Ico.
The level design to this day is still better then most games out there.
Kill Switch is up there most definitely. Revolutionized cover based shooters
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Soul Calibur II. It's still the best fighting game ever made. For the record though, SC5 is fantastic.
No, no it didn't. Most of these cover based shooters are copying GOW not Kill Switch.
SC2 isn't really a good fighter when you get into it because most characters are worthless due to the way you can defend.
I want to expand the Perfect Dark list since some people seem to agree with me.
- Counter Co Op
- Custom tagging based on your behavior during competitive play
- Full stat log with many granular information regarding your performance, both global and per match.
- Customizable multiplayer character model (almost using face mapping)
- Every weapon had 2 fire mods which were really inventive (knife becomes throwing knife, some guns become mines, sentry guns)
- Tons of multiplayer modes
- Fully customizable weapon spawns for multiplayer (only mines and pistols games, etc)
- Target practice mode
- Crazy amount of weapons that actually behave differently than other games (Ping pong grenade, laptop gun)
- Main menu runs on top of the actual game
- Best weapon cycling mechanism in any console FPS game ever (the expanding wheel)
And im probably forgetting so much more, last time I played this game was in 2002 and this is just the stuff I remember.
And GOW got it from Kill Switch. Cliffy admitted this, and even mentioned Winback at least once in an interview.
I disagree!
What about something like Eve Online or Star Wars Galaxies pre patch, where the entire game economy is player based?
Dark Souls is blowing my mind right now in this aspect, everything is connected and without loadings.
I'll add to this having just played the XBLA version a bit the other day.
-You could shoot out lights, to create cover of darkness.
-Shoot the weapons out of enemy hands, which they could then retrieve or use a sidearm.
-Wound enemies, who would then limp away bleeding and warn other enemies.
-Wounded enemies left blood trails you could follow.
-Higher difficulties actually added new objectives, boss fights, and encounters rather than just modified health/damage etc.
-You could command AI bots in multi to do your bidding, defend positions, attack certain people, etc.
-You could move around furniture to block doors and provide cover, etc.
-You could make AI surrender to you if they were wounded or you snuck up on them
-It had a hub world in the Carrington Institute that provided mini games and exploration as well as tutorials.-The game had a ton of unlockables attainable by in game achievements, characters, weapons, coop AI partners, even entire missions and levels were unlockable as a bonus.(Not to mention was brought into the actual game proper later on)
-game had some awesome lens flare effects for back in the day.
and a whole ton more.
Game is still a blast to this day.
Indeed, I've no proof but I'd say Ico was an influence on From Software for their Souls games, from a level design view anyway.
Thousands of fans complained XII was too unfocused, that it didn't have enough cut-scenes and was unemotional, so SE made XIII very linear and added too many cut-scenes with loads of melodrama. What a shame. XIII was a result of fan feedback and ironically became one of the least popular entries in the series. Sometimes it's best for a developer to just ignore them.Final Fantasy XII.
It's a shame XIII was a huge step back from it.
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Soul Calibur II. It's still the best fighting game ever made. For the record though, SC5 is fantastic.
YES!
What about the widescreen mod, hi-res mode, surround sound, mp3 playback implementation, extremely vertical levels, see through walls with that one aimbot gun.
And so much more, the feature list in this game would make any developer sweat just thinking about implementing, testing and balancing all this stuff.
Sounds like BS. Every decision that led to FFXIII was made due to technical and time restrictions because they had trouble with HD assets.Thousands of fans complained XII was too unfocused, that it didn't have enough cut-scenes and was unemotional, so SE made XIII very linear and added too many cut-scenes with loads of melodrama. What a shame. XIII was a result of fan feedback and ironically became one of the least popular entries in the series. Sometimes it's best for a developer to just ignore them.
To me Halo CEs gameplay and AI is still one of the best in the biz. Just playing through Anniversary again and it blows me away everytime how much they got right in so little time.
I don't think they thought too much about balancing stuff. Which was great, since you could customize your multiplayer games to such a massive degree. Go balls out with crazy weapons, or have a toned down match with a balanced weapon set.
On the topic of widescreen mode, you could even play it at the cinematic ratio of 2.35:1. Super widescreen.
This game is the main reason I'll pick up a 360 someday, along with REZ HD and the Halo series
Perfect Dark
The achievements, counter co op, personality based AI, etc, etc
Correct as well. Dunno how I missed that.
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The Nomad Soul a.k.a. Omikron. The first game I played where I felt like I was actually exploring a living, breathing world. It tried to meld fighting, RPG style stats, first person shooting and adventure game elements all together...not always completely succesfully I'll admit. Exploring the world and find stuff to do was still great fun, and if it never quite lived up to it's ambitions, I thought it was way ahead of it's time, and to this day I haven't played many games that sucked me into it's world as much as this one. I thought Fahrenheit was pretty good but it wasn't quite the same. Only played a few minutes of Heavy Rain before it got stolen and I haven't yet bothered to buy another copy.
One other thing:
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Virtual David Bowie. That is all.
Is this a stealth Perfect Dark appreciation thread? I wish today's shooter feature half of the feature of this game. I'd be happy with challenging and meaty single player campaign though, but even that seems too much to ask.
said:
OG TrackMania and TM2 are crazy, Nadeo keeps on doing their own thing. There's a ton of stuff that other devs could learn from it's single minded pursuit of community driven time trial perfection.
The AI was planned but never implemented. The dinosaurs were supposed to have routines for hunger, anger, curiosity and other "emotions," many of which were independent of the player thus creating a living ecosystem in the game.The ultimate answer here is Jurassic Park: Trespasser released in 1998 for the PC
Technically speaking, it was so far ahead of it's time it's ridiculous. The game's graphics engine was coded to make use of bump mapping, specular lighting and the game's engine was coded specifically to handle large open world complex environments. These are things we would not see from video games until the mid 2000's at least.
Every AI in this game had it's own set of independent objectives that don't have anything to do would you. Raptors would dinosaurs in packs trying to get a meal and would leave you alone if there was something bigger to kill. This sort of thing was not even tried in video games until STALKER. A quick side note, the early versions of STALKER were in of itself pretty ahead of the curve on this note, the developers intended for some AI characters to be on the same main quest as you making it possible for an AI to "win" the game before you did.
Trespasser had an advanced physics engine that we would not see again until Half Life 2. Every item in Trespasser had weight and could be manipulated with your hand. Random rocks could be thrown off cliffs to hit dinosaurs and kill them, crates could be piled on top of each other and turned into a makeshift ladder. Even the guns were handled like this. You literally had to pick up guns with your virtual hand.
However, because the game was so far ahead of it's time - and still is in many ways, it was incredibly buggy and impossible to play on 1998 computers.
Majora's Mask - Only game I've ever played where I didn't feel like the world revolved around me.
ctrl + f "trespasser". All is well.The ultimate answer here is Jurassic Park: Trespasser released in 1998 for the PC
Technically speaking, it was so far ahead of it's time it's ridiculous. The game's graphics engine was coded to make use of bump mapping, specular lighting and the game's engine was coded specifically to handle large open world complex environments. These are things we would not see from video games until the mid 2000's at least.
Every AI in this game had it's own set of independent objectives that don't have anything to do would you. Raptors would dinosaurs in packs trying to get a meal and would leave you alone if there was something bigger to kill. This sort of thing was not even tried in video games until STALKER. A quick side note, the early versions of STALKER were in of itself pretty ahead of the curve on this note, the developers intended for some AI characters to be on the same main quest as you making it possible for an AI to "win" the game before you did.
Trespasser had an advanced physics engine that we would not see again until Half Life 2. Every item in Trespasser had weight and could be manipulated with your hand. Random rocks could be thrown off cliffs to hit dinosaurs and kill them, crates could be piled on top of each other and turned into a makeshift ladder. Even the guns were handled like this. You literally had to pick up guns with your virtual hand.
However, because the game was so far ahead of it's time - and still is in many ways, it was incredibly buggy and impossible to play on 1998 computers.
Indeed. Bioshock takes some cues from this and the audio logs act like the scans, but I still think that Metroid Prime did it better.Metroid Prime.
It's just so good, man.
That atmosphere. That detail. That level design. That music.
I think one of the biggest things that other games should have adopted is the scan visor. It's just a "What the hell is this?" button, and the flavor text it throws at you does wonders for world building. It's amazing how every single enemy in the game has a detailed logbook entry complete with pictures.
Other games have tried implementing similar "What the hell is this?" buttons, but the only game that's come close Metroid Prime's effort and attention to detail, much less surpassed it, was Metroid Prime 2.
Absolutely right. It's a great mix of the japanese RPG mechanics with western RPG ideas. I still have to play Xenoblade, I don't have a Wii now...FF XII, it was only until Xenoblade that the rest of the genre started to catch up with its free roaming gameplay.
Do you really think that this belongs to Winnie the Pooh?One of the only things FF XIII had over XII was the soundtrack. XII's soundtrack is way too somber, the soundtrack in XII sounded like it belonged in Winnie the Pooh.
The Legend of Zelda: Majora's Mask
Why?
- Gave a feeling of a living brething world that I haven't yet felt in any game since
- Was genuinely creepy and eerie without being in your face scary. Made you feel alone in the world of Termina, something games struggle with today.
- Secrets, so many secrets. I've played the game so many times and even this year I'm hearing about certain parts of the game that I missed (The talk with Anju and her mother)
- A big (not huge) world that actually has things in it. Puts Twilight Princess to shame in that regard.
- Graphics, for N64 are amazing (Thank you expansion pack) and really haven't aged badly at all IMO, unlike most of that generation of games,
Damn right, with Jamix giving good reasons why.Majora's Mask and Clock Town.
I wish to see another sequel to this. Such a great game.Mirror's Edge.
The gamers weren't ready for this kind of game.
Sleep well sweet prince...