Tiny insignificant details in games that really impressed you

BrawlMan

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The Marvel vs. Capcom games have so many hidden details Ryu has two different install supers in MvC1. One turns into Ken, the other Akuma/Evil Ryu. Sakura can turn into Dark Sakura at level 3 super or higher in MvC2.

 
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NerfedFalcon

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At the start of The Curse of Monkey Island, Guybrush starts with a pair of helium balloons in his inventory due to having escaped from a theme park between Revenge and Curse. Though the balloons do serve a purpose in one puzzle, you can also inhale the helium at any time to make Guybrush's voice "sound funny" (his words) for a short time. This dynamically pitches up every line he says for the next minute or so, slightly decreasing the pitch every few seconds until it's back to normal. The puzzle that uses the balloons only takes away one of them, so you can continue to use the other for amusement purposes for the entire rest of the game.

Curse was the first Monkey Island game to have full voice acting, so they probably added this to make a further point of it.
 
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NerfedFalcon

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@BrawlMan I don't know if you knew this, but in Capcom's 'The Punisher', the pre- and post-level cutscenes are actually slightly different in 2-player mode, as the game acknowledges Nick Fury's presence on the Punisher's mission. Though, his contribution tends to boil down to "Frank, please don't kill anyone this time."

Thought of it 'cause I just remembered the new MVC collection has The Punisher in it as well.
 
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@BrawlMan I don't know if you knew this, but in Capcom's 'The Punisher', the pre- and post-level cutscenes are actually slightly different in 2-player mode, as the game acknowledges Nick Fury's presence on the Punisher's mission. Though, his contribution tends to boil down to "Frank, please don't kill anyone this time."

Thought of it 'cause I just remembered the new MVC collection has The Punisher in it as well.
Yes, I am more than aware of the dialogue changes depending on the character(s) or slight differences in cut-scenes. I've noticed since I was a kid. For example, Nick Fury will never kill the first boss in the 1st stage's ending cut-scene when doing a solo run with him. He'll opt to knocking him out with a Flash Kick instead.
 

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View attachment 11813

In a similar vein to the above, in Block 3 of the first Castlevania, you can see Block 6 in the background, with the clock tower connecting to Dracula's lair.
Haunted Castle Revisited does a similar thing before reaching Dracula's Castle in Stage 2. Also, in Stage 2-2 and 2-3 of HC, the second boss is traveling in the caves in the background on its way to fight you. Not the first time the series has done this, and Bloodlines did it with the Leaning Tower of Pisa.

 

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Whatever, just wash your hands.
In Space Marine 2, its really neat seeing the gaunts falling over each other when they swarm down a building roof and just tumbling off into a mass of claws and bolter fire.
 
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NerfedFalcon

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All the weapons and items in Holocure are references to various Hololive VTubers, including those who aren't currently playable in the game (or weren't at the time those items were added). One of those is the 'Stolen Piggy Bank', referring to the time that Risu stole Moona's piggy bank on stream and started counting its contents, only for Moona to be told by her chat that it was happening. As of 0.6, when playing as Moona (who was added in that version), the item is renamed 'Retrieved Piggy Bank'.
 
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Xprimentyl

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Playing Another Crab's Treasure, and during the idle animation, the character starts playing Hackey Sac with one of his healing items, and while he's doing that, it actually shows as not being in your inventory, i.e.: if you have 3, it shows 2 while he's playing with the third one. Then, once you pick up the controller again, he fumbles and drops the item, and you have to pick it up again. Just impresses me that something so innocuous as an idle animation requires that you be mindful when you return. Probably get's annoying after the first several times, but that they thought to do it is cool.
 

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Shadows of Damned has excellent use of background/ambient music and sound design. The color usage is amazing, and one of the best looking Unreal 3 Engine game. One other thing I like about the game is that you can always see Fleming's castle in the background. And you get closer and closer, the bigger it looks. The level map is a nice paper mache shout out to the Ghost n' Goblins map.

vlcsnap-2024-11-01-20h43m27s135.png

Shadows of the Damned_ Hella Remastered_20241031214215 - frame at 10m36s.jpg

 

NerfedFalcon

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There's one point in Batman Arkham Asylum where the hint you receive for a game over is 'use the middle stick to dodge'. Since there is no middle stick on any modern controller, this should be an immediate hint that something's up.

The part that really impressed me was that for the PC port, if you're playing with a mouse and keyboard, this text instead reads 'tilt the mouse to dodge'. Since PC ports at the time were not known for having a lot of effort a lot of the time, fixing this detail shows they really tried to make it work.
 

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Whatever, just wash your hands.
You really forget how impressive Halflife 2 was back in the day. Re-watching these old trailers and tech demos and such made me remember how damn impressive it was and how excited I was for it. I remember watching the mattress move around, I had never seen soft body physics before, or how the magnifier glass actually magnifies, or even just objects properly interacting with each other, no other game did things like this and even now a lot of games still don't unless its their whole point.
 
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You really forget how impressive Halflife 2 was back in the day. Re-watching these old trailers and tech demos and such made me remember how damn impressive it was and how excited I was for it. I remember watching the mattress move around, I had never seen soft body physics before, or how the magnifier glass actually magnifies, or even just objects properly interacting with each other, no other game did things like this and even now a lot of games still don't unless its their whole point.

Turns out there’s a full blown documentary on this -



Also the game got a big update and is free right now for the anniversary. As if anyone’s left that still doesn’t have it.
 
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NerfedFalcon

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Yes, you should say more. What am I missing?
Opening chests in Vampire Survivors (especially the extremely rare 5-item chests) perfectly tickles a spot in my brain that none of the other games that followed VS have quite managed to reach in the same way. As mentioned above, before making VS Poncle worked on terrible mobile games and probably used some of that expertise in designing VS, though without any of the terrible mobile game bullshit and all of the dopamine rush.
 
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