the_shadow
Arcane
- Joined
- Dec 30, 2011
- Messages
- 1,179
When I reminisce about certain games, I realize that certain things that really impressed me about them were only a very small component on their own, yet contributed more than you'd think due to the developers paying attention to detail, or just the pure coolness factor. Some of my examples:
- The dynamic music from the original Unreal. It's common today to have a soundtrack change depending whether your are in or out of combat, but this was the first time I'd experienced it in a FPS, and it blew my mind. It helped that Unreal's soundtrack was awesome.
- The facial expressions in Vampire: Bloodlines - The Masquerade. It wasn't just the facial expressions that stunned me, but how they were synchronized with the voice acting. Given that the game is rather plot/dialogue heavy, it was a relatively small feature that added a lot to the overall product.
- In Deus Ex, when the Men in Black attacked both the PC and his brother, and you're told to flee. Later in the game he ends up dead. During my second playthrough I decided to hang around and fight off the MIB, despite his insistence to leave. I was shocked to discover that instead of the game throwing in some lame ass excuse to write him off as dead, he actually shows up alive. This was probably the first time I'd actually experienced choice and consequences in a game.
- The variety of endings in Geneforge 1. Geneforge wasn't the first RPG to feature multiple endings, but it was the first one I played where all the endings your PC could achieve were logical, foreseeable, and completely within your control. The number of permutations available for the endings was very well thought out.
- Speaking of Geneforge, a seemingly minor one from Geneforge 2. Early on in the game, it's almost a given you'll destroy a Taker outpost as part of a major side-quest. Since you can only ally yourself with the Takers near the end of the game, I always assumed the rebels there would automatically be hostile. However, by chance I skipped that quest, and near the game allied with the Takers, only to discover that those rebels at the start of the game turned friendly and offered up some minor dialogue. That's pretty impressive additional content considering most people would just slaughter them early on.
- The entire spell system in Baldur's Gate II. Yeah, it's sort of broken and open to all sort of exploits, but that's what is so enjoyable about it.
- The dynamic music from the original Unreal. It's common today to have a soundtrack change depending whether your are in or out of combat, but this was the first time I'd experienced it in a FPS, and it blew my mind. It helped that Unreal's soundtrack was awesome.
- The facial expressions in Vampire: Bloodlines - The Masquerade. It wasn't just the facial expressions that stunned me, but how they were synchronized with the voice acting. Given that the game is rather plot/dialogue heavy, it was a relatively small feature that added a lot to the overall product.
- In Deus Ex, when the Men in Black attacked both the PC and his brother, and you're told to flee. Later in the game he ends up dead. During my second playthrough I decided to hang around and fight off the MIB, despite his insistence to leave. I was shocked to discover that instead of the game throwing in some lame ass excuse to write him off as dead, he actually shows up alive. This was probably the first time I'd actually experienced choice and consequences in a game.
- The variety of endings in Geneforge 1. Geneforge wasn't the first RPG to feature multiple endings, but it was the first one I played where all the endings your PC could achieve were logical, foreseeable, and completely within your control. The number of permutations available for the endings was very well thought out.
- Speaking of Geneforge, a seemingly minor one from Geneforge 2. Early on in the game, it's almost a given you'll destroy a Taker outpost as part of a major side-quest. Since you can only ally yourself with the Takers near the end of the game, I always assumed the rebels there would automatically be hostile. However, by chance I skipped that quest, and near the game allied with the Takers, only to discover that those rebels at the start of the game turned friendly and offered up some minor dialogue. That's pretty impressive additional content considering most people would just slaughter them early on.
- The entire spell system in Baldur's Gate II. Yeah, it's sort of broken and open to all sort of exploits, but that's what is so enjoyable about it.