the enemies I imagined were robots. You can imagine how mind-blown I was when I saw the first trailer for Metal Gear Rising. Ended up being so good too, and not just because of the slicing mechanics. Also glad to see the RF: Guerrilla shoutout.