Wierd things a game does better than anyone else

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deathbyoatmeal

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Some games have one wierd thing that they get right even if they have other flaws. For me one example is enemy reactions in cod games. I'm not talking about ai i'm talking about how satisfying it is to shoot them. Another is movement speed in bioshock. can you guys think of any more?
 

DuskServent

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Edit: Screw it, I think the best thing I can come up with is that most characters in any game can usually jump higher then any actual human being
 

Joey Wonton

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I loved killing people in Far Cry 2.

I don't know why, but it felt like a real challenge to take on a whole village of bad guys in that game, especially trying to take them out stealthily. And the sniping felt nice.
 

deathbyoatmeal

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BrailleOperatic said:
Psychonauts idle animations. I love Raz's bizarre chicken dance.

Eh, eh-eh, eh eh eh-eh~
haha that's the best, also his one liners are unbeatable. (burns a squirrel to death) "see you in hell!"
 

FalloutJack

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deathbyoatmeal said:
BrailleOperatic said:
Psychonauts idle animations. I love Raz's bizarre chicken dance.

Eh, eh-eh, eh eh eh-eh~
haha that's the best, also his one liners are unbeatable. (burns a squirrel to death) "see you in hell!"
Having played Psychonauts along with a friend one time, I think I can safely guarantee alot of the random comments and things are just frigging awesome.
 

kebab4you

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Dwarf Fortress and it´s difficulty , makes it extra satisfying when you out smart the game.

And weird, not wierd <.<
 

KarlMonster

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Are you thinking of a particular Bioshock? I thought the AI in Bioshock (the first) was a bit faster than I would have expected. On at least one occasion you're chasing a Nitro Splicer who would easily have gotten away from you, if he didn't keep stopping to throw stuff at you.

Stalker:Call of Pripyat does a neat thing when you're aiming while turning, you can tell from the sights moving in relation to each other that the weapon isn't quite aligned with your sight picture. Then when you do point in one direction, they still waver ever so slightly. It's still not quite right, but its a very thoughtful addition that impresses the hell out of me.

Actually, speaking of Bioshock. Remember that odd chain tattoo on your left wrist? Why do you even see that? He's wearing the only cardigan in the world where the end of the sleeves slide up the arm instead of down!

OT: Actually, I can't really think of anything really outstanding...
 

Jim From Accounting

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the gallons of blood when you shoot someone in killzone. also if someone knows this game, the points in the game where = to gallons of blood that had been spilled. its was on the ps2.
 

deathbyoatmeal

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KarlMonster" post="9.303522.12151212 said:
Are you thinking of a particular Bioshock? I thought the AI in Bioshock (the first) was a bit faster than I would have expected. On at least one occasion you're chasing a Nitro Splicer who would easily have gotten away from you, if he didn't keep stopping to throw stuff at you.

quote]

i meant the actual player walking speed, i felt like it was just fast enough where you could get around but not too fast so it felt unrealistic
 

Jeffrey Wasser

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The squad system in Jericho. Those who actually used it might know what I mean. Spoiler alert: you can jump from squad member to squad member and each has a different weapon and style. Sniper, melee, heavy weapons, etc. The thing is if you actually used the squad commands they set themselves up real well. Alpha squad up front, Omega squad in the back. If you were smart about where you posted them they took good positions (Sniper kneeling, Heavy Weapons guy in a good position to block incoming enemies) so when you switched they were already in a prime spot for use.
 

SHIFTYMACO

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Mount & Blade

The sound and feel of sword impacts and arrow strikes

The way horses move in Mount & Blade. Best horse physics I have ever seen!

I also love how your enemies get bloodied wherever you blade hits them and arrows get stuck in stuff instead of just disappearing like in other games, (Plenty of times seeing a blood covered infantryman charging at me with numerous arrows sticking out of his flesh and shield).

Destruction physics in battlefield bad company 2, When you see a tank you cant hide in a house like other games, the tank just blows the house to pieces!
 

Midnight Crossroads

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While I'm still playing through Far Cry 1, so I can't compare to 2, I loved the feeling of stealth in that game. It was actually somewhat difficult, yet rewarding. Enemies could actually spot you at a reasonable distance instead of being completely blind. It made sense because you red shirt would stick out against the green foliage.

I read somewhere that the MP5 was crap until I picked it up and realized it was silenced and had a single fire function while remaining one of the most accurate weapons in the game. Spotting a patrol of four or five guys walking down the road towards you, hiding, waiting for them to get close, then silently killing them all in an ambush with a quick series of headshots. Omaigawd, it's so fucking amazing.

Or using the sniper rifle to draw people to one area while sneaking around. I shot a sniper out of a tower. The whole area moved into the area I was while I moved into their fort, stole the explosives I needed, and got out with nobody noticing I was there.
 

LordRoyal

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Midnight Crossroads said:
While I'm still playing through Far Cry 1, so I can't compare to 2, I loved the feeling of stealth in that game. It was actually somewhat difficult, yet rewarding. Enemies could actually spot you at a reasonable distance instead of being completely blind. It made sense because you red shirt would stick out against the green foliage.
I recall when I first played Far Cry and noticed it's replayability was largely due to the developer's approach to level design. While the story mapped out a linear path through the forest, Crytek mapped out the entire island kilometers in length that you most likely wouldn't traverse through. It made exploration that much more satisfying when you didn't have to worry about hitting an invisible wall. It also allowed you to completely bypass an encounter if you were sneaky enough.
 

LookingGlass

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Opening and closing doors in the Penumbra and Amnesia games is just plain awesome.

For those who don't know, you click the mouse on the door and you drag the mouse in the direction you want the door to go (i.e. to open or close it). It feels great and it really adds to the tension if you're running away from a monster and you want to close the door behind you.
 

ChupathingyX

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Kukulski said:
Robbing people in Oblivion. I know that this is what Thief games were about, but there it was all serious and compulsory while in Oblivion I was like "I'm stealing your shit, lol"
It's just a shame that after stealing that fork worth 0 gold a guard from three blocks over would rush in to yell at you and cut your head off.
 

Dirty Hipsters

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The grappling hook in Just Cause 2. The ability to hook on to ANYTHING is amazing.
 

Sinclair Solutions

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Shadows of the Damned had good dick jokes, if that was what you were looking for.

Also, Far Cry 2 had some of the best bits of immersion, like the healing system. It was brutal to watch, but sucked me right into the moment right before the wonky AI and the bad voice acting kicked me right out again.
 

loc978

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deathbyoatmeal said:
Some games have one wierd thing that they get right even if they have other flaws. For me one example is enemy reactions in cod games. I'm not talking about ai i'm talking about how satisfying it is to shoot them. Another is movement speed in bioshock. can you guys think of any more?
...I think the first game that perfected "dying man AI" was BloodRayne, actually.

Crawl away, little man. Crawl away.

One game series that does campy comedy/pop sci-fi references better than anything I've ever seen, though... well, Secret of Evermore was no slouch in that department (edit: also, Maniac Mansion), but it really got overshadowed by