Most of these have been mentioned before, but I’ll mention them again.
Halo Master Chief Collection. Everything before 5 is local split screen. 5 requires two Xboxs. I would just avoid Infinite, but I believe it also requires two systems, maybe including PC.
Diablo 3 is very accessible. 4 should be as well. I’m told Diablo 2 is the best, so I need to try to get back into it. All should be good options.
Monster Hunter requires more patience. At least for World, cooperation is good but really the game is geared towards individuals being able to take charge as necessary. Track, set traps, bait, capture, etc. Multiplayer is VERY useful during fights though.
Stranger of Paradise is kinda Souls-like but more forgiving. In my experience it’s A LOT more friendly to Multiplayer. It’s also a ton of fun with a friend.
Psi-Ops: Mindgate Conspiracy. An old PS2 game. One person controls the body, the other controls the mind. Especially if you have a Gameshark and you can go Godmode.
Any of the old Street sports games were a blast back in the day.
Older Twisted Metal for another old-school recommendation.
I’m playing through BG3 with a good friend too, we’re actually planning on doing another, wildly different, playthrough when we’re done with this one. We’re playing sorta chaotic/neutral good right now and intend to do an evil campaign next with different characters and classes and possibly even modded.
Now I obviously haven’t tried it yet but the game has so much hidden stuff, branching paths and different-to-play classes I’m fairly confident you can play it at least twice and have an almost entirely new experience!
This might be a little on the side of the main topic but there was always something cool about Crash Bandicoot 100 Apples > 1 Life, and you could grind more to make some levels more forgiving, like semi-adjustable difficulty level based on your previous approach… And later on — warp zones, you get to choose from a few options so the progression has variation.
Another thing that comes to mind, not sure if a first game to do it, THPS for unlocking movies and later cheat codes, modes and characters for finishing the career. Plus the whole gap marathon for Private Carrera.
Oh, and chanting from Oddword where it had various uses, for saving friends or for changing into enemies, or using special abilities. This definitely was something, because I still remember thinking as a kid, “how cool is that this one ability has so many different uses”.
100 Apples > 1 Life, and you could grind more to make some levels more forgiving, like semi-adjustable difficulty level based on your previous approach… And later on — warp zones, you get to choose from a few options so the progression has variation.
100 coins = 1UP and warp zones? And… you think they’re from Crash Bandicoot?
Well, when I was writing that, after midnight I will add, I had this feeling that Mario was doing this thing earlier but for me Mario stands as an icon for the first level design overall as a golden standard for introduction to mechanics and really efficient use of memory for data, and one of the first uses of dynamic music… So you are totally right, Mario brought a lot of things, I’ve just played Crash much more.
Well then… To stay true to the history, we probably would have to go back to Galaxian from ‘79, which introduced 1-UPs / additional lives, bonus stages and player upgrades, plus simple summary / statistics for hits and misses.
The main core series, Super Mario, began with the platformer game Super Mario Bros. (1985) on the Nintendo Entertainment System. The main games consist of Mario trying to rescue Princess Peach from the villain Bowser and saving the Mushroom Kingdom.
As of June 2024, the Mario video game franchise has sold more than 900 million units worldwide, making it the best-selling video game franchise of all time. The main Super Mario series alone has sold more than 495 million copies worldwide.
Super Mario Bros. 1985 NES, estimated revenue $1,652,300,000
You’ve likely listened to the same or similar lectures I have on level design and I seriously apply those lessons to every single game and UI I have influence over!
Im pretty sure the actual, physical Trading card games like MtG and Pokemon gave us all these games with card mechanics in the late 90s/early 2000s.
Culdcept (1997), Baiten Kaitos (2003), Kingdom Hearts - Chain of Memories (2004). Then the card games weren’t as popular for a bit, then the digital ones died out.
And then Blizzard released Hearthstone in 2014. I haven’t played the other ones to know for sure, but I believe Yu-Gi-Oh Master duels crafting system can directly trace it’s roots to it. Trade cards for dust of a specific rarity, dust from 3 can form a new card, Shiny cards give enough dust on their own for any card, etc. .
I remember playing WoW and working on getting all of the battle pets available by playing other blizzard games. But I thought this was in 2012. There was at least one obtained by playing hearthstone.
I wonder what the source of the RTS conventions was. Ctrl num for making groups. Double press to centre on group. X for scattering units. A to stop them. Pretty sure these predate C&C but the only one before that I can think of is dune.
Maybe because that one didn’t come from videogames. Selection sets or groups have been a thing on UI for a long time, ever since vertex editor on CAD software.
Guardians of the Galaxy on my Steam deck. I would imagine the fps and graphics would be better on a more capable device but its been fun. Great dialogue, music, and settings.
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