Honestly this is one of the reasons I dig FROM games, because even just the loot drops and weaknesses of enemies and characters can tell you so fucking much about them you'd never learn otherwise. For example, in DS2, there's a lady who acts like a holy woman and sells you miracles and such. Except her clothes has a line about some straying from the path of righteousness, one of her miracles says "Was kept at the monastery, but stolen and never recovered" and every so often you'll be invaded by a red phantom that looks a hell of a lot liker her(and in fact, if you kill her before the invasions happen, they don't happen at all).
Fucking YES. As much as I love SoulsBorne games I’ve always thought it was a huge missed opportunity to never really show much damage progression to enemies. I mean, there are certain predetermined changes here and there and yeah you can shoot off a dragon’s tail occasionally but man, it would feel really, really satisfying to crush the chest of a skeleton with a great hammer or slice chunks out of a beast’s legs with a sword to prevent it from moving around as much, thus altering the course of a fight. It would really throw a new dynamic into fights vs mostly being a matter of attrition.Does anyone remember the days of old school Nintendo and Sega games where you would be fighting a boss, and as you beat the boss up it would start to flash red and the closer to death the boss was the faster that red would flash? This happened in those Ninja Turtle Beat 'em Ups.
Final Fantasy Mystic Quest is a terrible fucking game, but the enemy sprites would get damaged the closer to defeat they got and I really miss details like this.
These days very few games do things like this and it's a shame because with all the modeling tech we have now, you would think that modeling damage on characters as the fight goes on and on would be easier.
As far as I can remember only two games have done this recently. Monster Hunter as a series has done this forever as you break off parts and cut tails and shit, and the newest games are no different. But the other game....and you'll never expect this from me....Final Fantasy 7 Remake. Every boss gets damaged, from machine parts breaking, to snapping horns and other pieces off the enemy. As the fight goes on, the more damage the boss will show and this is sooooooo underrated.
I feel like the invention of Hit Points or life bars, made this need to showcase damage on the actual enemy models or otherwise showing the progress like with the flashing red stuff has simply gone away. Some bigger monster fights in things like God of War games had enemy damaged but it's just not done nearly enough as I think it should with our current state of tech.
That depends on what you're talking about. Not that Sega nor Nintendo didn't have plenty of those moments, but that was more so Konami's thing. Especially nearly all things Ninja Turtles.Does anyone remember the days of old school Nintendo and Sega games where you would be fighting a boss, and as you beat the boss up it would start to flash red and the closer to death the boss was the faster that red would flash? This happened in those Ninja Turtle Beat 'em Ups.
Depends on where you look. While there aren't as many AAA games that do this, there's plenty on the shorter budget or indie the circle that includes it. Either showing damage, flash of pain, turning red, two out of the three options, or all of the above.These days very few games do things like this and it's a shame because with all the modeling tech we have now, you would think that modeling damage on characters as the fight goes on and on would be easier.
Yeah but my point is that with all the tech that AAA games boast about, it never relates to this kind of detail in regards to damage models. Hell even in Gran Turismo 7, the damage is very very limited on the cars, when in porevious years you could really fuck these cars up. I can't think of any reason as to why games aren't doing these damage models for enemies anymore except that maybe the industry simply forgot it was ever a thing.Depends on where you look. While there aren't as many AAA games that do this, there's plenty on the shorter budget or indie the circle that includes it. Either showing damage, flash of pain, turning red, two out of the three options, or all of the above.
I'll give you some help. Start looking at games from 7th generation. As far as 8th generation goes, play Evil Within 1 & 2, Doom 4 & Eternal, Bayonetta 2, Wonderful 101, RE2 & RE3 Remake, DMC5, and WipeOut Omega Collection.Yeah but my point is that with all the tech that AAA games boast about, it never relates to this kind of detail in regards to damage models.
That depends on what game you're talking about. This is actually been a problem since the third or fourth game. Yeah, they show more damage by comparison, but it was nothing compared to a racing games back on the PS1 and PS2 days. I suggest you start breaking out the Burnout games again. Mainly Revenge and Paradise.Hell even in Gran Turismo 7, the damage is very very limited on the cars, when in porevious years you could really fuck these cars up.
You already know the reason why for officially licensed cars. As for the rest, most of them know, but don't care, and just want to save on some extra money. Usually all that money goes to the crappy mini games or the super hyper realistic environments and graphics. That is where all the money is going towards. Oh and of course, the top executives pay checks and pockets.I can't think of any reason as to why games aren't doing these damage models for enemies anymore except that maybe the industry simply forgot it was ever a thing.
I don't disagree with the rest of your post but there's one thing I'm gonna quibble with here.Final Fantasy Mystic Quest is a terrible fucking game, but the enemy sprites would get damaged the closer to defeat they got and I really miss details like this.
Not like they haven't released Final Fantasy games of extremely different genres since then, Dirge of Cerberus coming to mind. Doubt anyone ever predicted a Final Fantasy game would release that's a third person shooter.I don't disagree with the rest of your post but there's one thing I'm gonna quibble with here.
FFMQ is a lackluster Final Fantasy game. It was also designed to be "Baby's First Final Fantasy" for the kiddie crowdI(like kids just getting into video games) and honestly, with that in mind, I can't say it does a bad job at that. Arguably they should have left the Final Fantasy name off of it, but it wouldn't be the first or last time something had a brand name slapped on it to try to sell more.
A really bad one at that.Not like they haven't released Final Fantasy games of extremely different genres since then, Dirge of Cerberus coming to mind. Doubt anyone ever predicted a Final Fantasy game would release that's a third person shooter.
Eh. It's fine. But that's kind of the problem with it. It's just, fine. It's neither a good game nor a hilariously bad one. It just kinda comes and goes.A really bad one at that.
9 hours of repetitive shooting I would not call fine. If it were 4-5 hours, maybe. I'd sooner play the original XBOX version of Dead to Rights.Eh. It's fine. But that's kind of the problem with it. It's just, fine. It's neither a good game nor a hilariously bad one. It just kinda comes and goes.
My point was never the quality of the game itself. I just used it as an example of the damage being show on the sprites. As you kill enemies in that game their sprite becomes more and more damage which is an attention to detail that most games don't show. And if they could do it with Mythic fucking Quest, then why doesn't it happen with the latest and greatest DragonQuest games? Or any number of other games that come out, it's such a forgotten mechanic that I feel would be really awesome to make a return especially with how good shit looks these days.FFMQ is a lackluster Final Fantasy game. It was also designed to be "Baby's First Final Fantasy" for the kiddie crowdI(like kids just getting into video games) and honestly, with that in mind, I can't say it does a bad job at that. Arguably they should have left the Final Fantasy name off of it, but it wouldn't be the first or last time something had a brand name slapped on it to try to sell more.