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| The best and worst attempts at something new | |
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| Tweet Topic Started: May 29 2008, 02:24 PM (291 Views) | |
| Col | May 29 2008, 02:24 PM Post #1 |
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Not Poodle
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Back in the days when 3D gaming was relatively new, games were of the same genre were pretty much the same, except with the differences that are often highlighted when people try to compare games as being the same. For example, different tracks and paintwork on cars for driving games but the games were typically the same thing. A similar thing can be said for the FIFA franchise and the PES one too. Then eventually, around about the time of the PlayStation and the N64, stories began to emerge in games, where instead of simply playing through a themed level and then moving onto the next, they actually related to each other, and there was a reason as to why you were in a particular place and why it followed on from the last one. Now we're seeing more games developers attempting to introduce a bit of originality into their games with features which may or may not be considered realistic, but add to the game, so that you don't just run around blasting away whenever you see an enemy, and you actually have to think about what you're doing. It is no longer the case that you can stand in the wide open, perfectly still, blasting away at an enemy who doesn't react to you hitting him except with a little "ow" sound, then after enough hits, he performs a set death animation which loads of other enemies have done in the exact same way. Literally. Now, set death animation are a thing of the past and most modern games incorporate ragdoll physics when a character dies, meaning that the body collapses in a much more lifelike way. The same can be said, to an extent, of the strategy of playing games. You can't just run into a room with all guns blazing in the wide open and expect to survive a 100-man ambush. Nor can you be safe in the knowledge (Worms games) that your CPU characters will never use a particular weapon or strategy. Developers realised that when they incorporated this type of intelligence into the numerous enemies excountered in the game by your single character, that this is likely to make a game far too difficult to complete. The less-imaginative developers solved this problem by including less enemies per battle, to ease the load a bit. Others made them far to easy to kill by giving them next to no health. There was also the issue of the pool of original puzzles and challenges running dry with the current gaming style, so something had to be done. Hence, the more imaginative developers allowed certain characters, such as your own or some NPCs, to have some form of abnormal ability, SPOILER such as with Prey, the ability to leave your body where it can't be killed and roaming the environment with just your spirit. Likewise, FEAR and Timeshift allow you to manipulate time, and Gears of War forces you to use cover tactics.[/b]END SPOILER[/b]. So what do you think are the best, worst, and most original attempts at improving the gaming style? What are the best and worst attempts at including something extra so that you can't just run out into a shower of bullets and expect to survive? What are the best and worst attempts at including a new challenge for the player? And what aret he best and worst attempts at improving the realism of a game, with the exception of graphics? Discuss. |
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| Noolsey | May 29 2008, 02:39 PM Post #2 |
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Sextbook: By Order Of The Admin
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Worst = Wii/Wii Fit The Wii has terrible graphics, I know you said not to mention them, but I don't care to be honest. You can argue all you like, but the graphics are a massive part of modern gaming. A terrible control system too, but you all know this one. Game wise, it would be Phantom Hourglass. Bad controls. The exact same plot. You get the idea. The Mario games annoy me too, they're just remaking 64 and sticking a new background on it. There's nothing that's actually new about it. |
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| PJI | May 29 2008, 02:49 PM Post #3 |
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Wolfos
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I can pretty much agree with Nools' post. Considering the 3D Mario games, some physiques might have been changed around in Galaxy a bit because of the way gravity plays in the game. But apart from that, the way in which you achieves the goals in the game (collecting the Power Stars, predictably) was exactly the same. Beat a boss, reach a certain platform, or most annoyingly, gather a certain amount of special coins. Makes me long for a new 2D Mario that wasn't as bad as NSMB. |
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| TimeShift | May 29 2008, 02:55 PM Post #4 |
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PK Thunder!
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I, too, have noticed a change in games, but it's for the good. ^_^ What about Assassins Creed? Where you can use the Hidden Blade that you carry around everywhere, or on Ninja Gaiden with the claw glove. It would also be nice when you die that when you return to the area you find the enemies in different positions/locations. |
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| Noolsey | May 29 2008, 02:56 PM Post #5 |
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Sextbook: By Order Of The Admin
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But Assassin's Creed punishes you with menial tasks between the good parts. |
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| picollo no. | May 29 2008, 03:05 PM Post #6 |
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Wolfos
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Well what I've noticed with Kingdom Hearts (and games like it) is that while the bosses are generally easy they often have a few cheap moves you can't really dodge or prevent and what they will spam to death in order to make the bosses seem harder than they actually are, which means death not from lack of skill but from cheap AI. It may not be something too new but is something I'm noticing more. |
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| TimeShift | May 29 2008, 03:07 PM Post #7 |
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PK Thunder!
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The thing I don't like about games when you are fighting is when there is only a certain area on the enemy that you can do damage to at a certain point in the battle. So you're blasting the b***** with your gun then it reveals its' weak point and lets you attack it. So annoying. Just let me run in and gun the b***h down. <_< |
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| Col | May 29 2008, 03:40 PM Post #8 |
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Not Poodle
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Metroid Prime anyone? There's a point: In Metroid Prime, why is it that the morph ball super bombs or whatever their called can't damage something that the flimsy little charge beam can?! |
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| GarydosRC | May 29 2008, 03:47 PM Post #9 |
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Resident Nintendo advocate
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It's simple: people want a realistic game where you control a single character (possibly a small group) against many realistic enemies but they don't want it to be difficult. Oh wait... I think that in terms of difficulty, a good system is one from 'The World Ends With You'. You can change your level and difficulty at any time, so you're in complete control of the difficulty. Meaning the final boss can be an insanely hard fierce 20 minute battle, or a quick massacre of the bad guy because you just wnat to see how it ends, but if you want any of the good items being at top level on easy gets you nowhere. That's just one example that shows how you can get a really good system for difficulty. As for originality, it's to be expected that some new ideas are going to fall flat on their face. If they didn't then everyone would be doing new things because there's no risk to it. Some new ideas work, some don't. I think overall there's been a pretty good balance of new working games, if only Nintendo themselves would abandon the 'use an old franchise with a new idea so it'll sell better' idea. |
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| Tiptup | May 29 2008, 05:45 PM Post #10 |
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Funk.
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I'm not sure if it was new, but the fact Pokemon let you have a that large a choice of what 'characters' you wanted to level up etc was something I found very awesome when I first played it. The worst one was Goldeneye ROGUE AGENT. What a great way to crush people's hopes by taking a name far too literally in an attempt to make it 'new' and 'different'. |
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