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Post by TheGunheart on May 22, 2011 20:14:53 GMT -5
So, any cool features or gameplay styles you wish caught on in the industry? Or at least were followed up on in later entries by the same developer?
For example, there was this licensed fighter based on Groove Adventure Rave for the GBA that used, instead of standard health bars, a "tension bar" that was depleted by taking hits and refilled by doing damage to the opponent. I realize it wouldn't really be good for every fighting game, but it strikes me as something that would make a nice "endurance mode" or something.
I also have to admit that few games ever adequately captured the style Deus Ex. Rather, they all decided to mimic the fetch quest required to upgrade your abilities (even Mass Effect 2 and Dead Space took this path), but only Vampire The Masquerade: Bloodlines really seemed to follow it in terms of player options and quests.
I also have to say I wish the Grandia series truly became the standard of how to implement an ATB system. Finding ways to manipulate turn order is one of my favorite gameplay elements, but Resonance of Fate is about the only recent one I've played that really allows you to stun enemies, and it's balanced rather poorly for this to be a strategic decision rather than a game breaker.
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Post by MRSKELETON on May 22, 2011 20:18:27 GMT -5
i think it's right to say that i wish any 'good' JRPG had more effect on the genre, JRPGs themselves have this weird disconnected feeling from each other, where even the most popular or best titles in the genre have little to no effect on any other game in the genre.
i also wish developers would recognize the impact of titles in a smarter way. Shadow of The Colossus was certainly a revolutionary game, but all developers drew from it was that players like fighting large bosses.
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Post by Deleted on May 22, 2011 20:21:33 GMT -5
all developers drew from it was that players like fighting large bosses. This should be bronzed and put on the desk of any aspiring game developer, TODAY.
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Post by TheGunheart on May 22, 2011 20:23:50 GMT -5
I think one problem is that fighting large bosses in games really hasn't progressed much further than the final fight of Yoshi's Island.
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Post by Ike on May 22, 2011 20:27:40 GMT -5
Earthbound, the entire game.
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Post by MRSKELETON on May 22, 2011 20:27:54 GMT -5
all developers drew from it was that players like fighting large bosses. This should be bronzed and put on the desk of any aspiring game developer, TODAY. besides devil may cry or bayonetta, almost literally every action game released since SOTC has some kind of 'climb a giant boss and then kill it' thing going for it, with none of the atmosphere or technical prowess that SOTC displayed it'd be like taking metroid's level of exploration and level design and taking only the fact that players like to backtrack around a large area an- Oh.
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Post by Deleted on May 22, 2011 20:30:16 GMT -5
HA! You deserve a gold star or something for that one. I just want to know who I have to literally murder in order to get Konami to make a game like Castlevania III again.
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Post by MRSKELETON on May 22, 2011 20:32:53 GMT -5
it's not that konami needs to make a game 'like' castlevania III again, symphony of the night had really strong difficulty curve for being a leveling-based game and it also had very strong level design. it had some fairly traditional castlevania level design actually, but what the problem is that every game afterwards abandoned castlevania level design in favor of what's 'easier' to traverse. what's 'easier' to traverse doesn't always translate to what's more fun, and in that right a lot of the portable outings suffer from being boring to explore.
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Post by Deleted on May 22, 2011 20:36:02 GMT -5
I'd have to disagree on that point. Symphony was great for what it was, but every subsequent release in the series felt like a copy of a copy of a copy. I'd much rather see them make a more "classic" experience than yet another Symphony clone.
Besides, if anyone were to say that Symphony wasn't easy, they'd seriously need to get their head examined. That game almost has an auto-pilot mode.
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Post by MRSKELETON on May 22, 2011 20:37:58 GMT -5
i don't know, i kind of like the way symphony handles it's difficulty. it's not too difficult, but not too easy and the bosses put up a healthy challenge (fuck doppelganger 40, seriously)
basically all I can say about a 'classic' experience is Order of Ecclesia, though it still holds a lot of the symphonies mechanics.
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Post by susanismyalias on May 22, 2011 21:44:01 GMT -5
FINAL FANTASY V
Give me job system or give me death.
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Post by TheGunheart on May 22, 2011 22:49:30 GMT -5
I'd love to see a game that's a full cross between Dragon Quest IX and Final Fantasy V: a fairly freeform RPG where you make your own party and have full access to the job system.
And...I'd like it set in Ivalice. I want to make an entire party of Moogles.
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Post by vetus on May 22, 2011 23:31:04 GMT -5
I'd like to see other rpgs adopting the battle system of Namco X Capcom and Super Robot Wars OG - Endless Frontier.
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Post by kitten on May 23, 2011 0:11:22 GMT -5
Bionic Commando (09) - More 3D games with a skill-intensive swing mechanic mixed with shooting mechanics, please. BC09 shouldn't have been one game, it should be a genre.
Resident Evil 4 - While we did get Dead Space being heavily inspired by this, I feel the same way I do about it as I did about BC09 in that there should be an entire genre that plays like this. RE5 was a hideously mediocre game that completely stomped on the fertile grounds RE4 had planted for the genre to go out. That new game by Suda51 and Shinji Mikami and Akira Yamaoka looks like it might play more like RE4. While we're on the subject, the Wii version proved TPS could be phenomenal on the Wii... too bad that never caught on, either.
Earth Defense Force 2017 (I haven't gotten into the rest of the series) - Repetitive, mindless fun. This game is so simple, but so entertaining. I find it hard to believe that bigger names haven't tried the formula to a greater budget. With the popularity of repetitive gametypes like Halo's Firefight, Gears of Wars' Horde mode and Call of Duty's Zombies mode, there's definitely a demand for simple and repetitive fun.
Fable (series) - Action/adventure mixed with light, Sims-esque role-playing and a heavy emphasis on atmosphere has created a series I feel is so ripe, but so unexplored. Each Fable game is great in its own right, but also terribly disappointing, too. So much more could be done here, and the general idea is one I feel could be enjoyed by any type of gamer, even the most casual.
Halo Wars - Proof that competitive multiplayer and singleplayer RTS is more than just playable on consoles, that it's actually good on them, if done correctly. I approached Halo Wars with a very pessimistic outlook and was floored by the amount of quality put into the game. Unfortunately, it barely sold over a million from what I remember, so no one cares about even getting it a sequel.
Shadowrun (360) - Extraordinarily well-balanced competitive multiplayer without sacrificing any amount of skill-intensity. Multiplayer now is degrading into having either too many skill-lacking support roles or just becoming a tedious grind, and Shadowrun was sadly quite unpopular with the general public (although still has a cult fanbase).
Metal Slug Advance - Combines light Metroidvania elements with the high difficulty of other run 'n gun games. Proof that sidescrollers where you explore don't have to lack challenge or resort to grinding. Castlevania could take a few lessons from this game.
Knights in the Nightmare - I don't even know what you'd call this game, but this is definitive proof that a grid-based strategy RPGs have a fuckton of room for innovation and challenge beyond just tediously plotting.
Mega Man Fucking Legends - I have no idea why this series didn't blossom to more than a smaller, cultish fanbase. The way the game functions is so appealing to me, and such a perfect blend of action and exploration that it severely disappoints me that it didn't inspire any good copycats.
Demon's Souls - There are so many things I could go into about how this game should have inspired more changes in the industry that I could write a book about it. From touches as simple as leaving messages in the world to things as grand as the intricacies of its PvP, Demon's Souls was a seriously revolutionary game in the way it was constructed and its online play was handled that I'm bewildered we don't already have more games like that, and that we didn't have a game that handled online play like it before it came out.
Mirror's Edge - Challenged the "S" part of the "FPS" genre in such an innovative way I'm really sad it appears as though it's not so much as getting a sequel. The art style was also something else.
Valkyria Chronicles - Redefined "strategy RPG" for me. Combining light elements of a third-person shooter and keeping a strategy core while removing the grid helped shape an excellent and truly innovative game. I love Valkyria Chronicles dearly.
Mega Man: Powered Up - I really wish this game had made other series do the same things. The amount of content and in-depth level editor really inspired the action-platformer formula. While LittleBigPlanet is arguably more innovative, it loses the challenge and tight mechanics a game like Powered Up has. Maybe Mega Man Universe was going to take some of the great elements form Powered Up and really elevate them, but it never happened (or, maybe it was just going to be a piece of shit).
Wild Guns/Any game like Wild Guns - I don't know why there aren't more of these. Just play this, and tell me there shouldn't be more with a straight face.
Zack & Wiki - This should have spawned a flood of similar games, but sadly went unnoticed. God damn it, Wii, you could have been so much better than you are. This is one of the few "Adventure" games that I've truly loved, and the way it used the Wii-mote was practically genius.
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Post by derboo on May 23, 2011 0:32:29 GMT -5
Weaponlord
Mirror's Edge
Non-Metroidvania, non-puzzle 2D action platformers
Fallout (especially vs. Diablo)
What I recently learned is called "Immersive Simulation"
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