Your most loved (WOW!) feature in a game!
Everyone loves games, but there are some features that just makes us say "WOW! MAN! I WANT TO DO THAT!"; remember one lately? I remember the first time I jumped out my chair; Game: Day of Tentacle Feature: When the tentacle started to talk in real sound I almost died. I never saw this before, just FX sounds for screams or so, but I never ever thought a PC game could actually reproduce human voice before that day. A day for history. Game: Condemned: Criminal Origins Feature (SPOILER) At the end of the first level, at the demo, you are in a room and the mad serial killer grab you by your neck; suddenly two of the cops that were with you previously at the start of that very same level blast through the door and a gun fire ends with their lives. After that, the mad serial killer talks to you and throw you OUT the window, falling on the roof of a car. I went crazy (CO0-CO0 CRAZY) when I saw that!!! So what is the feature that most cought you in the middle of a game and made you forget that it was actually a game? [Edited by - hulksjedi on April 24, 2007 9:10:21 PM]
Javier Cabrera (Argentina)----------------------------------------------------------------------------------------------------///WOW! FACTOR blog /// Blog for game developers about game industry and games; give it a shoot!
Game: Resident Evil 4 (GameCube)
Feature: Interactive cut scenes
Comments: After years of Final fantasy games, I'd trained myself to respond to a sudden shift in camera angle by putting down the controller and reading until the game comes back on. RE4 rocked my socks with the "Press A to not die" feature.
Game: Zelda: Twilight Princess (Wii)
Feature: 3rd person swordfighting with the Wiimote
Comments: Totally kickass. The perfect balance of available moves and possible situations that lets you get into and out of tight spots with a blend of finesse, grace and excitement. I'm going through the Cave of Ordeals with the beginner sword and no shield, just to enjoy the leaping, slashing, whirling, dodging thrill of the game's smooth, intuitive, exquisite combat system.
Feature: Interactive cut scenes
Comments: After years of Final fantasy games, I'd trained myself to respond to a sudden shift in camera angle by putting down the controller and reading until the game comes back on. RE4 rocked my socks with the "Press A to not die" feature.
Game: Zelda: Twilight Princess (Wii)
Feature: 3rd person swordfighting with the Wiimote
Comments: Totally kickass. The perfect balance of available moves and possible situations that lets you get into and out of tight spots with a blend of finesse, grace and excitement. I'm going through the Cave of Ordeals with the beginner sword and no shield, just to enjoy the leaping, slashing, whirling, dodging thrill of the game's smooth, intuitive, exquisite combat system.
Game: Supreme Commander
Feature: Strategic Zoom + Realistic Nukes
These are the BEST inovations to RTS ever. The zoom for it's complete fluidity, and usefull ness.
The nukes, cauze it helps bring that epic size feel back to something that would seem small played from
the strategic view all zoomed out.
Game: Dawn Of War
Feature: Resourcing
Ok, so this was origionally done by Total Anilation(redone in SupremeCommander), but it is a great
departure from the resourcer's + resource patches that you deal with in ever other RTS
Game: Homeworld 1
Feature: Fuel
Most people hated this one, but I loved the fact that you had to manage you units for fear that they would
run out of fuel and be usless. You needed to run supply ships to the front lines and cycle your fighers to be
most effective. Effectivly turning what would be throw-away units into a valuable, I-should-save-these
resource.
Game: Imperium Galactica 1 + 2
Feature: battle sequences
They turned strategic 4x battles (more like chess pieces) into something where the pieces zoomed in and
you actually got to manage the fleets.
(this was before the total war series also did something similar in their 4x games)
Game: F.E.A.R
Feature: The AI.
I think this has been discused plenty, but it was a "WOW!" moment in my FPS gaming.
[Edited by - KulSeran on April 25, 2007 2:07:17 AM]
Feature: Strategic Zoom + Realistic Nukes
These are the BEST inovations to RTS ever. The zoom for it's complete fluidity, and usefull ness.
The nukes, cauze it helps bring that epic size feel back to something that would seem small played from
the strategic view all zoomed out.
Game: Dawn Of War
Feature: Resourcing
Ok, so this was origionally done by Total Anilation(redone in SupremeCommander), but it is a great
departure from the resourcer's + resource patches that you deal with in ever other RTS
Game: Homeworld 1
Feature: Fuel
Most people hated this one, but I loved the fact that you had to manage you units for fear that they would
run out of fuel and be usless. You needed to run supply ships to the front lines and cycle your fighers to be
most effective. Effectivly turning what would be throw-away units into a valuable, I-should-save-these
resource.
Game: Imperium Galactica 1 + 2
Feature: battle sequences
They turned strategic 4x battles (more like chess pieces) into something where the pieces zoomed in and
you actually got to manage the fleets.
(this was before the total war series also did something similar in their 4x games)
Game: F.E.A.R
Feature: The AI.
I think this has been discused plenty, but it was a "WOW!" moment in my FPS gaming.
[Edited by - KulSeran on April 25, 2007 2:07:17 AM]
Game: NFS most wanted
Feature: I really liked when real actors talked to you with rendered stuff in the background. Especially when the cop scratches your RENDERED car with his REAL keys. It was just hyper-awesome.
Feature: I really liked when real actors talked to you with rendered stuff in the background. Especially when the cop scratches your RENDERED car with his REAL keys. It was just hyper-awesome.
-----------------------------------"After you finish the first 90% of a project, you have to finish the other 90%." - Michael Abrashstickman.hu <=my game (please tell me your opinion about it)
Game: within a deep forest
Feature: ability to switch between windowed and fullscreen mode at any time
Feature: ability to switch between windowed and fullscreen mode at any time
Quote:
Original post by KulSeran
Game: F.E.A.R
Feature: The AI.
I think this has been discused plenty, but it was a "WOW!" moment in my FPS gaming.
F.E.A.R.'s AI Demystified
Quote:
F.E.A.R. was widely lauded for the ability of its soldiers (both singly and in squads) to flank the player. In reality, the AI wasn't flanking at all -- it was moving from one cover area to another cover area. Because of the skill exhibited by the level designers, that next cover area was to the side of the player's location (or where the designers assumed the player would be), so when the AI moved to that location, it created a seamless illusion of the enemy flanking you.
Adding a final layer to the illusion was the notion that the AI called for reinforcements. As the player slugged it out with the game's bad guys, one of them would call out for reinforcements. Then, when the player moved forward, they would come across an enemy squad rushing toward them. The squad was always there, regardless of whether or not reinforcements were actually "summoned," but because of the dialogue, the player creates a connection that really isn't there.
....[size="1"]Brent Gunning
For me, playing through HL2 Episode One with the commentary on created more WOW moments than I could possibly share here.
....[size="1"]Brent Gunning
Game: God of War
Feature: Entering the throut of the hyidra after killing it to get the key.
It's mouth didn't really look that big when I was fighting it @@
Feature: Entering the throut of the hyidra after killing it to get the key.
It's mouth didn't really look that big when I was fighting it @@
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