Tomb raider 2013 did it better.Non-sticky cover with contextual awareness in The Last of Us. Also running melee attacks. 😈
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?
Detective vision in the Arkham games.
PREACHEncounter chaining in The World Ends With You. Early on you get the ability to queue up to four encounters at once (and up to 16 at once in the postgame). Normally a single battle is fairly trivial since you get healed after each one, but in a chain your status gets carried over between each round, turning normal battles into endurance runs and forcing to consider your use of resources over the long term. Suddenly limited use pins and fusion moves taking longer to charge back up every time you use them become significant factors, and enemies get stronger every round. But you also get all your drop rates for the entire battle multiplied by the number of encounters you chain, and every round you take on after the first increases all the pin EXP you get from the whole battle by 10%.
There's also another mechanic where you can lower your level at will, getting another drop rate multiplier equal to the number of levels you lower yourself by, and this is multiplied by the number of encounters you chain. Basically The World Ends With You has the best systems ever for making trash encounters not trash, and everything should rip it off.
TitanFall 2
Mission: Effect & Cause
The moment I saw stills from Grow Home, I was very interested in seeing what it offered, and gradually became excited for it until I played it. Fell in love with the climbing, movement and sense of progression throughout that quaint, peaceful game. The climbing in particular was fantastic, and provided a tactile approach to platforming, letting me feel every reach and step of the way to the top.
Grow Up introduced seed planting, allowing you to grow any "floraform" you've already scanned (cacti, bouncy tree, bubble plant, etc.), something I kind of forgot about partway through the game. It's tied to your power meter though, using up one whole "battery" bar of energy to throw a seed (you get up to four bars, for a while anyway), forcing you to balance your jetpack boosting and seed planting. At most, you can drop four seeds at once.
... until you get the infinite energy upgrade
That is a tower of giant mushrooms stacked atop one another which reaches into space
NO LIMITS
It is now a completely different game. I can plant any kind of flora wherever I want, even the surface of the moon which is covered in glowing asparagus stalks in my game. Just as the first game established a degree of character control in regard to climbing traversal that was unprecedented for me, I have earned from this game the means to shape this space as I see fit.
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Ki Pulse / Flux and the stance system in Nioh.
Encounter chaining in The World Ends With You. Early on you get the ability to queue up to four encounters at once (and up to 16 at once in the postgame). Normally a single battle is fairly trivial since you get healed after each one, but in a chain your status gets carried over between each round, turning normal battles into endurance runs and forcing to consider your use of resources over the long term. Suddenly limited use pins and fusion moves taking longer to charge back up every time you use them become significant factors, and enemies get stronger every round. But you also get all your drop rates for the entire battle multiplied by the number of encounters you chain, and every round you take on after the first increases all the pin EXP you get from the whole battle by 10%.
There's also another mechanic where you can lower your level at will, getting another drop rate multiplier equal to the number of levels you lower yourself by, and this is multiplied by the number of encounters you chain. Basically The World Ends With You has the best systems ever for making trash encounters not trash, and everything should rip it off.
Burn it with fire. I hate this and how it has replaced well designed visual or audio cues.
I agree it's been over utilized just like Arkham's combat. But it isn't the devs fault for coming up with great ideas that get copied to hell and back.
But in the context of the Arkham games it was awesome that Batman had that tech in his cowl. It drove home being the bat.
Detective vision is just a copy of Metroid Prime's scanner.I agree it's been over utilized just like Arkham's combat. But it isn't the devs fault for coming up with great ideas that get copied to hell and back.
But in the context of the Arkham games it was awesome that Batman had that tech in his cowl. It drove home being the bat.
Encounter chaining in The World Ends With You. Early on you get the ability to queue up to four encounters at once (and up to 16 at once in the postgame). Normally a single battle is fairly trivial since you get healed after each one, but in a chain your status gets carried over between each round, turning normal battles into endurance runs and forcing to consider your use of resources over the long term. Suddenly limited use pins and fusion moves taking longer to charge back up every time you use them become significant factors, and enemies get stronger every round. But you also get all your drop rates for the entire battle multiplied by the number of encounters you chain, and every round you take on after the first increases all the pin EXP you get from the whole battle by 10%.
There's also another mechanic where you can lower your level at will, getting another drop rate multiplier equal to the number of levels you lower yourself by, and this is multiplied by the number of encounters you chain. Basically The World Ends With You has the best systems ever for making trash encounters not trash, and everything should rip it off.
Witch Time & Dodge Offset in Bayonetta.
Because of the recent thread, I welcome: F.L.U.D.D. from Super Mario Sunshine.
I know, it's very hated. But I don't understand why. It adds complexity to an already great moveset but also accessibility. Besides the basic water gun, there's a hover nozzle which helps a player with their jumps. If a player doesn't jump far enough, he can just hover to correct any mistakes (for a few seconds), or use it to reach places you normally wouldn't be able to.
It's also a joy using the rocket nozzle to skyrocket up, then hover around just to fuck around and see the scenery. It's really a great way to just dick around in a Mario game, and isn't that fun in and of itself?
Another great nozzle is the turbo boost one which allows Mario to basically jet around a level. Again, it's just fun to dick around with.
For those reasons I believe it took a great mechanic and elevated it to another level. I think if players gave it a chance, they can see some merit in F.L.U.D.D.
Still one of the best turn-based combat systems out there.Judgment Ring from Shadow Hearts.