Things we miss from old games.

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Jacques Joseph

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Nov 15, 2012
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I miss a lot of things already mentioned - health bars, the ability to carry more than 2 weapons (in FPSs), less linear level design, less hand-holding in general, etc.

One I would like to mention especially though, as it seems no one else has done so yet and it´s been really getting on my nerves lately: the ability to actually roleplay in RPGs. There was a time when dialogue wasn´t only about yes/no/dunno, or absolutely good/totally evil/strictly neutral (and possibly intel gathering), a time when you had options to choose from, even various ways of saying basically the same thing (e.g. accepting the quest nicely/angrily/bluntly/eloquently and what not...) and it was a great way to flesh out your character...
 

CrazyCapnMorgan

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Jan 5, 2011
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I remember when I could just plug in Secret of Mana or Secret of Evermore, get past the intro and go right into playing the game. No loading, no checking for DLC, none of this extra waiting around bullshit - BOOM - into the game I was and either wrecking someone else's shit or getting my shit wrecked. Didn't matter if it was LUNAR: Silver Star or Vay, Wild ARMs or Grandia, I loaded up the save file and away I went.

I'm not saying that all of the extras of today's gaming technology isn't worth it - I have Borderlands 2 DLCs after all - but I much prefer the times when all it was was just "Hey, I wanna play Solar Jetman" or "Final Fantasy Legend" and not 30 seconds after that thought, I was playing that game.
 

Shoggoth2588

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Aug 31, 2009
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Genocidicles said:
Loading bars.

Nowadays we usually have a stupid little spinning logo or something, like a little buffering sign in the corner. They're just so ambiguous... They don't tell you anything about how long you have left to wait.
I liked the loading-elevator as seen in Mass Effect. I know where you're coming from with the loading bar but I liked how with the hidden loading screen there was a chance for characters to interact and whatnot.

---

There was a time when the assault rifle was considered to be something worth having in an FPS and I miss that feeling that having a weapon like that was worth it. They did decent damage too and more often then not there was an even more powerful one waiting somewhere in the coming levels. Another thing I miss (someone mentioned this above) was how in a number of older FPS titles (and shooters in general) most if not all weapons had more than one firing mode.

Speaking of shooters, what happened to schmups this generation? The 3DS E-Shop has a good one called Chain Blaster but before this the last one I can remember being big and popular was Ikaruga on the PS2 and Gamecube...then looking into it a little bit more I've noticed that the Xbox 360 of all things has a game called Otomedius Excellent which looks a lot like Gradius only you're a magical girl instead of a space-jet. Death Smiles is another Xbox 360 game that looks like a Magical Girl version of Gradius.
 

JayRPG

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Oct 25, 2012
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Arqus_Zed said:
Ar tonelico Qoga: Knell of Ar Ciel
(Christ, don't just a book by its cover... but damn, that title.)

Hyperdimension Neptunia Mk 2
Hyperdimension Neptunia Victory
(I don't know what's worse, the fact that this... *ahem* "franchise" is so insulting, or the fact that they've been pumping out these turds yearly since 2011.)

Tales of Graces f
Tales of Xillia
(You know, I never liked the art style of Tales of Vesperia and I thought the story/characters were far from being on the same level as FF IX or Shadow Hearts, but I guess I still kind of managed to enjoy it. But now, the continuation of the "same old, same old"-gameplay and the persistence of that generic "new anime look" they push into... well, everything, made me skip on these all together.
Sounds to me like you don't like JRPG's at all.

You pre-judged Graces and xillia based on Vesperia(arguably one of the worst in the series)?

My 2 favourite games of all time are Final Fantasy 9 and Tales of Symphonia and let me tell you that after playing through Xillia 3 times now, it challenges both of those games for me.
I have no idea what you mean by same old, same old gameplay either... I was literally lost in the first hour, at least, in battles in Xillia, they have done a damn good job at keeping things fresh and adding new gameplay elements.

The first hyperdimension neptunia was rubbish, gameplay was in the toilet, the last 2 were actually rather good.

And you should not judge a book by it's cover as you suggest, Ar tonelico qoga was really enjoyable, not too much replay value but it had me hooked on my first playthrough.

I personally can't wait for Xillia 2 after playing xillia.

The ratio of good to bad JRPGs is pretty much the same as ever, it is a genre that you have to wade through to find gems and it's always been this way (Well except for the gamecube where every JRPG was just pure gold).
 

wetfart

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Jul 11, 2010
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DeimosMasque said:
Couch Multiplayer - My lady and I like to play videogames together and the slow removal of all couch/split screen multiplayer has been a real drag for us as it only leaves a handful of games to play together.
This! I really miss being able to do split screen multiplayer.

Also, I miss cheat codes. They're something that seem to have fallen to the wayside. I can understand the level codes being disused since many games let you start at any chapter you've unlocked. But sometimes I really just want unlimited ammo and the flamethrower right from the get go.
 

Arqus_Zed

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Aug 12, 2009
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Whatislove said:
Arqus_Zed said:
Ar tonelico Qoga: Knell of Ar Ciel
(Christ, don't just a book by its cover... but damn, that title.)

Hyperdimension Neptunia Mk 2
Hyperdimension Neptunia Victory
(I don't know what's worse, the fact that this... *ahem* "franchise" is so insulting, or the fact that they've been pumping out these turds yearly since 2011.)

Tales of Graces f
Tales of Xillia
(You know, I never liked the art style of Tales of Vesperia and I thought the story/characters were far from being on the same level as FF IX or Shadow Hearts, but I guess I still kind of managed to enjoy it. But now, the continuation of the "same old, same old"-gameplay and the persistence of that generic "new anime look" they push into... well, everything, made me skip on these all together.
Sounds to me like you don't like JRPG's at all.

You pre-judged Graces and xillia based on Vesperia(arguably one of the worst in the series)?

My 2 favourite games of all time are Final Fantasy 9 and Tales of Symphonia and let me tell you that after playing through Xillia 3 times now, it challenges both of those games for me.
I have no idea what you mean by same old, same old gameplay either... I was literally lost in the first hour, at least, in battles in Xillia, they have done a damn good job at keeping things fresh and adding new gameplay elements.

The first hyperdimension neptunia was rubbish, gameplay was in the toilet, the last 2 were actually rather good.

And you should not judge a book by it's cover as you suggest, Ar tonelico qoga was really enjoyable, not too much replay value but it had me hooked on my first playthrough.

I personally can't wait for Xillia 2 after playing xillia.

The ratio of good to bad JRPGs is pretty much the same as ever, it is a genre that you have to wade through to find gems and it's always been this way (Well except for the gamecube where every JRPG was just pure gold).
If I didn't like JRPGs, I don't think Final Fantasy IX, Shadow Hearts + Shadow Hearts Covenant (you really should play both for the full experience), SMT: Lucifer's Call, Chrono Trigger and Legend of Legaia are arguably my favorite games of all time (or at the very least, my favorite RPGs of all time).

Now, I've never been a big fan of the Tales of "insert whatever" series to begin with. I merely picked up Vesperia because of the good reviews and was kind of underwhelmed. Seeing as how Xillia and Graces f got lower scores than Vesperia, I can only assume this series wasn't meant for me.

Also, I am genuinely amazed you can talk about Hyperdimension Neptunia's gameplay... Because I can never get to that point, because I'm too busy talking about how insulting the game's story/characters/atmosphere/dialogue/design-whatever is. Seriously, what the fuck is wrong with that game?! You have a bunch of horrendously "chibi" drawn 10-year olds running around talking like they have a single digit IQ and putting on some slut-clothing every so often. Ten minutes, I swear, I got a brain aneurysm!

And to be honest, I never got to Ar Tonelico Qoga - I just remembered the PS2 original Ar Tonelico, saw it was still the same art style and combat (though with the third dimension added to it) and decided against it. And I still don't understand how series like Shadow Hearts, Valkyrie Profile, Legaia (though Dual Saga was a bit crap) and Dark Cloud / Chronicle / Rogue Galaxy bit the dust after the 6th generation, yet we still have Ar Tonelico and the Atelier series. And seriously, why are they all using that same crappy art style?! Where's Yoshitaka Hirota? Kazuma Kaneko? Anyone?

And yeah, sure... All JRPGs released on the gamecube were pure gold, all... three of them.
 

Skeleon

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Not constantly being told what to do, in terms of strictly linear corridors, heavy scripting and constant tooltips flashing.
 

redmoretrout

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Oct 27, 2011
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Customizable stats that allow you to significantly change your play-style. In most modern RPG's (Skyrim, Fable 3, etc.) your character can do everything exceptionally well and that really takes away from the re-playability for me.

And, if not you are completely restricted to a class with pre-set abilities. Which I find infinitely less interesting than building a character myself ala oldschool RPG's like Baldur's Gate and Fallout 1 & 2.
 

Auron225

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Oct 26, 2009
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wetfart said:
DeimosMasque said:
Couch Multiplayer - My lady and I like to play videogames together and the slow removal of all couch/split screen multiplayer has been a real drag for us as it only leaves a handful of games to play together.
This! I really miss being able to do split screen multiplayer.
I third this - really miss hanging out with friends and gaming together :S I can count on one hand how many games I own now that allow me to do that...
 

Darth_Payn

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Aug 5, 2009
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Mainly, I miss carrying more than two weapons in 1st FPS's, and graphics not trying to be "realistic" but look mostly puke brown. Throw some color on for gods' sakes!
 

Brotha Desmond

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Jan 3, 2011
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Instruction manuals. Back in the day if you wanted to know how to do combos, or which button did what you would look in the instruction manual. Now, since they long since stopped given manuals with games, they give you an unnecessary amount of tutorials.
 

deathzero021

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Feb 3, 2012
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for me, it's challenge. i hardly play any AAA games due to this. i think the most popular challenging game i've played recently was Dark Souls, and that game wasn't nearly as hard as people claim it is, although it's miles better than most of the action/fantasy games we've gotten over the past few years.

i miss the old "figure it out yourself" design that classic games had, now a days, there's always some guy on a radio telling you exactly what to do in today's games, like your too stupid to figure out the extremely dumbed down puzzles/objectives we have in modern games.

also, discovery. i like the non-linear freedom of roaming a world, or even a level, and finding hidden things or discovery a skill that wasn't told directly to you by an NPC. today, most modern games basically just hand everything over to you, they don't hide anything, they don't want you to earn them either. It makes the whole experience way too boring. You really do feel like you are trapped in a linear movie-like plot where you cannot leave the one true path and everything make play out the same way every time. drastically hurts the replay value.


luckily smaller developers and indie games are bringing back some of these traits but there's still not enough larger more grand experiences that utilize these elements.
 

teebeeohh

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Jun 17, 2009
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quicksaving
open levels
big arsenal that allowed you to always have your favourite gun while also having access to the gun you need for a situation without it lying on the ground.
not being treated like an idiots
secondary fire modes


i will no go play shadow warrior.
 

Artina89

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Oct 27, 2008
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I really miss health bars, and I find myself really disliking this whole "find cover and wait until your health completely regenerating" business that has started to crop up in games, it has sort of taken the challenge out of it knowing that it is not necessary for me to scavenge for health packs with only a sliver of health left.
 

FPLOON

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Brotha Desmond said:
Instruction manuals. Back in the day if you wanted to know how to do combos, or which button did what you would look in the instruction manual. Now, since they long since stopped given manuals with games, they give you an unnecessary amount of tutorials.
I actually find this both sad and a little weird when I do buy a new game and there's not even a trace of any sort of manual inside the game case... So far, the only games that I know that still come with an instruction manual is Pokemon... (or any game I buy for my 3DS, that is...) Really, other recent games on my game shelf that are not Pokemon or 3DS-related? Not even a digital instruction manual, since some of these games I could have gotten off PSN and/or Steam??

...Maybe it would have cost too much money to even print out an instruction manual in the first place and just making in-game tutorials is the most "cost-efficient" solution or something... *starts mumbling with anger*
 

Rad Party God

Party like it's 2010!
Feb 23, 2010
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Shadow Warrior has almost everything I missed from old games and things I didn't thought I missed.

-Fast movement. Playing Bioshock Infinite right after playing SW was extremely jarring.

-Backtracking and secrets. I like these when they're optional, not because the story tells you so (I'm looking at you Bioshock Infinite).

-Quicksave. Good God, I hate when games don't let you save anywhere, whenever you want, especially with shitty checkpoint systems (hello again, Bioshock Infinite!).

-More than 2 weapons. I generally don't have anything against the trope of "just 2 weapons" that Halo popularized, but I definitely appreciate when I can hold more, especially if they're the enemies' own head and hearts >:)

-Challenge. THIS is what a shooter should have, not some bullshitty shootouts where you need to cover in chest-high walls every 5 seconds.

-Longevity. I'm extremely surprised at how long SW is and how BIG the levels are! (although the ship levels are a bit bland, sadly).

-Huge ass bosses. I don't want to just "look at them" (yes, I'm talking about you Gears of War 2), I want a big, epic fight and this game just frakking delivers! :D

-Colors. Lots and lots of colors, not just shades of brown and grey (yes, I know the Crysis series and Bioshock Infinite, among some others, are very colorful, but they're the exception rather than the rule).

-Complete games. I don't have anything against DLC, but I DO hate it when they sell you an incomplete mess and later sell you everything else with "season passes".

So yeah, I want more of this please :3
 

Tuesday Night Fever

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Jun 7, 2011
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I miss when games weren't afraid to let me fail.

To elaborate, I find myself incredibly bored by a lot of newer games. Sure, a lot of them have great spectacle... but the challenge just isn't there. With the common use of mechanics such as regenerating health and auto-saves every thirty seconds games are just far too easy now. There's no real drive to become better at a game in order to continue onward, because you can just keep beating your head against the wall until you're successful. Constant forward motion. Games these days feel less like actual games, and more like defective movies that skip back a few seconds in time every so often. If I wanted to see a movie, I'd watch a movie. If I want to play a game, I'll play a game.

I realize that there are still a few AAA games out there that don't work this way, but they're the exception rather than the rule. I miss the time when it was the rule. Because right now games are just far too easy even with the difficulty settings maxed out, and that also makes them feel significantly shorter. I miss when I could buy pretty much any random game and be practically guaranteed at least 20 hours of gameplay during the first playthrough. These days, I generally expect to get less than 10 out of most.

Not to mention, to me anyway, it encouraged multiple playthroughs of a game to try different strategies. Whatever was successful for me the first time through, I'll try out the exact opposite the next time and see if that's viable as well. Sometime I end up finding new tactics that actually make the game even more fun than the previous time. These days though there's just no real drive or motivation for me, because ultimately it doesn't matter. No matter what I do, everything is viable, because the difficulty curve has been so thoroughly destroyed.

The end result is that I rarely buy AAA releases at full price anymore. They just aren't worth that much money to me. I used to buy pretty much everything on release day at full price. Hell, I even pre-ordered them most of the time. But rarely is there a game that I can't wait for these days until I can get it at bargain prices. I miss the kind of excitement I used to have for those new games. I miss the experience. And no matter what any AAA publisher wants to try to force-feed to me, I'm sorry, but spectacle is only part of an experience.
 

Gennadios

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Aug 19, 2009
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The thing I miss most is RPGs with the D&D style flat leveling curve that forced players to go prepared and switch out their tactics. You couldn't rely solely on level ups back in the day to beat monsters.

To me it seems that even Western style RPGs are taking the JRPG route of just giving the characters crazy stat and skill growth with each level up to keep the player from having to try too hard... well, the best of the western RPGs at least, some of them just decide to go all first person shooter and throw RPG mechanics into the trash bin.

I'm not complaining too hard though, between indies and Kickstarter, there's somewhat of a comeback.
 

Flaery

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Dec 23, 2012
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I miss the mascot era of games. Cute, bipedal animals fighting a random assortment of enemies with either side-scrolling or collecting as their main objective. Sonic and Mario are really the only two mascots I see nowadays and I miss the likes of Spyro, Ty, and Bubsy, the best out of all of them.
 

bono9001

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Nov 9, 2011
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kyuzo3567 said:
The Madman said:
Game developers not always treating me like an idiot was nice. Sure there are plenty of exceptions today, but the by and large it often feels like the vast majority of modern games either strive to cater towards the lowest common denominator or implement some sort of feature to try and let make the game easier for said denomination, and it's annoying.

Over long unskippable tutorials, constant 'help' popups that refuse to go away, simplified 'one button does all' control schemes, etc. Seriously, just let me play the damned game. If something isn't explained properly because I skipped a tutorial that's my burden, I'll figure it out, stop constantly holding my hand.

Of course there's also tons of older games that had manuals the size of small novels that counted as required reading, I'll admit I'm not eager to go back to that either, but there's got to be some middle ground here between games giving me homework and games treating me like a moron.
See I always loved the big game manuals. I mean sure it was annoying when the control schemes took up multiple pages, but I loved that the manuals usually had a map, character bios, race descriptions, and even the entire backstory summarized in a few pages in it. I miss those so much, I still have my original Warcraft 3 game manual because of that.
While I really agree with a lot of the posts on here (and hate tutorials over basic stuff like movement), the manuals is something I always miss. Rockstar used to make amazing manuals that fit the games (like Manhunt having the manual disguised as a catalog of snuff films or GTAIII having the manual as a tourism guide for Liberty City). But my all time favorite is the Wizardry 7 manual. 80-some pages of detail on what I still consider the best RPG ever made.