I think a lot of people loved the ship stuff in AC4. Personally, the first few times I ventured out to sea on a next-gen console with the wind on my back and some sea shanties in my ear was an experience I won't forget.Plenty of people will disagree with me, but the Ship stuff in AC: Black Flag
My take was just the actual act of sailing around on the open sea in a modern AAA game. They nailed the atmosphere and feel of it all. You could see the sea roil up in front of you as a storm approached, your men's shouts drowned out by the wind. In calmer times, your crew would break out into cheery songs as you charted a course from island to island, picking up treasure along the way. Ship battles were fun too, emphasizing the difference between front-facing cannons, broadside cannons, etc.It would be helpful if you could expand on what this "Ship stuff" is and how it elevated the game.
This isn't just to you, but in general. Come on people, not everyone knows everything about your favorite game.
Personally I thought the hacking mechanic dumbed the game down really hard and became extremely overused. if you didn't want to use it you were left with a character with a severe lack of combat variety compared to the other characters. It's unfortunate to me that as a mechanic it took centre stage for 70% percent of the game. But that's really my only issue with the game.
for better or worse, Majora's Mask and its 3-day time limit really made it the game it was. I thought the mechanic sucked but I guess for a game that was so similar to Ocarina of Time on the surface, it needed something to set it apart.
Was just thinking the other day that I wished the Mad Max game used an Active Reload type meter when firing off the car weapons like the harpoon and thunderpoon. Would have made the car combat 10 times more engaging and tense imho.Active reload in Gears of War.
+1Ki Pulse / Flux and the stance system in Nioh.
Weapon degradation system in Breath of the Wild, I just LOVE getting a new sword and never using it in fear I might need it later!
+1
Best melee combat ever seen in a game.
Splatoon's ink and swim mechanic: you shoot ink to damage enemies, to activate devices, to create paths, to score points, to limit enemy movement...you swim to move around faster, to reload ammo, to regain health, to climb walls, to hide from enemies...The best example I've seen in any game where 1+1>>>>2.
The entire gravity mechanic in Gravity Rush. You basically get to set the point that gravity pulls you to, so by setting that in the direction of the sky, you're essentially flying. Also great for scaling walls and fighting on the undersides of buildings.
The dodge for witch time in Bayonetta. Timing a dodge perfectly does an immediate time slow, which allows you to pile on extra damage.
Combined attacks in Chrono Trigger. Multiple characters can use their action at the same time to combine special attacks, for extra utility or effectiveness. Plus awesome animations.
The merging mechanic in Breath of Fire 2. You could basically fold characters into one another permanently, and create a super enhanced character with a different special skill.
+1Ki Pulse / Flux and the stance system in Nioh.
+1
Best melee combat ever seen in a game.
Here's another one: thein The Witness.environmental puzzles
Yep.Witch Time & Dodge Offset in Bayonetta.
I was dumb and didn't realize for a long time that you could unlock the ability to use dodge to ki pulse instead of R1.
Talk about a a game changer.
Edit - Maybe I wasn't dumb. The skill is called Living Water and the description doesn't really make clear what it does.
Ki Pulse / Flux and the stance system in Nioh.
The dodge for witch time in Bayonetta. Timing a dodge perfectly does an immediate time slow, which allows you to pile on extra damage.
Multi-tech attacks in Chrono Trigger
I was so pissed at having a two weapon limit at first, but I quickly realized how much creativity and strategy it enforced. A subtly genius decision.Limitations are freeing - only hold two weapons in Halo
Yessss, another good oneOri and the Blind Forest's Bash
Metroidvania games are nothing without their traversal mechanics, and they knocked this one out of the fucking park (in combination with several others).
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I'm with you on this. It always makes the game better.I just like to parry, give me something to parry and ill be fine!
Limitations are freeing - only hold two weapons in Halo
Came to post this
Tying in offense, defense, movement, ammo and specials to a singular mechanic worked wonders
I just like to parry, give me something to parry and ill be fine!
The Souls games have a number of unique and interesting mechanics, but I think the most important one is the "drop your souls when you die, and you have to retrieve them in one life or they're gone forever" mechanic. It adds this whole stessful risk factor, where you need to decide between moving forward and facing what's around the next corner (in the hope of finding the next checkpoint), or retreating back to the previous checkpoint and spending your souls on levels or items.
It causes this adrenaline rush that makes the first playthrough of any Souls game such a fantastically exciting experience.
The Souls games have a number of unique and interesting mechanics, but I think the most important one is the "drop your souls when you die, and you have to retrieve them in one life or they're gone forever" mechanic. It adds this whole stessful risk factor, where you need to decide between moving forward and facing what's around the next corner (in the hope of finding the next checkpoint), or retreating back to the previous checkpoint and spending your souls on levels or items.
It causes this adrenaline rush that makes the first playthrough of any Souls game such a fantastically exciting experience.
Ori and the Blind Forest's Bash
Metroidvania games are nothing without their traversal mechanics, and they knocked this one out of the fucking park (in combination with several others).
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Surprised this hasn't come up yet: Gambits from Final Fantasy XII. That level of micro control is just excellent for that kind of game (a more real-time turn-based game), and it boggles me that no one's ripped it wholesale before. Everything else after still is the same, crummy "Depend on ally AI". I don't want to depend on AI - I want to preset all my commands, conditions of activation, and priority settings, because why would I not?
'Bind' in the Etrian Odyssey games. It runs through the whole combat system, with the PCs, enemies, FOEs and bosses all vulnerable to it.
Bound legs? Can't use 'charge' attacks, can't flee.
Bound head? No breath weapons, no shouts, roars or spells.
Bound arms? No skills (special weapon attacks).
On top of that, some classes have skills that inflict more damage against bound enemies, or gain extra attacks, or are more likely to stack even more debuffs on them.
It's a great system that takes what would be a mundane status effect for a few rounds elsewhere, and uses it to expand the combat mechanics across the board.