Forza 3. Infinite rewind.
FPS. Regenerating health/limited "carrying ability"
Action adventure. QTE
Three examples that are at the forefront of my mind when I type this.
Rewind was a fantastic feature when introduced in Grid. The intensity and unforgiving nature of the cars/tracks/opponents could be wiped away within twenty seconds.
Multiple attempts could be made at that last corner - smashing into your rival at different angles in an attempt to thieve the win.
However, does it really have a place in a simulation game? One that's all about the realism and the relationship of chassis contortion etc. All of that becoming nothing when faced with the power of time control.
Regenerating health. It's not a new thing, but a gripe on a game mechanic doesn't warrant a thread, so I'll gripe about multiple.
It's good to see games offering modes that do away with regeneration (Operation Flashpoint - not including HC on CoD, asthat has the option of Juggernaut), but why along with "two weapons only" did this turn into the exception?
Developers of FPS listen - Arcade type shooters with half of the world's weaponry on your back are fun too. I don't mind health packs (kudos L4D) or armour, you can take one step back to take three forward.
QTE. Fantastic idea, but now we have a genre that solely relies on this (Rhythm) fully established, we will gladly accept the removal in other genres.
I don't want to "press X to not die" anymore.
What gaming "innovations" have irked my fellow Escapists? Or is the new age of Follow the Leader the best thing to happen to the industry? (especially if one looks solely at the sales percentage)
FPS. Regenerating health/limited "carrying ability"
Action adventure. QTE
Three examples that are at the forefront of my mind when I type this.
Rewind was a fantastic feature when introduced in Grid. The intensity and unforgiving nature of the cars/tracks/opponents could be wiped away within twenty seconds.
Multiple attempts could be made at that last corner - smashing into your rival at different angles in an attempt to thieve the win.
However, does it really have a place in a simulation game? One that's all about the realism and the relationship of chassis contortion etc. All of that becoming nothing when faced with the power of time control.
Regenerating health. It's not a new thing, but a gripe on a game mechanic doesn't warrant a thread, so I'll gripe about multiple.
It's good to see games offering modes that do away with regeneration (Operation Flashpoint - not including HC on CoD, asthat has the option of Juggernaut), but why along with "two weapons only" did this turn into the exception?
Developers of FPS listen - Arcade type shooters with half of the world's weaponry on your back are fun too. I don't mind health packs (kudos L4D) or armour, you can take one step back to take three forward.
QTE. Fantastic idea, but now we have a genre that solely relies on this (Rhythm) fully established, we will gladly accept the removal in other genres.
I don't want to "press X to not die" anymore.
What gaming "innovations" have irked my fellow Escapists? Or is the new age of Follow the Leader the best thing to happen to the industry? (especially if one looks solely at the sales percentage)