randomlyrossy
Member
Thought this was going to be a thread about the hidden gems in the Crash Bandicoot PS1 games, colour me disappointed :lol

Sir Fragula said:http://stevewalsh2.pwp.blueyonder.co.uk/BoxArt/Albion.jpg
Got it a year ago. We're still playing it.Stumpokapow said:Wii:
Deadly Creatures; you play as a tarantula or scorpion. You fight enemies like in Devil May Cry or God of War. There are strangely gross QTE finishers for combat. Has Ratchet-esque dimension-bending segments.
Endless Ocean; underappreciated Nintendo gem, a truly relaxing and rewarding game.
Ghost Squad; if you want a deep rail shooter, this is not it. This is over the top, insane Sega fun. Lasts 20 minutes, you'll replay it 50 times.
Klonoa; a gorgeous remake of a game that's been rightfully called one of the best platformers of all tiem
Kororinpa; rolling ball puzzle tilting game, awesome.
Order Up; a mix between a time management game and a cooking game, this is so much better than Cooking Mama. If you have any interest in an arcadey cooking game, this is it.
In many so called "strategy" games, the player may formulate a strategy in pursuit of victory. However, when it comes to executing the strategy, it is largely incumbent on the player to execute each small detail in order to realize the strategy. So, the "strategy" is actually something the player imposes upon the gaming system, as opposed to the player actually interacting with the system at the strategic level. At worst, this leaves the player so mired with the details that the big picture is lost or at best, the player can track the big picture but finds much of their involvement happening at a lower level than the one for which they acquired the game for in the first place.
So, what is it that is different about Panther's engine that allows strategy to be both the main focus of the player and main interaction with the game?
(1) Panther has introduced a flexible multi-level chain of command structure into the game. The player may interact with units/sub-units at any level within the chain of command. Thus, it is very adaptable to individual style and needs. One can both micro/macro manage within even a single gaming session. A critical road block can be created by tasking individual companies while some place else an entire brigade can be given very open ended orders to make an attack.
Some games have a natural level at which the player should interact with the game. As long as scenarios and forces are constructed around that natural limit, they play very well. Panther's engine is much more open ended. The ability to command at any level makes the game highly scalable. In many games, if you double the forces, the complexity for the player will quadruple (exponential scaling). In Panther's engine, the scaling is more of a logarithmic function. So, doubling the forces may increase the complexity for the player by a factor of 1.2 or so.
(Okay, keep this scaling in mind as I will come back to it soon.)
(2) Along with this being able to take command at any level, Panther has provided a very powerful (or as they prefer to say "capable") AI. In most games, the AI is something that serves as your opponent. In the Combat Mission series, Battle Front identified two different AIs. First there is the Tactical AI, which resolved combat between individual elements (units) in the game system. Second, there is the Strategic AI which formulates a high-level plan for the battle against the player. If we look at Panther's engine, we will also find both of these AIs. However, in the Panther engine the Strategic AI also functions on behalf of the player to produce plans in the execution of orders given by the player. It is this which allows the player to command at any level. The player need not concern him or herself with a myriad of typical details like choosing the best route, coordinating the movement of many units with proper overwatch and security, developing a proper attack formation, deploying different type of assets to their maximum advantage, etc...
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So, when we add the two above features together we get a highly scalable system that allows the player's main involvement to be with defining and monitoring strategy. In some games, you may be able to command large scale battles. However, this is often achieved by abstracting the forces involved in the battle. With Panther's engine, large scale doesn't mean highly abstracted. In fact, while playing HTTR you will find all the low level elemental units like infantry companies, anti-tank platoons, mortars platoons, ... individually represented and involved. So, even though you are directing a battle involving tens of thousands men and giving order to brigades, it is fought before your eyes at a much finer level of granularity. All the inherent messiness and give and take of battle is not abstracted away by some hidden numerical system. It is all there for your immersion and analysis despite your involvement at a much higher level.
(3) I think there is one other aspect of Panther's engine that significantly contributes to the strategic nature of the game. This is order delays. Anyone who is serving or has served will tell you that no plans/orders are immediately executed. They require time to plan, communicate, organize, and execute. You will also be told that command and control delays during WWII were much greater than they are today. There were no GPS satellites, computers, integrated battle management, etc... Panther has implemented such command and control delays into the gaming engine. While playing, you are free to issue orders and reissue orders at any point in time. However, if you choose to play with order delays (this is optional, but is selected by most players), then you will not be issuing orders and revising them every simulated hour. You are going to analyze and then, formulate a plan. Then, you will issue orders. Then, you are going to, with as much patience as you can muster, sit back and let things run their course. Even when things are not going well, you will not immediately jump in and tweak this or that. You will make a commitment as the commander to stand by your decisions until a major overhaul is needed.
Believe me, this all feels very real life. The requirement to create the best plan on incomplete/inaccurate information and then sit back and let things just happen, adds a lot to the fact that this is about strategy. You will work out a strategy and then set it in motion. You are not going to keep nudging things in the right direction based on some tables published by players who have reverse engineered the gaming system. I have never served in the military, but I have managed large scale software projects and this game truely captures the feel and challenges of leadership/management.
blame space said:![]()
oh the time I've put into this game...
Fun fact: the boxart is a stock photo. They just photoshopped (badly) a gun in his hand. I once saw the same picture on the cover of a completely unrelated book, and who knows how many times that pic has been reused.Foliorum Viridum said:
To be honest, the horrible box is probably one of the reasons it didn't sell... :lolJocchan said:Fun fact: the boxart is a stock photo. They just photoshopped (badly) a gun in his hand. I once saw the same picture on the cover of a completely unrelated book, and who knows how many times that pic has been reused.
This sounds excellent. A hidden gem from what was perhaps my favorite era of gaming.Coolio McAwesome said:![]()
Rocket is a fantastic 3D platformer that suffered as a result of an over-saturated market. The game stars a bizarre robot name Rocket who uses a built-in unicycle to get around. Throughout the game, Rocket also has the opportunity to ride around in a hotdog-shaped go-kart, a hovering paint cannon, a mechanical swordfish, a magic carpet, and a flying motorcycle. And, of course, no platformer would be complete without a mine cart section. Rocket has no arms and, instead, makes use of a grappling beam that can either be used to move objects around or to swing from poles, tree branches, and light fixtures. Rocket also gains new abilities as the game progresses, including a freeze ray that allows him to create platforms on water much like the ice flower from Super Mario Galaxy does. The game is notable for a surprisingly deep physics engine. Items will bounce and roll around when you throw them, objects will bob up and down in the water, and floating platforms will tilt and turn in accordance to your weight when you jump on them. The game is relatively sparse when it comes to enemies, and puts the focus on exploration and tricky platforming instead. This is not a bad thing, however, as the gameplay is extremely varied. One minute you'll be playing tic-tac-toe with a giant chicken, and the next you'll by throwing a sheep against a thorn bush to use as a makeshift platform. At one point, you'll have to jump into vats of paint to disguise yourself and, at another point, you'll get to build and ride your own roller coasters in an amusement park. Make no mistake about it either: Rocket isn't one of those games that only looks good on paper. The game's graphics and overall production values are comparable to what you'd expect from Nintendo or Rare. Consumers really missed the mark with Rocket but, thankfully, developer Sucker Punch would later see some much-deserved success with the Sly Cooper games on the PlayStation 2.
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True :lolFoliorum Viridum said:To be honest, the horrible box is probably one of the reasons it didn't sell... :lol
The game has an official thread with over 22,000 replies and has sold 150,000 copies in NA since release; it's as much of a 'hidden gem' as the PSP Go is a sales-age success.StateofMind said:If all of NeoGaf doesn't know about it by now; Demon's Souls.
Lagspike_exe said:![]()
Torchlight (PC)!
It's a loot game, with an awesome art style. Works on all kind of computers (does NOT require shaders, so you can even play it with GF2/GF4 MX). Also, it has a netbook mode for the netbook computers. Go buy it!
So tough to beat that you can find it in the OP ;pTheExodu5 said:This one will be tough to beat:
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Scythesurge said:How about Space Station Silicon Valley on N64? That game was seriously awesome but I feel like few others have played it!
Jocchan said:So tough to beat that you can find it in the OP ;p
olimpia84 said:![]()
IMO one of Rare's best games. Definitely one of the most underrated games out there.
theultimo said:Before Treyarch become the porting right hand of Activision, they made one game with one of the most fun and hard to master melee controls.
The game is Die by the Sword.
Using the numberpad to control your every movement on your arm (remember, this was 1998), the game was fun and you could dismember any part of your enemies. Its on GOG for cheap, Its the only Treyarch product I miss..
Sciz said:![]()
I've seen this game mentioned on GAF twice, ever. Part classic Castlevania, part Metal Gear, part light gun shooter, all wrapped up in a wild west setting with a really catchy soundtrack. Easily the most tragically overlooked game on the NES in this day and age.
shintoki said:Conan(360): I think after DMC4, This has been the best action game for the gen so far. People throw it in as a quick GoW clone(Which it is), but where God of War fails on Gameplay. This succeeds quite well. Nice difficulty, variety, and so forth. There is also another but too this, Where God of War succeeds on production value. This fails.:lol Definitely a hidden gem if you are looking for a solid action game to hold you over till Bayonetta.
Shadowrun(360): Game got a really shitty rep thanks to MS, Console war fanatics, Nostalgia critics, and a certain gaffer. But I still think the core gameplay is the best of the generation. Only two other games to come out with comparable depth and balance have been L4D and TF2. Even they don't have the wonderful balance Shadowrun had. If only it was budget price on Steam...would have done so well then.
Sciz said:![]()
I've seen this game mentioned on GAF twice, ever. Part classic Castlevania, part Metal Gear, part light gun shooter, all wrapped up in a wild west setting with a really catchy soundtrack. Easily the most tragically overlooked game on the NES in this day and age.
Foliorum Viridum said:To be honest, the horrible box is probably one of the reasons it didn't sell... :lol