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Random little touches you like in video games Anonymous 05/07/2025 (Wed) 04:02:42 Id: 1df7be No. 1326552
Demon Turf >game has bratty imp protagonist >some of the boss fight themes have lyrics from her (with her VA doing the singing) mocking the boss
>>1326869 That's literally what deserts are
>Hit enemy >It grunts Woah
>>1328012 >Hit enemy >It moans
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A simple typewriter interface instead of a soulless menu does wonders for immersion
>>1541061 Skeuomorphism in general is always an upgrade
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>>1326552 Any hentai games which let's me headpat girls
>>1542498 Teaching Feeling, Bottle Biosphere, Fallen / Brand New World, Gran Ende 2, My Foxgirl Waifu Konko, I realized that you were in fact not asking for recommendations far too late and I'm not discarding this post now.
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>Find a toilet in the game >Press the activate on it >Character goes to the bathroom Childish, yeah, but it's a nice touch that reminds me of better days in gaming when devs used the extra hardware power to make objects in an environment interactable. Even if they don't go to the autistic lengths of being able to stick your finger in a power outlet and taking damage like you could in Duke Nukem.
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>>1326552 >game thanks or applauds you in some way for playing it We started to go wrong as a society when we stopped doing this. More games should love its players.
>>1326552 Other anons have mentioned it before countless times but I'll continue the tradition: Alpha Protocol tallying up kills and lethal takedowns by number of orphans created and total medical bills incurred, respectively. The former even changes by region, such as killing arab terrorists causing tons of orphans and killing Chinese policemen only causing one orphan apiece due to one-child policy.
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>>1541085 That looks so cool >>1326552 You can create hiding spots on the fly by moving objects You can throw random objects at enemies and it actually hurts or stuns them >>1542517 I liked how Postals mirrors actually worked, which is something alot of modern games choose to pass on for some reason.
>>1542686 Mirrors worked in Prey 2006, and that was a fucking Xbox 360 title. That's about the last time I remember seeing working mirrors in a major studio published game until memetracing.
>>1326552 I absolutely LOVE when games have dynamic soundtracks. One example which springs to mind at the moment is Persona 5. The boss theme plays instrumental at first, then when the second phase kicks in, you get the vocals. When it's raining, you get the night theme but with vocals. These little details really help make a game world feel alive instead of static. Expedition 33 also did this >>1542543 Games still do this, I'm pretty sure Nier Automata had something like this, and that was only Holy shit that was 9 years ago now >>1542734 Meanwhile, a game from 2016....
>>1326552 >>some of the boss fight themes have lyrics from her (with her VA doing the singing) mocking the boss I love that the Adventure - '06 era Sonic games had lots of vocal songs that are all from the points of view of the characters. Each one really nails the characterization of its character, and adds a lot to the story, if you bother to listen. Amy's theme song from Sonic Adventure has a line about shaving her pussy. Also the Team Rose theme in Sonic Heroes is weird because it's clearly a love song from Amy to Sonic, but in context it also comes off as a long song from Big to Froggy. It's great. But all the songs are great. Open Your Heart, the main theme from Sonic Adventure, is Sonic singing to Chaos, or maybe Eggman. Live and Learn is Sonic singing to Shadow. Like okay, he doesn't literally sing in the story (even though he is the lead singer of a band in the deep lore of Sonic 1, and the credits of Sonic 1 for Game Gear, and multiple adaptations), but the by living the way he does, he is teaching Shadow to live and learn, to move on from mistakes and not stay stuck in one mindset. It's a good way to communicate the themes without having a character just lecture you. I also love how in Sonic Adventure 1, all the NPCs have their own stories that progress chronologically, even though you play through the game in non-chronological order. You can tell where you are in the chronology partially by seeing where NPCs are in their stories. And also these stories help to justify gameplay elements. The train workers complain about their working conditions, then later go on strike, which serves as a progression gate to keep you from going to a location when you're not supposed to. But the NPCs make it feel like an organic story element. And while I'm being autistic, it's really cool how in Sonic 3 & Knuckles, Knuckles' story takes place after Sonic's, but this isn't communicated explicitly, even in the manual. Instead you can only tell because of background elements. Like in Angel Island Zone, there is no water in the background, only sky, because Knuckles' story takes place after Sonic raised the island at the end of his story. There's no Death Egg in the background of Launch Base or Lava Reef, because Sonic already destroyed it. There are a bunch of little things like that throughout the game. Another cool thing is in Zelda, the map of Hyrule stays relatively consistent throughout most games, but you look at it with different levels of magnification. Famously, all of Zelda I's map is a tiny portion in Zelda II. But also Link to the Past does match up with Zelda I's map, but you don't get to go to the far east of Zelda I's map. Link to the Past is more zoomed in. It's like this with most games. Things move, but usually it actually does have implications in universe. Kakariko village is in a different spot in every game, but in the next game chronologically, the old Kakariko is now a graveyard. This is most explicit in Twilight Princess, where you can actually find the "Old Kakariko" which is now a ghost town, but even in Link to the Past, Kakariko Village is in place of the Graveyard from Zelda I. Meanwhile, the Graveyard in Link to the Past is where Kakariko Village is in Ocarina of Time. Main things like Zora's Waterfall, Lake Hylia, and Gerudo Desert stay relatively consistent, though. Even Wind Waker has things like Death Mountain sticking up above the water and being the fire dungeon. Breath of the Wild does change things in some ways that bug me, but it goes out of its way to say it's separated by much more time than all the other games. So okay, fine.
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>Game gives you small achievements or reward boosts (more money or exp) for clearing small conditions tied to your skills (M&L Dream Team, Muramasa the Demon Blade) >Enemies flying away in any capacity (bonus points for spinning) (Legendary Starfy, Pizza Tower) >Optional flavor text over mundane events (Dragon Quest V, Pokemon Heartgold) >Player character with aesthetic changes based on abilities (Megaman, Kirby) >Can 100% a stage on a single run of it (Pizza Tower, Wario Land 4) >Subtextual tutorials for mechanics (DKC 2, Crosscode) >Game allows for sequence breaking (Super Metroid, Zero Mission) >Score thresholds give you 1UPS (Touhou, Gimmick) >Fast, non-flashy menu/scene traversing (Bravely Default, Earthbound)
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>>1542734 >>1542756 Hell Duke Nukem had functional mirrors (of a sort) way back in 1991.
>>1542756 I just finished dead.air which had a (subtle) dynamic soundtrack throughout its single level. It really kicks up the demon encounters, it's great. Really underused in doom wads, so when it happens it's even more surprising.
>>1326552 A nice end screen after beating the game.
Usually, I'm annoyed by asymmetrical designs being mirrored when the character looks the other way, like link suddenly holding his sword in the other hand on the snes and game boy when looking left. In Donkey Kong country tropical freeze, Cranky Kong actually has an animation where he passes his cane to his other hand when turning around. It's only a few frames, but I like that it doesn't just teleport.
>>1543017 >Sonic games had lots of vocal songs that are all from the points of view of the characters. Sonic is an asshole if It Doesn't Matter is from his prospective. <It doesn't matter who is wrong or who is right <This fight is not for anybody, this is purely for myself
>>1551185 Yeah, that's Sonic's personality. It's common in anime. It's like how Goku isn't usually fighting to save the world, he's fighting because he likes to fight strong guys. Sonic does what he wants. As quoted on the box art for Sonic & Knuckles: "Sonic runs and rests. The sun rises and sets. Don't give up on the sun. Don't make the sun laugh at you." Good box/cart/disc/cabinet art, and good manuals, are also things I truly miss. They can add a lot when done well.
>>1550882 That could be excused back in the day due limitations. That's why Kano's mask was always facing the player regardless if he was facing either direction. Also why Jax ended up with two metal arms. Not so much of a good excuse anymore. Speaking of which I think it's a nice touch that La-Mulana has slightly different left and right sprites for Lemeza.
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>>1551298 >That could be excused back in the day due limitations. Depends on how far back you go. Metroid II return of Samus on the original game boy has differing left and right sprites. What is Zelda the minish cap's excuse?
>>1542644 *non-lethal takedowns >>1543194 >Game gives you small achievements or reward boosts (more money or exp) for clearing small conditions tied to your skills (M&L Dream Team, Muramasa the Demon Blade) Alpha Protocol does this with Perks. You get small stat bonuses depending on the things you do in the game. The very first choice in the game, how to adress your mission control, gives you a Perk depending on whether you pick the Agressive, Professional or Suave dialogue option. If you stick with that personality type rather than switching it up on convenience you get an additional Perk. You also get stat bonuses depending on your relationship with your current handler; obviously you get one for positive standing (and a bigger bonus if they really like you) but you also get a different bonus if your handler dislikes you (and it's bigger if they really hate you too). It gets really granular, to the point that if you use a lot of EMP grenades to bypass hacking minigames you get a Perk that gives you room for extra EMP grenades. If you do it by the book and hack plenty of computers and security systems, you get a Perk too. Manage to taunt a boss into fighting to the death rather than pulling out when he gets too wounded? Perk. Knock out a lot of enemies instead of killing hem? Perk. Arrest a major weapons smuggler instead of accepting his bribe? Perk. You even get one simply for sitting around in the starting hub and watching the entirety of a news report. And I'm not even getting into plot choices, that deserves a post all of its own.
>>1326552 The original ROTT had this in spades >>Hit food item with flame/explosive weapon >> It's hot, and gives you more health >>Get cornered by a common enemy >>"Gimmie that", He takes your explosive weapon and starts using it against you >> Loading screen changes with certain holiday's throughout the year, but contains an ending screenshot of all of them together. And all the other easter eggs in general showed how much fun the devs had making the game.
>place food next to fire >it gets cooked >attack chicken with fire >get roast chicken Arx Fatalis had a lot of little details like that
>>1554362 Shame it was so undercooked (heh!), it could've completely dethroned Morrowind and kickstart a franchise of its own had the devs played their cards right.
>>1326552 <World in Conflict >Zoom in >Hear crew talk in their language
Any game where NPCs react to what your character is wearing, up to and including being naked.
>A character celebrates your birthday in Majikoi, plus other misc messages >AliceSoft's company animation changes depending on the season >The game gives you spells your name if it's common enough, plus seasonal stuff
>>1554362 Minecraft also does this.
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In Dungeons and Dragons: Shadows over Mystara you fight Dark Elves. If you know anything about Dark Elves in DnD you know that Dark elves are blinded by sunlight, so if you cast the "create light" spell as Cleric it stuns them.
While I'm not going to call either Pokemon Let's go Pikachu/Eevee or Pokemon Brilliant Diamond/Shining Pearl masterpieces (especially the latter), one small touch that I do genuinely appreciate that no one seems to ever bring up is that in both games, the pose an enemy trainer is in upon engaging in battle with them mimics their pose from their original games, those being Red/Blue and Diamond/Pearl, respectively.
>game lets you sneak up on an enemy >you can attack him right away, prompting an immediate battle >or you can sneak up on him, and when he notices you, he thinks you're one of his men, until he realizes otherwise >enemy surrenders to you >you accept his surrender >immediately backstab him for an instant kill Armored Core 6 is a really fun game like that. https://www.youtube.com/watch?v=Uh27rXX0ogs https://www.youtube.com/watch?v=WMeGNlpU63g
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>whenever there's a little chime or jingle every time you save
>>1590965 This but every time you use a menu
Dynamic music that changes depending on the situation. Could be as basic as what they've been doing in Fire Emblem, where there is a battle version and map version of a theme that seamlessly transitions from one to the other when entering and exiting a battle. Or it can be like Breath of the Wild/Tears of the Kingdom, where the battle music changes depending on how many enemies there are, how powerful they are, etc., even adding drum beats or crashing cymbals and such when you land a hit on the foe. Also, when the background music on the final level plays without being interrupted, even while battling the minions leading up to the final boss. Really makes it feel like the climax of a story. >>1590965 >>1591049 Even better if the jingle is some musical reference to the main motif, or some other theme in the game. She isn't exactly a "menu" per say, but when Midna appears in Twilight Princess so you can ask her to do something, a quick jingle plays that is just a portion of her theme. Then another short part of her theme plays when you end the conversation with her and she disappears again. And you really only realize this is the case when you get further into the game and hear the full theme as background BGM.
>Look down >See legs It tickles me whenever I see it.
>every boss has his own unique theme >boss theme changes as you progress the battle.
>>1610117 >look down >see tits >they jiggle if you strafe There's honestly zero reason for any first person video game to have not included your character's body for the last 15 years, minimum.
>game have performace ranking system >you actually get reawards for high ranks. The differences in your status by giting gud on bosses in valdis story were orgasm inducing. Then devs decide to tickle your balls even further by giving a no slot equipament that would DOUBLE the bosses rewards.
>pausing the game plays a more subdued version of the regular music
>you can go supersonic >when you hit the sound barrier you hear the sonic boom >once you're supersonic you can no longer hear engine sound
>>1627800 Wasn't this done by the Payday guys? They were good devs, I wish they didn't fall apart with Payday 2. The two brothers in particular.
>victory theme changes depending on what kind of boss you defeated


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