After many years I finished myself a few weeks ago! Nice gameplay, and funny you mention Arkham which I played for the first time also a month ago and it’s definitely recycled mechanics, which is good!
A Spider-man game with the swinging mechanics of the PS2 Spider-man 2 game. Or just a remake of that game. The new ones are fine and fun but the older game absolutely nailed the web swinging.
Dude I miss unlocking fighting game characters. Now they’re all purchaseable… Like you literally can’t just earn them from beating the arcade mode - that is if the game has an arcade mode to begin with these days
The number of “cheat codes” that were actually just bonus content. Like I remember there were codes in Diddy Kong Racing where you could change all the power-up balloons to any color, like all red or all blue. I also remember there were codes in Mechwarrior II that unlocked a few mechs. Like, there were NPCs in a few missions that were a Tarantula, a Battlemaster, and there were elementals in one level. You could cheat to play as them, but the Battlemaster crashed the game.
Mechanics from the Mercenaries series. Destructible buildings, getting weapons and vehicles dropped to you anywhere at any time. Being able to ally with different factions. Oh, and the ability to call in airstrikes. Bunker busters, cluster bombs, artillery barrages, etc. Just Cause and Metal Gear Solid V are the closest things to that. But they just aren’t the same.
And the ability to just fly like Superman. I’d like that in more games.
I want to see more modular building for vehicles and bases and fun traversal options. So many open world walking sims, it gets old. Or fun mounts that are more than just faster walking. (Rdr horses but fantasy beasts that ride differently)
No one brings planes into sht, why don’t mmos have magic planes, idk if seeing it in random anime as a kid changed my expectations but we should have ww2 magic based planes. Bothers me so much that fantasy societies are supposedly so smart, have such advanced magic, but couldn’t come up with magic cars. Like suspension, engines, etc. are just too complicated for them.
Burnout Revenge was a beloved game of my childhood. You had bonuses from wrecking your foes, got bonuses for creating wrecks, and for near death experiences. And there was an awesome mode where you would launch your car into a scene to cause as much damage as possible.
Midnight Club 2 where you could customize your cars and race them on fun tracks, but could also just beep around the open world.
Maybe it’s nostalgia, but I would love a fun racing game that doesn’t have a GTA attached to it.
This is literally why people spend $500 on a switch 2; it has the only arcade racer on the market worth playing. If you don’t want a single-game console or Mark Kart isn’t whst you’re looking for, tough luck.
SuperTuxKart is alright, from what I understand. They’re also making a new version apparently. Though I’m not into karting arcades, so dunno for sure how it compares.
Try ‘Wreckfest’: it’s similar to ‘Burnout’, but with better physics. Also ‘Circuit Superstars’ for a top-down racer with decent physics, pit stops, and multiplayer.
There are also ‘The Crew 2’ and ‘The Crew Motorfest’, ‘Tokyo Xtreme Racer’, ‘Asphalt Legends’, ‘Formula Legends’, ‘iRacing Arcade’, and of course ‘Forza Horizon’ 4/5 — but I haven’t played any of these, so ymmv.
A mechanic to permanently gain new attacks and/or abilities by mastering equipment. I haven’t seen that many games have this mechanic and it’s mostly been adult games for some reason. I think Kingdom Hearts: Birth By Sleep is the only non-adult game I’ve seen to have this mechanic.
I just remembered another one. The Gambits system from Final Fantasy 12. I’ve always liked this mechanic because it almost completely automates battles, allowing you to focus more on exploration and treasure hunting. I have only seen two games do this and, once again, FF12 is the only non-adult game I’ve seen with this type of mechanic.
Clair Obscur Expedition 33 kind of has the gaining abilities from mastering equipment thing you mentioned, it’s not really equipment in that you can’t see the items being put on, but you equip items that give abilities and after a few battles with it you master the ability and can change to another item but equip the ability through a separate resource pool.
That is actually part of what I meant by having permanent access to the ability. One of the games I didn’t mention in my comment does it like that, where you get the abilities by mastering equipment but then you have to use AP to actually activate it like how abilities were in Kingdom Hearts 1 and 2. I’ve actually been interested in playing Clair Obscure because I’ve heard that it’s one of the best RPGs to exist. The only problem is that, because it’s a modern game, I don’t know it it’ll run on my computer and I don’t have another way to play it.
You can always try it out and refund it on Steam if it doesn’t run well (or pirate it, test it, then buy it if it does). The prologue is actually one of the most hardware-taxing parts of the game, so you’ll know in about 20 minutes if your system can play it well.
I could do that but I might have to wait until we switch ISPs. My current internet speed is terrible and the ISPs that we’re looking into have significantly better speeds. For context, I’m currently trying to download a game from Itchio that’s only 700 MB and, on top of the fact that it keeps failing, it needs over half an hour to download for me.
Ah, in that case you’d definitely want to get the game via Steam or torrents. Both of those options have resumable downloads so if you’re on slow Internet it’ll just be… Slow. It won’t “fail and need to restart”. It’ll just take a day or whatever to download.
Yeah, I’ve downloaded games through Steam before. I actually had to switch over to the Itchio desktop app because downloads through their desktop app are more stable than their website. And yes, I know that I should probably just use their app to download games but I just hate using app stores on PC, it’s the same reason Steam isn’t my preferred source for games.
No, assuming I found the game you’re referring to, I’ve never owned a Wii U and while my mom owns a switch, I don’t use it. I also don’t think I’d be able to emulate it either. It seems interesting but I wont be able to play it right now.
I want to see puzzles that are implemented using the physics engine. And I don’t mean “toss the axe in the proper arc to trigger the gate” physics. I mean “stack the bricks on one end of the seesaw to balance it long enough to make the jump to the next platform”. Or “use the blue barrels’ buoyancy to raise the platform out of the water”.
Yesss and more destruction physics. I miss watching cars crumple and get torn apart like in the burnout games. There was a really old ww2 dogfighting game where the plane wings could get sawn off and you’d see this smoking plane spiralling into the ground while the wing flew off in the opposite direction before the plane exploded on the ground.
Check out Wreckfest. It’s mostly basically rallycross with plenty of damage. The physics is better than in Burnout, afaik. The sequel game was just recently either released or announced.
I think those were mind blowing when I first played hl2, just because real time physics and destruction was novel, but now I think they grind the pacing to a halt. I think they just don’t work in an action shooter IMO.
My opinion is the exact opposite. Narrative games, even action shooters, need to have high action and low action parts in balance. If high action segments are excessive, it can lead to combat fatigue. If low action parts are excessive, the player gets bored and the pacing dies.
Half-Life 2 E1, the “Low Lives” chapter, has probably the most stressful combat in the game because the player has to balance so many things. Shooting the zombies attacking Gordon versus helping Alyx fight. Helping Alyx versus keeping the flashlight charged. Firearms versus explosive props. All of that in oppressive darkness. Combat fatigue sets in. The short puzzle segments, even as simple as crawling through a vent to flip a switch, are opportunities to take a breath, absorb the environment, and prepare for the next segment – especially at the end of that particular chapter, when the player escapes the zombies and has a chance to wind down.
At the same time, puzzles, by their slower nature, are excellent for delivering narrative and player training, and to let the player absorb the atmosphere. Alyx’s first encounter with the stalkers in “Undue Alarm” wouldn’t have had the same emotional impact if the player could just pop them in the head and move on.
In contrast, most of “Highway 17” is just a prolonged vehicle-based puzzle. By the time the player reaches the large railway bridge, they might be sick of driving. I know I was. It’s a relief to finally engage in some platforming and long-range combat while traversing the bridge.
So what are the narrative values of my two examples? The cinderblock seesaw in “Route Kanal” is just player training. A show, don’t tell method to let the player know that physics puzzles will be a factor. It’s also a short break after the on-foot chase, before the encounter with the hunter chopper. In “Water Hazard”, the contraptions serve a larger narrative purpose: they’re the tools of the rebels’ refugee evacuation effort. The player utilizes them like one of the refugees would have.
The best bits of the Half-Life games are the more slow parts. Just taking in the environmental storytelling, solving simple puzzles, etc. Helps to make the more action sequences feel more impactful and intense.
When I was replaying ‘HL2’ around ten years ago, I ran around the whole map looking for where I can get outside of the plot course, especially in the slower parts of the levels. This culminated in me driving the hoverboat up a three-meter-high wooden platform, falling from that platform myself, and not being able to climb up again to get the boat. After which I had to run from the attack helicopter on foot, and swim by myself later on that level.
I use about the same approach in the original ‘Deus Ex’, which I’ve been replaying recently: investigating every nook and cranny, being 100% stealthy, trying to go where the game shouldn’t allow me to be. I actually found an exit from a scripted part of a level where only one path is normally possible — though there was nothing to do outside of that part. The game also gives experience points for getting into some remote or secret places.
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