Tiny insignificant details in games that really impressed you

Casual Shinji

Should've gone before we left.
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I'm playing through Spider-Man again, and deciding to actually wear some suits I always ignored I put on the Spider-Punk outfit for a bit. Then some time later I suddenly got one of those little podcasts from Jameson where he actually mentions it, how he was there for the birth of punk and he wasn't a fan of it then either. I'd never heard that bit because I never bothered with that suit.
 

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T16 Mini console ain't perfect, but it's got a lot of hidden bonus features out of all the many consoles released. That's the only mini console I know that has cheat codes within cheat codes that can unlock another game or the (near) arcade version of certain games. It puts the NES and SNES mini to shame.

 
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Alan Wake has all these neat little interactables and optional stuff you can play around with. Not as much the first two Max Payne games, but more than the third game.
 
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The Rogue Wolf

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Forza Horizon 4 has a few neat little touches that stand out.

- At night, you can see the hot air balloons in the skies light up as the burners fire up.
- As the music is played through various "radio stations", you lose "connection" any time you go into a tunnel.
- All of the AI drivers on the roads follow traffic laws, obey stoplights, and signal turns and lane changes. (They still sometimes get into accidents all by themselves.)
 
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NerfedFalcon

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@BrawlMan Did you know that in the first stage of Streets of Rage 4, when your character automatically kicks down the door to the boss room in a cutscene, if you have any green health from using special moves right before, it'll be recovered a little bit the same as when you hit objects in normal gameplay?
 

BrawlMan

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@BrawlMan Did you know that in the first stage of Streets of Rage 4, when your character automatically kicks down the door to the boss room in a cutscene, if you have any green health from using special moves right before, it'll be recovered a little bit the same as when you hit objects in normal gameplay?
I did not know that! Thank you!
 

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Alan Wake has special slow motions for dodging attacks and weapons. There is another type of slow-mo where unleashing a flair when enemies surround you fast that the camera does a special 360 motion. The same applies when you fire a flare from the flare gun in to a group of 4 or more enemies. They will slow-mo at some dynamic angles, depending how many Taken are left, or if it's the last part of the fight.
 
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NerfedFalcon

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All of the Danganronpa games have a music player where you can use money earned in-game to buy any music track you've heard in the main game to listen to at any time. Though the name of a song appears in the corner when it's played, this only occurs in regular scenes, not CGs or class trials. There's two points in the game where 'Clair de Lune', a piano song by Debussy mentioned by protagonist Kaede Akamatsu, plays. If you go to the music player, I don't remember the exact wording, but the game describes it as being performed by 'K. Akamatsu'.
 

Old_Hunter_77

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In the Witcher 3 expansion DLC Heart of Stone, there is a part near the end where you can find a professor that gives you a whole exposition dump of the main antagonist's background and nature, who is basically a Faustian demon. This professor surrounds himself with lit candles to ward off a curse.
After the exposition dump, he dies. If you then extinguish all the candles, there is an eerie scream. This basically confirms the curse is real but you have to actualy extinguish all the candles to reveal that.
 

Xprimentyl

Made you look...
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More "appreciative" than "impressed" but Demon's Souls has a healthy wealth of Scottish accents and this is undoubtedly a net positive for all of videogames.
I like the Scottish accent insofar as when you come across a very deep one, you feel like you're hearing a foreign language [as a native English speaker] that you can reasonable intuit. I mentioned in the film Filth that it was difficult to follow as in many scenes, they spoke very quickly and often atop one another, and my first (and partial) watch was extremely grating. But I toughed it out for a second (complete) watch, and while the film still underwhelmed, I was able to follow it a lot better once I got used to their accents.

Same goes for Cockney rhyming slang; I can understand the words just fine, but the meaning is easily lost (which I learned was it's original intent,) and I love it. I'd say I wish there was something similar in American English, but acknowledge that we've tons of colloquialisms that might make our regional dialects just as fascinating for non-native speakers. Not as fascinating as using one's "dog" to make a call, but still pretty interesting if language is something one might appreciate beyond functional communication. Maybe it's that the over-proliferation of many of them in the US that makes most speakers unaware it might be unique to us. Cockney is very localized whereas you can go pretty much anywhere in the contiguous 48 States and most colloquial phrases/words are understood.
 

RhombusHatesYou

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Between There and There.
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More "appreciative" than "impressed" but Demon's Souls has a healthy wealth of Scottish accents and this is undoubtedly a net positive for all of videogames.
On the flipside, all Aussie accents not done by Aussie voice actors (or Kiwis who can control their vowels) should be banned and the game developers publicly flogged.
 

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Mission 17: Brothers result screen on second and future playthroughs at S Ranks. Nearly each photo has something related to the end of the mission.



Dante is the one closest to his mother, Eva, while Vergil is further by the mansion's brick walls. This foreshadows their personalities and attitudes after her death.
DMC5 in general has tons of call backs and references to events, characters, and lore throughout the series.They even bring in some elements from the non-canon DMC1 Light Novel #1. The details are insane and would take forever to list all of them.
 

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Doom 64 has so much details and nifty features compared to the earlier Doom games. There are scripted sequences similar to Hexen; getting items, flipping switches/pushing buttons, or solving puzzles changes the levels and environments. Plenty of levels in hell give you a fiery sky. The advanced lightning technique for the time and now is still impressive.


Changes were carried across from the Atari Jaguar and PlayStation ports of the Doom engine, along with additional tweaks made specifically for Doom 64, and many gameplay elements were altered. Doom's core gameplay, however remained the same: the exploration of demon-infested corridors, looking for key cards, switches and ultimately the map's exit while surviving deadly traps and ambushes.

Key differences from the computer games in the series include:
  • 32 exclusive new levels. Later 7 more are added in the 2020 re-released ports of the game.
  • New, larger sprites for all enemies, items, weapons and projectiles, created from high-poly rendered models.
  • Three-sample bilinear filtering applied to textures and sprites courtesy of the Nintendo 64's hardware.
  • All-new textures, scrolling skies, limited room-over-room architecture, and more advanced line triggers.
  • More advanced atmospheric colored lighting and effects, such as parallaxing skies, fog and lightning.
  • A new dark ambient soundtrack composed by Aubrey Hodges.
  • High-quality sound effects (the same as used in the PlayStation version).
  • No status bar. Instead, only the numbers for health, armor and ammo are shown on the HUD, and even these can be turned off.
  • Scripted events through macros, similar to Hexen's ACS. Uses include sequences which dramatically transform areas, tripwire booby traps such as darts and homing fireball launchers, enemies that appear out of thin air, and (to some extent) disappearing enemy corpses.
  • Camera effects.
  • Dramatic usage of dark light levels, ambient music, and Satanic imagery (pentagrams, inverted crosses, and gory depictions of human sacrifice) to create an atmosphere which invokes a sense of horror.
  • No commandos, arch-viles, spiderdemons or revenants (cut due to the limited storage capacity of Nintendo 64 cartridges).
  • A new demonic laser weapon, called by fans "the Unmaker", which can increase in power throughout the game by collecting all three Demon Keys.
  • The nightmare imp and Mother Demon are introduced as new monsters.
  • The super shotgun reloads much faster, with nearly the same speed as the regular shotgun. This makes it one of the most essential weapons in the game.
  • Like the Playstation and Saturn ports, the Hell knight and baron of Hell can hurt each other with their projectiles, and infight as a result, unlike the PC version where there is a hard-coded exception for them.
  • Certain monsters are re-balanced with new behaviors or attack properties. For example, imps (and consequently nightmare imps) now have their fireball and clawing attacks separated, arachnotrons have a weaker twin plasma gun instead of a stronger single-barrel one; lost souls are weaker with less health, but attack viciously, making them one of the most dangerous enemies; pain elementals spawn two souls at a time when attacking, and the souls will cause massive splash damage to anything in the vicinity if they are blocked from spawning.
  • Recoil effects when firing stronger weapons, such as being knocked back a few inches from firing a rocket launcher or a super shotgun.
 
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In Final Fantasy 13, Lightning shows off in several early cutscenes that she has a personal gravity control device that allows her to do things like fall from a great height without getting hurt. When fighting enemies, you can launch them into the air, and they'll take about 10-20 damage when they hit the ground; they can also do that to your party, but Lightning never takes fall damage in combat. It's only scratch damage that basically never matters, but it's a neat little nod to the story.
 
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