• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Fascinating game concepts that blow your mind

Playing the whole game from a shoulder cam perspective (resident evil 4)

I always found the shoulder cam approach to be the best compromise (first person style aiming while allowing the player to execute third-person esque fight moves).

Now I know this perspective was available in games prior to RE4 (namely splinter cell), but RE4 used it throughout the game adding much cinematic flair. Gears of Wars also contributed with more dynamic camera movements.
 
Shadow of Memories (a.k.a Shadow of Destiny)

http://www.gamefaqs.com/console/ps2/home/367317.html
Step into the shoes of Eike, a man with the ability to travel through time. With this power, you must travel through changing time periods and use clues from the past to prevent your own murder. The actions you take affect your story path, resulting in one of multiple endings. Once you unravel the mystery in nine chapters, you can experience additional scenes. With multiple story paths and a variety of puzzles, Shadow of Destiny puts your dire fate into your own hands.
 
1z4eij8.jpg


BC, I still still want this game :(
 
SecretBonusPoint said:
Just because they werent easy and in plain sight doesnt make them "worst game design ever", it means they were a true puzzle to find that required some serious thinking. And the payoff was incredible changing the entire meaning of the ending segment of the game and indeed what the games story was all about.
Yeah but the part were there wasn't a single hint as to where they were arbitrarily located does strike me as bad design. If it wasn't for the gamefaqs guide I never would have found any of them myself.
 
Obvious one, but Portal. Blows my mind and I still don't understand how they make the portals work like they do.
 
Persona 3 - Social links growing stronger making your personae stronger. Blew my mind when I first played it - such a simple concept with a lot of meaning behind it.
 
Letters said:
Obvious one, but Portal. Blows my mind and I still don't understand how they make the portals work like they do.
Prey was 1st. Game doesn't get enough recognition, and it actually does more with the portals it has.
 
I thought BioShock did an excellent job with their audio diaries. I was amazed when I could listen to story like that while playing. Since then a few other games have done the same. Some better, some worse. I think Batman is the best implementation with ODST being my least favorite.

Dead Space's HUD is also pretty amazing. I know they weren't the first to do the health "in-game" like that but with all the menus popping up from the visor the way they did was pretty much perfection. Same with Metroid, just not as much. But that probably blew me away more since that was many years ago. :D
 
SmokyDave said:
Test Drive Unlimited and it's MMO style environment. I love that game and can't wait for the sequel.

This is my favorite game this gen, but I don't know that the concept blows my mind. It's just fun as shit. :)

For me, I'd say time manipulation like Braid is neat, but MGS1 had the most "whoa, neat" moments for me:
The frequency on the back of the box
Wolves pissing on you in a box so you can get by without being attacked later
HIDEO
"Ah, so you like Castlevania?"
etc

Also, while I never played it, that thing I heard about the MGS3 boss where
you can play, save, come back in a week and some boss dies of old age due to the internal clock
is about the most completely brilliant thing ever.
 
bjork said:
Also, while I never played it, that thing I heard about the MGS3 boss where
you can play, save, come back in a week and some boss dies of old age due to the internal clock
is about the most completely brilliant thing ever.
I believe that I also heard that
if you open the save BEFORE he dies of old age, he sneaks up on you and kills you as soon as you load the save.
 
BobsRevenge said:
Prey was 1st. Game doesn't get enough recognition, and it actually does more with the portals it has.

Agreed. I remember having my brain bent with Prey's portals before Portal released. Thought it was too awesome.
 
Dwarf Fortress...

Ascii based ultra-detailed mini-civilization simulator.

If only someone would come up with a decent visualization of it.
 
Puzzle Quest
I didn't know what to expect and at first I was like "ok, it's gonna be boring with all those long ass fights", and then, the mounts... the spells... the strategic combinations that can get you to litterally "one-shot" your opponent... I loved it.

Another World
First time I saw vector based animations and I was blown away. And on top of that the game was good.

Tomb Raider
First time playing in third person behind the character. Amazing.
 
- System Shock's way of telling you the story through personal logs and emails. Shit already hit the fans, and it was so eery hearing the terror unfold after the fact.
 
Metal Gear Solid: You have to unplug controller 1 and put it into port 2 before Mantis can't read your mind. (I spent a good 15 minutes looking for "port 2" somewhere inside his boss room before the concept finally hit me.)



The Secret of Monkey Island: Another 4th wall moment. You get to a small tree stump in the woods that opens up as a trap door. "there's a huge labyrinth sprawling down there!" insert disk 255.... (The game would actually check your disk drive, and deliver the error message that it was the wrong disk.) It did this a few times before finally explaining "oh well, an adventure for another day"... I thought it was really clever.



Super Metroid: From that first dusty husk, to the end of the game. The husks more than anything were really creepy, that they fall away to dust when you touch them.



Indiana Jones and the Fate of Atlantis: there is this one excavation tent that you get to in the game, after having just been walking around out in the desert. When you first enter it, everything is pitch black, then over the course of some time, the room lightens up slowly and details are revealed, and it simulates the effect of your eye adjusting to low lighting.



Metroid Prime 2: Echoes: Rezbit!
The enemy in digital fortress that overtakes your suit, and makes your visor act erratically, until you do a manual reboot
Easily one of my most memorable enemies in a any game.
 
ashk said:
Persona 3 - Social links growing stronger making your personae stronger. Blew my mind when I first played it - such a simple concept with a lot of meaning behind it.

Funny, I played Persona 4 and thought that the idea was neat, but the actual implementation was goofy. To me it seemed like a weak excuse to link together two parts of the game (social relations and dungeon fights) that otherwise would be totally separated.
 
Ploid 3.0 said:
Demon's Souls
Summoning people to help me in demon's souls.
People leaving tips.
Watching nameless people die.
Watching faint ghosts of people playing live.
Getting invaded by people that seek to slay me.
Entering other people world to slay them.
This all left me wow'd.

Another big one for me is DC Universe Online, being able to freeze other players and chuck them like a weapon. I still can't wrap my head around it...just doesn't seem like something a MMO can do.
 
Twisted Metal 2 blew me away -cars with guns blowing eachother up! Amazing! Such a fresh idea during a time when most other developers were busy making 3d versions of tried and true game concepts.
 
UnluckyKate said:
Enter a forbidden land, empty, beautiful and plain.
Challenge 16 giant god-like creatures to save your lover's life.
Ride a horse through stunning landscapes, reminding you every second how lonely you are and why you are enduring all this. Then battle in the most epic fights an human soul can imagine and
see you horse die saving yourself before you became a colossus yourself, enduring the weight of your acts on your shoulders to finally die to see your lover live.
Mind blowing.

THIS!
 
TheRagnCajun said:
Twisted Metal 2 blew me away -cars with guns blowing eachother up! Amazing! Such a fresh idea during a time when most other developers were busy making 3d versions of tried and true game concepts.

Well, they also did it in Twisted Metal 1, but I know what you're saying. :D
 
Metroid Prime 2 I think was the first time something on a gameplay level blew my mind. The level design was literally the best I'd seen in any game I'd played before. Now, before you tell me that Super Metroid is better, I missed the entire SNES-PlayStation era. I agree with that now, but at the time, I had never played the game. Anyway, playing Prime 2 I felt like I was really lost, exploring this vast expansive world. I would be in an area, and I would go everywhere and get everything my current abilities would allow, then move on to the next area. Typical adventure game fair. But there comes a point in the game where instead of going to a door and taking an elevator to get to the next area like normal, you actually go from one area of the game to another in a seamless transition. All of a sudden you have all these new abilities in this area and you go back and explore all over again, finding new places and new items. Exploring the world and the areas within it was just so fluid and fun. I'd never seen such comprehensive level design before, and I've rarely seen it since.
 
Teleport in Shadowrun, a lot of games have done teleport, but this is the only one that makes it really fun and balanced for competitive multiplayer.
 
A lot of the player interaction allowed in Eve Online is really fascinating. I'll probably never play the game, but it's fun to read about. I wish more developers were creating MMOs in that vein rather than endlessly cloning WoW.
 
neojubei said:
Prince of Persia: Sands of time - the rewind feature.

Which reminded me of Fatal Rewind. It was a Sega Genesis plataform game where on death it would replay the level up to the moment of your demise, only you could interrupt the replay and start playing from there. My first truly mind blow from a game.
 
LittleBigPlanet.


A concept that's been thrown around for years, yet everyone failed to make it easy to create, share and play.

and made by a 10 man team /bow
 
More of a story element but the last boss of the first Sonic Adventure, blew my mind.
notably the fact that you were "saving" him rather than killing him
 
First time I played Ultima Online was really mind blowing. In the first hour I had bought a horse, got engaged in some cybersex in the woods outside of Britannia. Someone came by riding some kind of dinosaur but stopped and watched for a while, before he ultimately killed us both. Got resurrected by a priest, went to a graveyard and killed some zombies. Dressed myself in a bone armour from fallen skeletons. Someone trapped me inside of four walls and left me standing there for a long time. Got out, got killed.

Nothing has come close ever since.
 
Ultima Online. Just the knowledge that I could do damn near anything within a virtual environment and surrounded by thousands of people. It's the reason I still play MMOs - that feeling.
 
BobsRevenge said:
Prey was 1st. Game doesn't get enough recognition, and it actually does more with the portals it has.

Ahhh stop right there! Narbacular Drop was the first to do it and they were the ones snatched up for the Portal team. I only played the Prey demo; did they ever actually let you create your own in/out portals? I'm curious how it "does more" with portals.

Also seconding SotC here. Crawling around a giant monstrosity and eventually taking it down while you're still on it was a game design concept I've had for years and was just waiting for someone to do it; so SotC ended up being a dream game for me. With so many games getting into parkour-like gameplay, I find it strange that none have bothered to copy the monster-climbing concepts. I would still buy a $60 PS3 remake if they'd make one. Even the small details of the music changing depending on what the colossus was doing and the song choices for each one really made that game brilliant to me. Speaking of music...

Rez. If you got good enough at the game, you could literally use it as a DJ interface. The sense of speed you would sometimes get (with the Dreamcast version, which was unfortunately not considered when Rez HD was made) was amazing and the game brought to life what I envisioned William Gibson's Neuromancer as. The music selection was perfect, the themes used were intense, and I have yet to play another game that so perfectly defines "playing to the music."

Finally, Knights in the Nightmare had some wicked concepts as far as using a touch screen goes. This is the kind of game that should define what kinds of games should be developed for the Nintendo DS and Wii, but sadly get looked over due to slight problems like poor story and missing multiplayer.
 
DaveKap said:
Ahhh stop right there! Narbacular Drop was the first to do it and they were the ones snatched up for the Portal team. I only played the Prey demo; did they ever actually let you create your own in/out portals? I'm curious how it "does more" with portals.
You know they had portals in Prey in 1998 if you really want to stick into demos? You made your own portals (not with gun, but with some other device)
 
Halo shield/health regeneration.
Halo Grenade mapped button.
Halo 2 weapons at a time limit.

The game blew minds with simplicity.

DaveKap said:
Also seconding SotC here. Crawling around a giant monstrosity and eventually taking it down while you're still on it was a game design concept I've had for years and was just waiting for someone to do it; so SotC ended up being a dream game for me. With so many games getting into parkour-like gameplay, I find it strange that none have bothered to copy the monster-climbing concepts. I would still buy a $60 PS3 remake if they'd make one. Even the small details of the music changing depending on what the colossus was doing and the song choices for each one really made that game brilliant to me. Speaking of music...

This.
 
Gabriel Knight 3 google-like search system: search in a HUGE database all the info you need and follow hyperlinks to get all the details. The fact that you could search for every single detail, historic character, mythological reference and such to help in your investigation made it completely awesome.

Also, solving the map puzzle through a whole episode using the poem hints, the data you could get from the search system and a geo tool that had dozens of options to manipulate said map was completely overkill. Easily the best, most intelligent and most fascinating puzzle ever made on a videogame.
 
Igo said:
Strafe jumping > Bunny Hopping. I pretty much love anything that actually rewards players that put their time and effort into learning the intricacies of a game.

THIS THIS THIS

I got an insta game boner when I finally could do Bridge 2 Rail.
 
Top Bottom