Tiny insignificant details in games that really impressed you

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BrawlMan

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Capcom Fighting Collection #2 has all of these neat details for each game, and let's you play different versions for some of them. Capcom vs. SNK 2 let's you switch between the original or EO version. Though when online, you can only play the EO version, since it's the most balanced version of the game. Street Fighter Alpha 3 Upper is just the arcade version, but it's the one that allows you to play Survival, Dramatic Battle, and Final Battle via cheat code. Why couldn't they just make them their own separate menu modes is beyond me, but it's better than nothing. So it adds that extra replay value.
 
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BrawlMan

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DmC 2013 has all of these hidden parry windows. Almost every attack can be parried. The DE version makes timing windows tighter, thus harder, but more rewarding to do.

 
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NerfedFalcon

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In Earthbound, there are several times when a party member will temporarily leave the party. If they happened to be holding a key item that you'll need before they return, you'll receive a call from Escargo Express, the delivery service that stores your items, saying that the departing member left that item with them to deliver to you; at your convenience, you can use any phone to call to pick up that item. What's more, though most pickups and deliveries cost a token amount, these 'lost' key items will be returned to you free of charge, making it easy to continue the game even if you made that mistake.
 
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Street Fighter Alpha 3 has special intros, and a few more of them exclusive to the PSP version, MAX. Whatever ISM you use for a character and complete their story in arcade mode, shows up in separate high score screens.

V-ISM is insane, and I forgot how busted this thing was. I have been playing around with it like crazy.

 
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This neat little transition between the end of the 3rd stage, and into the beginning of the 4th stage. The second stage boss can actually get hit, take major damage, or even die from the car he summons to run you over. If you bait him, or if he is dumb enough to walk into the lower part of the screen.
 

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There's a boss fight in Deltarune that relies mostly on sound cues for avoiding the boss's attacks, but immediately preceding it is a scene where Susie hears a sound coming from somewhere and asks you to confirm it. If you don't correctly identify the type of sound and the direction it's coming from, you'll be given visual cues for the entire fight and not just the first two attacks, as an accessibility option.

If you die to the fight and try again, even if you did pass the headphone check, you'll be given the visual cues, as a different type of accessibility.
 

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COD WW2 has a surprisingly good stealth system. It's not MGS nor Splinter Cell, but the system is at it's best in the train level, and Liberation where you're a female French resistance fighter disguised as Nazi to meet up with a turncoat.

The environmental destruction is top notch; especially for indoor environments. The game even brings back the gore system from World at War. So you can actually shoot off heads and different body parts of the Nazi soldiers.
 

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I know I am playing the Remastered versions of Modern Warfare 1 & 2, but it's amazing with the level of details in each of these games. No matter the version. The environmental destruction you can cause in game, shooting through thin walls can kill enemies or you, if you're not careful. The sound design on these games have always been top notch. Especially the sounds of guns. Infinity Ward nailed it.

In COD Vanguard, the Nazis AI isn't stupid...for the most part. Polina, the lady Russian sniper, can crawl through tight spaces and vents. In these sections that feature large combat arenas, stay in one area too long, and the Nazis will become wise. They will either flank you, try to smoke you out with a grenade, or prioritize shooting at the spot you exposed yourself from. Constantly move around, and they will get confused or lost trying to find you.
 
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XsjadoBlayde

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Expedition 33 really nailed it out of the park (mixed metaphors will be new trend, just wait) with their music

 
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The opening cutscene of Sonic Unleashed shows in a freeze-frame that Eggman has a Sega Dreamcast.
 
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Simon Belmont has his classic brown color outfit and blonde hair in the Boss Rush Mode of Haunted Castle Revisited.
 

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If you dodge an enemy's attack in Clair Obscur: Expedition 33 with timing such that a parry would have worked, the game will tell you that you performed a 'perfect dodge', making it much easier to learn the timing to parry enemy attacks.
 
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For the most part, the four teams in Sonic Heroes play the same as each other, but it's notable that Team Dark's Team Blast involves Shadow activating Chaos Control, a time-stopping ability, while Omega attacks the enemies with a spinning laser. Chaos Control lasts longer than the laser does, though, and for a few seconds it will freeze enemies, several stage mechanics, and even (and this is the detail they didn't have to add) the level timer.
 
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