I love the gas mask mechanics in the metro games. When you go outside in the rain it can blur your vision, if you tap the button your character will wipe his mask to clear his vision.
I loved, the first time I started up Detroit: Become Human. Having Chloe talk you through the initial setup, and talking with you a bit at the start of the game really added something special to an already special game.
Fun fact: In RDR2, the devs had a person in a mo-cap suit pretending to eat with a fork and knife; the utensils had tracking dots attached also. That's how they animated NPCs eating at saloons.
I remember in MGS3 in the cave, if you call Colonel he'll tell you something to the effect of "Stop wanting things the easy way. You can't see? Figure out a way" and knowing Kojima I just got up and physically upped the brightness lol
I knew about this mechanic because I once had a TV that was pretty dark that using the map and smoking a cigar wouldn't light up enough for me to find the torch to continue. Tried to find my way and after a while I noticed it getting lighter and I could find the torch and continue. The other TVs I had you could turn the brightness up so it was never an issue.
One of the better persuasion systems I've seen is kingdom come deliverance. Not only it depends on things that happen in the game, but also the character really tries to convince the person with reasoning and other means rather than just asking twice like in Bethesda games. Very underrated.
And it makes a difference how clean you are or what clothes you are wearing (harder to convince a noble when wearing peasant clothes). Man I love that game!
The amount of work that goes into keeping items from clipping through each other! God of War comes to mind with all the armor sets and his weapons on his back. TLOU, Horizon, almost any Sony 1st party game has minimal clipping, and I always appreciate it.
Can't get over how smooth TLOU1 and 2's holster animations are, especially for melee weapons. Ya sure being able to take it out in a nanosecond isn't exactly realistic but that's because of gameplay reasons, but it makes up for it with an animation that isn't just "your bat is now magically stuck on your back". ll
This is the one detail that irritates me the most about Elden Ring: the clipping. It’s the most visually disappointing thing about the game, and it’s exasperated by the fact that the level of detail put into the actual various bits of gear and armour is so damn incredible, it makes it all the more disappointing that the same degree of care was not put into ensuring such beautiful looking stuff doesn’t clip through each other.
To add to your "pacifist option"; I remember playing Tomb Raider 2 and realizing that if you don't hurt the monks in the Tibetan levels, they just ignore you and take care of the bad guys but if you shoot one, you have to deal with 2 sets of enemies. amazing little detail for a game of it's time.
Another one for Resident Evil 4, Leon will run faster if he's equipped with a grenade instead of a gun. This is taken from a real military technique of running at a slower pace if you're holding something that might throw off your balance (like a rifle) and going at a full sprint if you have something small (like an explosive) in each hand to maintain your equilibrium.
I'm playing a lot of RDR2 recently, but in a very slow way. I'm taking much time to do stuff between the missions, so after a while one of the gang members came from behind, telling me that he was searching for me because Dutch was worried. Then I could choose to stay or go with him back to camp. I really liked that.... ususally NPCs don't care if you're gone for days...
MGSVTPP had something similar, where your dog would refuse commands and jump on you if you were gone from the game for a long while, and if you did several missions in the field before returning back, you would be approached by Ocelot who points out that you stink and throw a bucket of water on you... unless you recruited quiet and have her for deployment...
I liked a challenge in Baldurs Gate 3 where there was a gigantic chessboard and the person tasked me with destroying the enemy king in only 2 moves. So I blasted it with a powerful spell twice, it was destroyed and the person actually acknowledged this as a success
Honestly, I don’t really like the turn-based D&D combat, but just the sheer amount of effort that went into preparing BG3 for every dumb little edge case your players can encounter is astounding as was enough to get me into the game. The entire thing is so reactive that my gamer brain has difficulty coming up with solutions to certain problems because I’ll just go “ah, it’s a game, no way they’ll let me do that” except, they totally let you do that and probably even have NPC dialogue prepared for that very specific sequence of events too.
I loved the part in BG3 where Mattis is trying to convince you that his ring bestows magic luck by asking you to call his coinflip. You can respond by saying that you're not convinced by a single toss, and ask him to do it again. And then again. And again and again, and he grows increasingly more annoyed each time until he eventually just gets completely fed up with it and tells you to get lost.
Surprised you didn’t mention cyberpunk in the first example of the video. Talking to NPC’s is so immersive because you almost never get locked into a dialogue mode type thing. You’re able to move around the room and continue conversations and the NPC’s will react realistically to what you’re doing during the conversation. Very similar to the CoD example you provided.
It felt a bit barebones to me, I wished it was something more akin to Kingdom Come Deliverance but the immersion can get broken a bit cause you have to go into a fixed camera position
There was a clip of cyberpunk in the first one, specifically as he talks about them turning around to talk to you they played a clip of an npc in cyberpunk doing it
@@jonbotwesley dude it's worse I don't remember anyone but Johnny, Reed, songbird, myers, rogue and heard about Adam smasher at the end Oh yea and panam that about it, it's a good game but I really was bored by everyone else Also wtf happened to goro
Sons of the forest has your eyes adjust to the darkness. If you are holding something bright, it makes it basically impossible to see past the light source. But put it away, and you can see farther out. Not as brightly of course, but sometimes it's more effective
Judging by the way most drivers attune the headlights of their cars it's obvious that the majority of people don't even know that this is a thing in reality.
Green Hell also somewhat has it. Around dusk you can barely see anything, but if you wait / rest an hour, you can see much more. Though I'm not sure if you experience any blindness if you look at a light source though.
For entry #5 Cyberpunk is also an honorable mention. For some doors where you don’t have the necessary skill points to open from the front, if there’s a window that leads into that room you could just as easily shoot the glass and enter in that way.
As a professional locksmith the idea that people think "so unrealistic just kick the door down" is incredibly silly in most situations. Kicking the door all but requires a wooden or residential grade door, a wooden frame or a grade 3 (residential grade hardware) or below and the door MUST specifically swing inward such that the door can actually take the force and go, and not just hit the frame and stop. Most residencial style doors fit this description. Assuming you're dealing with a proper commercial setting, so a steel door and frame, grade 2 (commercial grade hardware) or above, and probably a blocker or astragal if it's outswing, even the use of a gun or grenade if not used absolutely precisely can't open a door, and if used improperly could make it much much harder to get in than it would've been. If you're going to physically force and distort the door to pop it open it has to exert force in a specific way and explosions are not good at good monodirectional force. Obviously it gets much harder to bypass when you actually don't want to destroy the door, frame, locks or wall and even more so if you want to be somewhat silent. Also picking locks changes wildly from residencial to commercial, so most padlocks and home locks are very easy, most people can properly fluke and get in easily because of very sloppy tolerences in those locks, but for commercial the more money spent ups the difficulty sky high. Also there are bypasses for card readers, but not remotely like how most games do it in the hacking minigame, it's much closer to modern car doors. Also any proper commecial door hinges are NRP (non-rising pin) so you can't pop the hinge pin out and just remove the door. TLDR: Flimisy and stupid residencial doors and locking hardware don't stand up or function in the same way most other doors do, so don't just carry over that knowledge because it doesn't apply. Unless you have an understanding on exactly how the specific locks function in each specific scenerio, the use of a gun, grenade or rocket launcher is often better used on the wall itself than the door. It's much more realistic that somebody would instead just look around for a key or keycard. A key card especially since many buildings will just sound an alarm, and potencially automatically call police, if a door is bypassed and opened without approval of the security system
I love when you can actually loot what the enemy has on him/her. Crazy annoying in any game when the enemy has a cool weapon and you cannot pick it up. Positive mention: Elder Scrolls games!
Every time this flaw is mentioned. I get reminded of MGS2, where the mad lads came up with a paragraph long conversation explaining why enemy guns use id tech and only the registered user can use the weapon, otherwise the weapon is stuck in safety. I applaud the devs for coming up with it honestly even if it's hardly the most ridiculous thing in that game.
The level of finding (quality) content by Gameranx is out of this universe and I still can't comprehend how this team can keep feeding us with quality content and ideas
The ability to walk at the same pace as an NPC AND for the NPC to match your speed. A recent example is Hogwarts Legacy, when following an NPC you're meant to jog with them but you can walk and they will also walk along with you or even wait for you to catch up. Alternatively sprint and they will also sprint to keep up with you. Such a basic thing that SO MANY games get wrong. There is nothing more frustrating than waiting for an NPC to catch up with you OR having your walk speed be slightly faster/slower than an NPC.
Unrelated, but have you heard of the Hogwarts Legacy mod, Hogwarp? Recall the skyrim together reborn modders were behind it, and stressed the server with over 150 witches and wizards on it at once (think peak was about 168)
For number 2: never played Indiana Jones Fate of Atlantis, huh? Exactly that game mechanic was used a few times. Once in an excavation site and another when you arrive at Atlantis. Not sure, if there were other times, but those two I remember.
In Mortal Shell there's an npc called baghead that asks for a roasted rat and some moonshine and after you bring him those items he invites you to just chill with him. And you can totally just end the game like that playing music and eating and drinking with your new friend
Another interesting thing in RDR 2 is when you watch someone play an instrument. In most games where a character is playing something (like a guitar or piano), they are randomly doing animation to make it seem like they're doing something. In RDR 2 you actually can see the changes in how they form their fingers to make a chord or strumming an instrument. I thought that was pretty cool to see.
An old game, Ultima VII on DOS. There was day, night and weather cycles. People had jobs and would go home at night, eat and sleep. Call guards or attack if you attacked or stole from them. Your party members would leave the group if you did something they didn't agree with and I remember saving my game before going into a dungeon, and one of the party says, "I got a bad feeling about this..."
Those are all very impressive but "your party member leaves if you do a specific thing" is the one that peaked my interest and something I desperately want to see more of. I always found it jarring when I have a companion who's supposed to be this rather innocent guy and he's completely unbothered by me committing several war crimes right in front of him. It's an extremely smart way to further encourage players to not be dicks just for the sake of it.
Also on the dialogue options BG3 is the king of this in my opinion. Every new playthrough I encounter a new dialogue choice based off my character race/class/background. It adds so much flavor and of course your "morality" choices also color things but those choices happen to everyone regardless.
actually for number 2, in the original amnesia (i don't remember if the new ones do too) your eyes adjust to the darkness, you get more scared and your sanity goes down but you can see basically everything
One thing I like in Bethesda games that I recently noticed in Starfield is that you don't have to wait npcs to "get in position" to talk to them like in most games. Some npcs have routines and you can activate their dialog anywhere they are, this for me feels a lot realistic. There was this time where I just came back to constelation HQ with Andrea from some mission and she said she wanted to talk to me. I just approached her later mid-walk and had our conversation and after we were done, she just continued her way and stopped for a moment to talk with Barret, that felt really realistic and cool, like how real people would mind their business. I could tell that her npc was programmed to go to talk directly to Barret but was still available for me to interrupt her and have our conversation first.
Honorable mention: Helldivers 2 (I know...super realistic game) when you are doing the side mission for shutting down the illegal broadcast you can go through the whole long process of powering down the tower or you can just call in an orbital strike and blow up the tower to finish the mission. No tower, no broadcast.
I'm surprised nobody does dismemberment and battle damage like the RE2 and Dead Space remakes. Probably because such attention to detail requires effort.
my favorite damage model is the one from xmen origins wolverine. start with a shirt, damage rips it up and takes it off, further damage exposes bones and muscle, and since hes wolverine you get to watch his wounds heal.
Nah, it's fairly easy to implement with mesh slicing and basic physics. I follow a solo VR developer who made a demo where you can chop enemies into as many pieces as you want, making cuts wherever you want, and depending where you cut, the inside portion looks different (guts if you split them in half, muscle and bone if you cut an arm off, etc.) Games like Dead Space have specific damage areas and conditions, which is significantly more simple. So like the other guy said, probably has more to do with avoiding angering the ESRB and getting the dreaded AO rating, which automatically fucks their potential demographic thanks to whiney, prude countries like Australia banning them across the board, and companies/platforms refusing to publish, distribute, or sell AO games.
Second Point - this is done in Metal Gear Solid. Keep contacting Mei Ling and then choosing not to save. She will eventually get cheesed off and tell you to knock it off. If you still persist, she goes quiet, and a few more of these will end up with her poking her tongue out at you and blowing a raspberry.
Nier Automata is a good example of number 4. The game has 26 endings in total. 5 of them are the canonical endings, but the other 21 are "bad endings" which happen when you do things like walking away from a mission.
One thing I just noticed in AC:Odyssey is that when you enter a cave with sunlight streaming directly inside, there's a gap between the sunlit area and the unlit areas where you'll see nothing; it's just pitchblack, until you venture deeper inside, that is. It's not as sophisticated as Metal Gear Solid's "eyes adjusting to the dark" mechanic, but it was an interesting method to simulate the effects of going from light to dark.
I enjoy those little touches. Yeah the massive set pieces can be great but it's the little immersive details that help especially if it puts you in the game world better
For num 10 I just love that everyone in every game ever is so respectful towards you, that they turn to you to speak. They could just continue to look the same way and talk, but they don't :D
I especially agree with first one. I find it annoying in 90% of games that when talking with you characters aren't even staring in your direction properly
In the Gen 6 era of games, Matrix The Path of Neo actually lets you choose between the Red or Blue pill which, by taking the Blue pill, you basically wake up the next morning as if you never encountered Morpheus and the game ends before it even begun, similarly to the last game mentioned in the number 4 entry, but this fits more into "ending the game before it begun"
One mechanic I like in a game is disguising yourself by just wearing enemy’s cloth. One example is Greedfall One mission you are task to infiltrate warehouse. The game offer you many way to bypass the guard as optional objective. I wear the set of cloth from enemy faction at a time because it look cool and when I walk in a unique cutscene played where they thought I’m new shift and let me take over. I am surprised because the game doesn’t even told me that it is an option
Interestingly enough, the original dev of fallout put in a most ridiculous dialog check. On a mission to save a hostage from a bandit, and if you complete several miscellaneous actions throughout the game, you can sneak around to the boss room wearing a specific outfit and convince the bandit you are his long dead father that's about to beat him again (think he was abusive, and you need to have a bad alignment, but can barely remember as it was totally random checks that took years before it was found)
Number 5, 7:43 , About locked doors and stuff, an old game duo (Resident Evil Outbreak: Files 1 and 2) There were a ton of doors that needed keys, but there were multiple ways to open them. You could find the key, or there was a character that started with a lockpick kit you could open MOST doors with, and for the final option; just attack the door! Many doors in the game could be opened by attacking them, eventually (stronger attacks/weapons opened doors faster), which would break the lock and leave it permanently open. I wish more games had mechanics like this!
In the Last of Us 2 a mechanic that blew me away is the cracking of safes. Each safe has some sort of 'puzzle' where you have to figure out the code to the safe by looking at surrounding and reading notes etc. But in TLOU2 you can actually just crack the safe by listening to the clicks as you turn the dial. There will be a more audible click when hitting the right number as opposed to the normal ticks when you spin it.
I think cyberpunk 2077 has one of the best ways of having NPCs start talking to you and look at you in a natural-looking way. That's probably my favorite one but Red Dead redemption 2 is another really good one with that. Obviously there's a few but definitely for me cyberpunk 2077 feels the most natural to me rdr2 is probably the same for me like tied
Related to number 2 - one of the most immersive but simple gaming moments for me was playing Fallout 3 for the first time when you leave the vault and the light is too bright for your character's eyes. It really helped make us feel like we were seeing the new world with the Lone Wanderer.
3:00 That isn’t the first time Hideo has put something like that in his games. In MGS, if you call Mei Ling and never save, she also gets upset with you.
In the recent The Talos Principle 2, you can unlock a quick ending by saying you're not interested in the expedition. The others go and say you would have been amazed by the place. The End.
I think a few games do the see better in the dark mechanic a little bit. In the Texas Chainsaw Massacre game, running into a dark building or down outside stairs is difficult because you can't see anything for a second until it adjusts.
Regarding Number 4, I'd honestly love to see a game that tells you to march forward and slay monsters or slaughter a city or do whatever.... and if you instead turn around and walk away, it becomes a completely different game. Like it opens like Call Of Duty, but if you run away, you find yourself playing Stardew Valley as a humble farmer who is hiding from the war.
Just a few days ago, I learned, that it was changing functionalities of Breath of the Wild from special ability base to physics base in Tears of the Kingdom was the task what caused the delay in the release.
For number 9, in Dota2 if you spam an ability that's on cooldown your character will get mad at you. Some of them straight up scream at you like Viper. I never played Warcraft 3 but maybe that's where it started.
10) Cyberpunk did this very well & if you moved around whilst the NPC was talking to you, their head/eyes/body would move in your direction so that they always maintained eye contact during the conversation.
Some interesting additions to #5. Concept of blowing through obstacles is nothing new. In Jagged Alliance (1995) you can look for keys to open certain doors/boxes, break them by hand or crowbar or blow them up. It is more of a tactical game then RPG but counts. In original Fallout games (1 and 2 from 1997 and 1998) you also could lock-pick or blow up any or almost any door. And game will try its best to react to your creativity.
VTM Swangsong has a unique dialog system. It's a little obtuse and rough around the edges, but verbal confrontations in that game feel like boss battles. I'd love to see it iterated on.
Always love checking the magazine to see how many bullets are left, Condemned made this a thing back in the day and some games still do it like recently Amnesia Bunker.
Random, but i just wanna say how much i appreciate how quickly this channel's videos get to the point. Twelve second intro, then right to the meat. So much better than other large channels who jabber on for five minutes before saying anything relevant. AND you guys always have chapter markers. Thank you, thank you, THANK YOU.
One of my fav feature is the able to interact the the same object the npc does. It really a good rpg element and it also made you more humane as if you really belong in that world rather than just a different entity...
number 9: Kojima also makes the Paramedic in MGS3 get angry when you call them to save and but refuse to save multiple times. number 7: check the NPCs from Monster Hunter World
Nice to see Black Ops Cold War getting some recognition. It’s an underrated game (especially the campaign) amongst the downward spiral CoD has been on the last several years.
I'm surprised you included the bullet ricochet mechanics of Arna III, but you didn't even mention it in the list. Its definitely something we need more of.
#2, in Amnesia, your eyes adjust to the dark if you turn off your lamp and the room or hallway is very dark; in exchange of sanity which is actually a great horror mechanic
Re: People turning to face you. In the indie game "The Lost City", you end up in a hidden city in ancient Rome. All of the people will, when addressed, put aside whatever they were doing and turn to face you as they begin speaking. (Most of the time; if someone is sitting down, they won't turn.) Time also continues to pass during conversations; it's possible to have timed events occur while you're busy talking to someone.
No Man's Sky does something I haven't really seen before which is super realistic which is the system where you have to learn the language to understand each race. A lot of other games with aliens either have them speak your language, have a translator or just you can't understand them at all.
The game Triangle Strategy is very impressive in the way that you try to persuade all your allies to make a certain choice whenever theres a hard decision to be made. Each ally has a distinct personality & needs to be convinced in different ways. They all cast a vote on what they want to do so its important to convince them
Thats what i love about RDR2 and The Last of Us Part II. Everything just makes sense and you dont have to think about how somehting will work as it just happens like real life
I would like to chip in the eating mechanics of 'Pentiment' for Number 7. It serves an actual function in terms of passing time and having dialog with NPC's and you can choose the order of things on your plate to eat, which makes the whole thing feel much more immersive. Great game overall, btw.
I always thought Rin and O'aka the shopkeepers in FFX were so well done at that time. They follow you, have unqiue dialogue based on the place you're in, and O'akas brother even fills in for him when he's indisposed.
Eyes adjusting to darkness is a default feature in any Unreal Engine 5 game. It's called auto-exposure and normalises light and dark intensity according to whatever parameters the developers set.
Number 5: to be completely fair, a grenade shouldn't take down a concrete wall. An RPG could, C4 (plastic explosives) could, but a regular grenade won't make a hole unless the integrity of the wall is already heavily compromised. Now, a door would be fair play...
I’ve missed intentional back ejections. The puzzle like climbing of assassins creed brotherhood had many frustrations but it felt so good when you did very input right and nailed a parkour section.
One that stands out to me is Procession to Calvary. You play as a medieval soldier in a point and click, but the neat thing is that you can literally use your sword to murder NPCs and bypass puzzles should you choose to do so
in Elden Ring, not only does each enemy have it's unique dying animation, but also sleeping animation. and that is just one of the attention to details that FromSoftware has put in the game.
For number 5, Control sometimes does this well. You find some rooms early on that require high level clearance, but they have many glass windows, so you just break them down and get to the room that way
The bomb trick worked in Breath of the Wild. Veteran players immediately tried using a bomb arrow, like myself. There's other puzzles you can skip because of the mechanics.
Oh gods, the "small piece of wood completely blocking your buff soldier guy's way" is SO aggravating! I hate when something is blocking the way forward, that even I, a couch potato, could clear in three seconds tops.
Cyberpunk 2077 is pretty good with the eyes adjusting to light. I'll drive into a tunnel and for a moment I can't quite see where I'm going, but then it's okay. Only to then come out of the other end and get nearly blinded by the sun. But that isn't nearly as bad if the weather is gloomy and raining, because it's not as bright as sunlight. It really adds a nice touch of realism to the game. We've all driven out of a dark tunnel and been "blinded by the light" (great song, that one). Actually, I experience that every time I watch one of your videos. My eyes are adjusted to the relatively dim light of the game video and then you SLAP ME IN THE EYES with the bright white title card for no. 4 etc. :)
I love the gas mask mechanics in the metro games. When you go outside in the rain it can blur your vision, if you tap the button your character will wipe his mask to clear his vision.
You sir are a man of culture 🤌🏻
ARTYOOOOMMMM!!!!
I think the clear plastic will also crack if you get injured enough and you have to replace your mask. Great games!
@@Nitro_Foundry yeah and you can fix it with duct tape which makes it a bit harder to see. Incredible game mechanics!
agree!
I loved, the first time I started up Detroit: Become Human. Having Chloe talk you through the initial setup, and talking with you a bit at the start of the game really added something special to an already special game.
At certain points it got kinda creepy tho ngl
Fun fact: In RDR2, the devs had a person in a mo-cap suit pretending to eat with a fork and knife; the utensils had tracking dots attached also. That's how they animated NPCs eating at saloons.
Maybe I miss your point, but that's how every mocapped game does everything. That's what mocapping is.
now imagine what they are doing with GTA 6
Gamer discovers how most AAA games are made for the first time.
I love how he got 53 thumbs up from bots.
U explained all mocap ever
In God of War Ragnarok, Ratatoskr (the squirrel which guards the World Tree) will get very annoyed if Kratos keeps summoning it and has funny lines
Much like how bitter squirrel would in god of war lol.
He can really get annoyed with you when you spam the axe throw/recall in the beginning of the game. So much dialog for something so silly 😂
Bitter squirrel was one of my favorite characters in GOW: Raganrok
I thought he was annoying when he was first introduced into the game 😂
I remember in MGS3 in the cave, if you call Colonel he'll tell you something to the effect of "Stop wanting things the easy way. You can't see? Figure out a way" and knowing Kojima I just got up and physically upped the brightness lol
I knew about this mechanic because I once had a TV that was pretty dark that using the map and smoking a cigar wouldn't light up enough for me to find the torch to continue. Tried to find my way and after a while I noticed it getting lighter and I could find the torch and continue. The other TVs I had you could turn the brightness up so it was never an issue.
One of the better persuasion systems I've seen is kingdom come deliverance. Not only it depends on things that happen in the game, but also the character really tries to convince the person with reasoning and other means rather than just asking twice like in Bethesda games. Very underrated.
And it makes a difference how clean you are or what clothes you are wearing (harder to convince a noble when wearing peasant clothes). Man I love that game!
@@TheWindiioh and intimidation is higher if u have a bloody weapon and armor but other dont like that too much^^
Ah jes.
The game where it was more easy to steal the weapons of the bandits then actually fight them.
The amount of work that goes into keeping items from clipping through each other! God of War comes to mind with all the armor sets and his weapons on his back. TLOU, Horizon, almost any Sony 1st party game has minimal clipping, and I always appreciate it.
Can't get over how smooth TLOU1 and 2's holster animations are, especially for melee weapons. Ya sure being able to take it out in a nanosecond isn't exactly realistic but that's because of gameplay reasons, but it makes up for it with an animation that isn't just "your bat is now magically stuck on your back". ll
This is the one detail that irritates me the most about Elden Ring: the clipping. It’s the most visually disappointing thing about the game, and it’s exasperated by the fact that the level of detail put into the actual various bits of gear and armour is so damn incredible, it makes it all the more disappointing that the same degree of care was not put into ensuring such beautiful looking stuff doesn’t clip through each other.
To add to your "pacifist option"; I remember playing Tomb Raider 2 and realizing that if you don't hurt the monks in the Tibetan levels, they just ignore you and take care of the bad guys but if you shoot one, you have to deal with 2 sets of enemies. amazing little detail for a game of it's time.
Another one for Resident Evil 4, Leon will run faster if he's equipped with a grenade instead of a gun. This is taken from a real military technique of running at a slower pace if you're holding something that might throw off your balance (like a rifle) and going at a full sprint if you have something small (like an explosive) in each hand to maintain your equilibrium.
Isn't this a mechanic in almost all shooters? I mean switching to your knife to run faster has been a thing for decades.
I'm playing a lot of RDR2 recently, but in a very slow way. I'm taking much time to do stuff between the missions, so after a while one of the gang members came from behind, telling me that he was searching for me because Dutch was worried. Then I could choose to stay or go with him back to camp. I really liked that.... ususally NPCs don't care if you're gone for days...
Moments like that I appreciate because it feels like your character's actions/presence actually gets noticed by NPCs better
MGSVTPP had something similar, where your dog would refuse commands and jump on you if you were gone from the game for a long while, and if you did several missions in the field before returning back, you would be approached by Ocelot who points out that you stink and throw a bucket of water on you... unless you recruited quiet and have her for deployment...
There's so many moments in Fallen Order and Survivor where I was just like "If you really wanted that macguffin, you'd just squeeze through the bars"
I liked a challenge in Baldurs Gate 3 where there was a gigantic chessboard and the person tasked me with destroying the enemy king in only 2 moves. So I blasted it with a powerful spell twice, it was destroyed and the person actually acknowledged this as a success
Now THAT is what I call making your solution fit the problem 😂
Or just bring gale with you. He plays chess and tells you what to do.
Honestly, I don’t really like the turn-based D&D combat, but just the sheer amount of effort that went into preparing BG3 for every dumb little edge case your players can encounter is astounding as was enough to get me into the game. The entire thing is so reactive that my gamer brain has difficulty coming up with solutions to certain problems because I’ll just go “ah, it’s a game, no way they’ll let me do that” except, they totally let you do that and probably even have NPC dialogue prepared for that very specific sequence of events too.
@@gergopahollo that’s awesome dude!
Really just cutting the Gordian knot, huh?
I loved the part in BG3 where Mattis is trying to convince you that his ring bestows magic luck by asking you to call his coinflip. You can respond by saying that you're not convinced by a single toss, and ask him to do it again. And then again. And again and again, and he grows increasingly more annoyed each time until he eventually just gets completely fed up with it and tells you to get lost.
That's as good as the Mass Effect fecal analyser clip 😂 if you pester the dude working at a machine he eventually tells you what it does. 🤣
Surprised you didn’t mention cyberpunk in the first example of the video. Talking to NPC’s is so immersive because you almost never get locked into a dialogue mode type thing. You’re able to move around the room and continue conversations and the NPC’s will react realistically to what you’re doing during the conversation. Very similar to the CoD example you provided.
It felt a bit barebones to me, I wished it was something more akin to Kingdom Come Deliverance but the immersion can get broken a bit cause you have to go into a fixed camera position
There was a clip of cyberpunk in the first one, specifically as he talks about them turning around to talk to you they played a clip of an npc in cyberpunk doing it
lol not similar wtf more like skyrim dialogue but u can walk
@@Soap010 Your comment makes me wonder if you even played the game? It’s literally nothing whatsoever like Skyrim dialogue.
@@jonbotwesley dude it's worse I don't remember anyone but Johnny, Reed, songbird, myers, rogue and heard about Adam smasher at the end
Oh yea and panam that about it, it's a good game but I really was bored by everyone else
Also wtf happened to goro
Sons of the forest has your eyes adjust to the darkness. If you are holding something bright, it makes it basically impossible to see past the light source. But put it away, and you can see farther out. Not as brightly of course, but sometimes it's more effective
Sekiro has the eyes adjusting to darkness.. You can also see the "effect" on Wolf's eyes.
Judging by the way most drivers attune the headlights of their cars it's obvious that the majority of people don't even know that this is a thing in reality.
Green Hell also somewhat has it. Around dusk you can barely see anything, but if you wait / rest an hour, you can see much more. Though I'm not sure if you experience any blindness if you look at a light source though.
For entry #5 Cyberpunk is also an honorable mention. For some doors where you don’t have the necessary skill points to open from the front, if there’s a window that leads into that room you could just as easily shoot the glass and enter in that way.
Or Prey where you can morph into a coffee cup that fits through the window or between the boards!
As a professional locksmith the idea that people think "so unrealistic just kick the door down" is incredibly silly in most situations. Kicking the door all but requires a wooden or residential grade door, a wooden frame or a grade 3 (residential grade hardware) or below and the door MUST specifically swing inward such that the door can actually take the force and go, and not just hit the frame and stop. Most residencial style doors fit this description. Assuming you're dealing with a proper commercial setting, so a steel door and frame, grade 2 (commercial grade hardware) or above, and probably a blocker or astragal if it's outswing, even the use of a gun or grenade if not used absolutely precisely can't open a door, and if used improperly could make it much much harder to get in than it would've been. If you're going to physically force and distort the door to pop it open it has to exert force in a specific way and explosions are not good at good monodirectional force. Obviously it gets much harder to bypass when you actually don't want to destroy the door, frame, locks or wall and even more so if you want to be somewhat silent. Also picking locks changes wildly from residencial to commercial, so most padlocks and home locks are very easy, most people can properly fluke and get in easily because of very sloppy tolerences in those locks, but for commercial the more money spent ups the difficulty sky high. Also there are bypasses for card readers, but not remotely like how most games do it in the hacking minigame, it's much closer to modern car doors. Also any proper commecial door hinges are NRP (non-rising pin) so you can't pop the hinge pin out and just remove the door.
TLDR: Flimisy and stupid residencial doors and locking hardware don't stand up or function in the same way most other doors do, so don't just carry over that knowledge because it doesn't apply. Unless you have an understanding on exactly how the specific locks function in each specific scenerio, the use of a gun, grenade or rocket launcher is often better used on the wall itself than the door. It's much more realistic that somebody would instead just look around for a key or keycard. A key card especially since many buildings will just sound an alarm, and potencially automatically call police, if a door is bypassed and opened without approval of the security system
The TLDR needs a TLDR
TLDR: forget the door, break the windows.
I once tried to kick a Door down.
I kicked through the Door....
How many neuromods do you need before you can break down grade 3 doors?
"This is the lock picking lawyer, and today we have a commercial grade door that normally requires a shotgun and explosives to open."
I love when you can actually loot what the enemy has on him/her.
Crazy annoying in any game when the enemy has a cool weapon and you cannot pick it up.
Positive mention: Elder Scrolls games!
Every time this flaw is mentioned. I get reminded of MGS2, where the mad lads came up with a paragraph long conversation explaining why enemy guns use id tech and only the registered user can use the weapon, otherwise the weapon is stuck in safety.
I applaud the devs for coming up with it honestly even if it's hardly the most ridiculous thing in that game.
fallout too you'll get their items as well but npcs having infinite ammos is just stupid af.
I love it when Falcon uses his other voice
The level of finding (quality) content by Gameranx is out of this universe and I still can't comprehend how this team can keep feeding us with quality content and ideas
They are also recycling content. I just noticed a few weeks ago. But understandable since they are producing so much videos.
To be fair. This was a shitty list for almost any point
@@saschaherrmann1665way better than the usual top ten bosses etc lists. It's different and sometimes that's all that matters.
these videos are slop. i only watch these just so i can turn my brain off.
The ability to walk at the same pace as an NPC AND for the NPC to match your speed.
A recent example is Hogwarts Legacy, when following an NPC you're meant to jog with them but you can walk and they will also walk along with you or even wait for you to catch up. Alternatively sprint and they will also sprint to keep up with you. Such a basic thing that SO MANY games get wrong.
There is nothing more frustrating than waiting for an NPC to catch up with you OR having your walk speed be slightly faster/slower than an NPC.
Those early AC games and their damn unskippable slow a$$ crawling npc escort missions. Just shut up and get to the part i need to protect you ffs! 😡 😂
Unrelated, but have you heard of the Hogwarts Legacy mod, Hogwarp? Recall the skyrim together reborn modders were behind it, and stressed the server with over 150 witches and wizards on it at once (think peak was about 168)
For number 2: never played Indiana Jones Fate of Atlantis, huh? Exactly that game mechanic was used a few times. Once in an excavation site and another when you arrive at Atlantis. Not sure, if there were other times, but those two I remember.
Resident Evil 5 also used that mechanic. It was noticeable in the earlier levels.
In Mortal Shell there's an npc called baghead that asks for a roasted rat and some moonshine and after you bring him those items he invites you to just chill with him. And you can totally just end the game like that playing music and eating and drinking with your new friend
Another interesting thing in RDR 2 is when you watch someone play an instrument. In most games where a character is playing something (like a guitar or piano), they are randomly doing animation to make it seem like they're doing something. In RDR 2 you actually can see the changes in how they form their fingers to make a chord or strumming an instrument. I thought that was pretty cool to see.
Like the blowing up the puzzle, love that red faction let you blow the walls around the doors often as long as you have something explosive on hand
An old game, Ultima VII on DOS. There was day, night and weather cycles. People had jobs and would go home at night, eat and sleep. Call guards or attack if you attacked or stole from them. Your party members would leave the group if you did something they didn't agree with and I remember saving my game before going into a dungeon, and one of the party says, "I got a bad feeling about this..."
I loved these mechanics, its a shame is doesn't exist in more games today
Those are all very impressive but "your party member leaves if you do a specific thing" is the one that peaked my interest and something I desperately want to see more of.
I always found it jarring when I have a companion who's supposed to be this rather innocent guy and he's completely unbothered by me committing several war crimes right in front of him.
It's an extremely smart way to further encourage players to not be dicks just for the sake of it.
@@gibleymanpiqued*
Also on the dialogue options BG3 is the king of this in my opinion. Every new playthrough I encounter a new dialogue choice based off my character race/class/background. It adds so much flavor and of course your "morality" choices also color things but those choices happen to everyone regardless.
actually for number 2, in the original amnesia (i don't remember if the new ones do too) your eyes adjust to the darkness, you get more scared and your sanity goes down but you can see basically everything
I love how in 3 years I haven't used the bucket technique from skyrim, yet an hour after I use it I'm seeing a clip of it in a TH-cam video
One thing I like in Bethesda games that I recently noticed in Starfield is that you don't have to wait npcs to "get in position" to talk to them like in most games. Some npcs have routines and you can activate their dialog anywhere they are, this for me feels a lot realistic. There was this time where I just came back to constelation HQ with Andrea from some mission and she said she wanted to talk to me. I just approached her later mid-walk and had our conversation and after we were done, she just continued her way and stopped for a moment to talk with Barret, that felt really realistic and cool, like how real people would mind their business. I could tell that her npc was programmed to go to talk directly to Barret but was still available for me to interrupt her and have our conversation first.
Honorable mention: Helldivers 2 (I know...super realistic game) when you are doing the side mission for shutting down the illegal broadcast you can go through the whole long process of powering down the tower or you can just call in an orbital strike and blow up the tower to finish the mission. No tower, no broadcast.
Hello, Jake!!
Hey
@@gameranxTV Yo
Hey mom 👋
I'm surprised nobody does dismemberment and battle damage like the RE2 and Dead Space remakes. Probably because such attention to detail requires effort.
my favorite damage model is the one from xmen origins wolverine. start with a shirt, damage rips it up and takes it off, further damage exposes bones and muscle, and since hes wolverine you get to watch his wounds heal.
@@KaoticGamer117 yeah forgot about that. And it's even older from 2009.
The reason is money. Dismembering and gore gets games banned in some countries
You guys should check dead island 2 then. Best I have ever seen
Nah, it's fairly easy to implement with mesh slicing and basic physics.
I follow a solo VR developer who made a demo where you can chop enemies into as many pieces as you want, making cuts wherever you want, and depending where you cut, the inside portion looks different (guts if you split them in half, muscle and bone if you cut an arm off, etc.)
Games like Dead Space have specific damage areas and conditions, which is significantly more simple.
So like the other guy said, probably has more to do with avoiding angering the ESRB and getting the dreaded AO rating, which automatically fucks their potential demographic thanks to whiney, prude countries like Australia banning them across the board, and companies/platforms refusing to publish, distribute, or sell AO games.
Second Point - this is done in Metal Gear Solid. Keep contacting Mei Ling and then choosing not to save. She will eventually get cheesed off and tell you to knock it off. If you still persist, she goes quiet, and a few more of these will end up with her poking her tongue out at you and blowing a raspberry.
MGS... best games EVER!
The last point (1) is the reason I'm subbed to Gameranx. You guys really a beacon of sanity and kindness on the Internet.🙂
Nier Automata is a good example of number 4. The game has 26 endings in total. 5 of them are the canonical endings, but the other 21 are "bad endings" which happen when you do things like walking away from a mission.
These realistic mechanics are like the sidekicks of gaming - not flashy, but secretly saving the day.
at least youtube is still working!
Wait, are you implying that your IG and other stuff ain’t working? Coz it ain’t working for me too
@@greensman2697my Facebook and discord broken here
@@greensman2697 facebook and IG are both down
This is spooky...
@@mahdibhaiya Same
8:56 Wolfenstein 2 opening scene, you should be able to just start the mayhem right away instead of HAVING to choose to have one of your guys killed ❤
One thing I just noticed in AC:Odyssey is that when you enter a cave with sunlight streaming directly inside, there's a gap between the sunlit area and the unlit areas where you'll see nothing; it's just pitchblack, until you venture deeper inside, that is. It's not as sophisticated as Metal Gear Solid's "eyes adjusting to the dark" mechanic, but it was an interesting method to simulate the effects of going from light to dark.
I enjoy those little touches. Yeah the massive set pieces can be great but it's the little immersive details that help especially if it puts you in the game world better
Fun fact: The tone of you and falcon’s voice improve my day
Starfield doesn’t even bother making the NPCs turn. They just talk to a wall while you stare at their back 😂
For num 10 I just love that everyone in every game ever is so respectful towards you, that they turn to you to speak. They could just continue to look the same way and talk, but they don't :D
RDR2 will be talked about forever
I especially agree with first one. I find it annoying in 90% of games that when talking with you characters aren't even staring in your direction properly
I love that the Tiefling child gets annoyed if you keep making him flip his coin over and over and over
In the Gen 6 era of games, Matrix The Path of Neo actually lets you choose between the Red or Blue pill which, by taking the Blue pill, you basically wake up the next morning as if you never encountered Morpheus and the game ends before it even begun, similarly to the last game mentioned in the number 4 entry, but this fits more into "ending the game before it begun"
One mechanic I like in a game is disguising yourself by just wearing enemy’s cloth.
One example is Greedfall
One mission you are task to infiltrate warehouse. The game offer you many way to bypass the guard as optional objective. I wear the set of cloth from enemy faction at a time because it look cool and when I walk in a unique cutscene played where they thought I’m new shift and let me take over. I am surprised because the game doesn’t even told me that it is an option
About the darkness adjusting, I remember the merc mode in Splinter cell chaos theory had that for the merc faction too
I love finding these hidden dialogue options, The child of heart park in fallout three has multiple I found out ❤❤❤
Interestingly enough, the original dev of fallout put in a most ridiculous dialog check. On a mission to save a hostage from a bandit, and if you complete several miscellaneous actions throughout the game, you can sneak around to the boss room wearing a specific outfit and convince the bandit you are his long dead father that's about to beat him again (think he was abusive, and you need to have a bad alignment, but can barely remember as it was totally random checks that took years before it was found)
Number 5, 7:43 , About locked doors and stuff, an old game duo (Resident Evil Outbreak: Files 1 and 2) There were a ton of doors that needed keys, but there were multiple ways to open them. You could find the key, or there was a character that started with a lockpick kit you could open MOST doors with, and for the final option; just attack the door! Many doors in the game could be opened by attacking them, eventually (stronger attacks/weapons opened doors faster), which would break the lock and leave it permanently open. I wish more games had mechanics like this!
Gameranx is the best!
Speaking of persuasion, Alpha Protocol has one of the best I've seen to date
👍
In the Last of Us 2 a mechanic that blew me away is the cracking of safes. Each safe has some sort of 'puzzle' where you have to figure out the code to the safe by looking at surrounding and reading notes etc. But in TLOU2 you can actually just crack the safe by listening to the clicks as you turn the dial. There will be a more audible click when hitting the right number as opposed to the normal ticks when you spin it.
Gotta remember this next time i play tlou2
I did that a few times in The Last of Us Part 2 and it amazed me that it worked, I was so blown away like I cracked the secret code all on my own!
I think cyberpunk 2077 has one of the best ways of having NPCs start talking to you and look at you in a natural-looking way. That's probably my favorite one but Red Dead redemption 2 is another really good one with that. Obviously there's a few but definitely for me cyberpunk 2077 feels the most natural to me rdr2 is probably the same for me like tied
Regular enemies that talk to each other, and even have names. Sometimes it’s fun listening to them, especially if their chat is related to the plot
Related to number 2 - one of the most immersive but simple gaming moments for me was playing Fallout 3 for the first time when you leave the vault and the light is too bright for your character's eyes. It really helped make us feel like we were seeing the new world with the Lone Wanderer.
3:00 That isn’t the first time Hideo has put something like that in his games. In MGS, if you call Mei Ling and never save, she also gets upset with you.
In the recent The Talos Principle 2, you can unlock a quick ending by saying you're not interested in the expedition. The others go and say you would have been amazed by the place. The End.
I think a few games do the see better in the dark mechanic a little bit. In the Texas Chainsaw Massacre game, running into a dark building or down outside stairs is difficult because you can't see anything for a second until it adjusts.
A lot of games have been doing it since HDR lighting became common in the mid 2000s. It's just that most of them make it very quick or even instant.
Red Faction is my favorite for the "This door is locked" bypass, where everything is destructible so just smash through the wall
Regarding Number 4, I'd honestly love to see a game that tells you to march forward and slay monsters or slaughter a city or do whatever.... and if you instead turn around and walk away, it becomes a completely different game.
Like it opens like Call Of Duty, but if you run away, you find yourself playing Stardew Valley as a humble farmer who is hiding from the war.
Just a few days ago, I learned, that it was changing functionalities of Breath of the Wild from special ability base to physics base in Tears of the Kingdom was the task what caused the delay in the release.
For number 9, in Dota2 if you spam an ability that's on cooldown your character will get mad at you. Some of them straight up scream at you like Viper. I never played Warcraft 3 but maybe that's where it started.
10) Cyberpunk did this very well & if you moved around whilst the NPC was talking to you, their head/eyes/body would move in your direction so that they always maintained eye contact during the conversation.
I do hate the mechanics that prevent me from climbing on or over something when my character is an athletic freak in every other sense.
Like if you could hop over a ledge youd be at the objective in no time. But noooo, looks like you gotta go the long way round. 😂
Or when they’re a God who lifted the enormous Tyr’s temple and spun it, but cant bash through a weak fence. (im talking about Kratos).
Some interesting additions to #5. Concept of blowing through obstacles is nothing new.
In Jagged Alliance (1995) you can look for keys to open certain doors/boxes, break them by hand or crowbar or blow them up. It is more of a tactical game then RPG but counts.
In original Fallout games (1 and 2 from 1997 and 1998) you also could lock-pick or blow up any or almost any door. And game will try its best to react to your creativity.
I like games like react like that. Rather than having to metaphorically step into the devs head and ask "how did THEY want me to solve this?" 😂
I like it when some videos are all praise for what the games do right instead of insulting every little thing, which is what everyone likes to do.
For me I just love when Devs allow you to break their games and become godlike even if it destroys the difficulty
Especially if they rip on you for doing it like The Stanley Parable
Amnesia dark descent also had the thing where your eyes adjusted to the darkness
VTM Swangsong has a unique dialog system. It's a little obtuse and rough around the edges, but verbal confrontations in that game feel like boss battles. I'd love to see it iterated on.
Always love checking the magazine to see how many bullets are left, Condemned made this a thing back in the day and some games still do it like recently Amnesia Bunker.
Random, but i just wanna say how much i appreciate how quickly this channel's videos get to the point. Twelve second intro, then right to the meat. So much better than other large channels who jabber on for five minutes before saying anything relevant. AND you guys always have chapter markers. Thank you, thank you, THANK YOU.
One of my fav feature is the able to interact the the same object the npc does. It really a good rpg element and it also made you more humane as if you really belong in that world rather than just a different entity...
number 9: Kojima also makes the Paramedic in MGS3 get angry when you call them to save and but refuse to save multiple times.
number 7: check the NPCs from Monster Hunter World
Trolling the save guy? That's funny. 😂
Nice to see Black Ops Cold War getting some recognition. It’s an underrated game (especially the campaign) amongst the downward spiral CoD has been on the last several years.
I'm surprised you included the bullet ricochet mechanics of Arna III, but you didn't even mention it in the list. Its definitely something we need more of.
Yeah, especially when you can take advantage of it to clap enemies otherwise out of reach 😂
#2, in Amnesia, your eyes adjust to the dark if you turn off your lamp and the room or hallway is very dark; in exchange of sanity which is actually a great horror mechanic
Jake and falcon are the goats of TH-cam. They must be protected at all costs.
08:55 actually in NieR Automata has a couple of alternate (early) finals if you walk away from the direction you're supposed to go.
Or in Far Cry 4. If you stay at Pagan's table in the intro you can get killed triggering an ending that way iirc. Well, he DID say to wait there! 😂
Re: People turning to face you. In the indie game "The Lost City", you end up in a hidden city in ancient Rome. All of the people will, when addressed, put aside whatever they were doing and turn to face you as they begin speaking. (Most of the time; if someone is sitting down, they won't turn.) Time also continues to pass during conversations; it's possible to have timed events occur while you're busy talking to someone.
No Man's Sky does something I haven't really seen before which is super realistic which is the system where you have to learn the language to understand each race. A lot of other games with aliens either have them speak your language, have a translator or just you can't understand them at all.
The game Triangle Strategy is very impressive in the way that you try to persuade all your allies to make a certain choice whenever theres a hard decision to be made. Each ally has a distinct personality & needs to be convinced in different ways. They all cast a vote on what they want to do so its important to convince them
I remember FarCry 2 did the whole thing where your eyes adjust to a change in lighting. It was very cool.
And the blurring of the vision for a malaria attack during combat. Especially if it happens when your gun jams too! 😱 😂
Thats what i love about RDR2 and The Last of Us Part II. Everything just makes sense and you dont have to think about how somehting will work as it just happens like real life
I would like to chip in the eating mechanics of 'Pentiment' for Number 7. It serves an actual function in terms of passing time and having dialog with NPC's and you can choose the order of things on your plate to eat, which makes the whole thing feel much more immersive. Great game overall, btw.
I always thought Rin and O'aka the shopkeepers in FFX were so well done at that time. They follow you, have unqiue dialogue based on the place you're in, and O'akas brother even fills in for him when he's indisposed.
Resident Evil 5 had the mechanic of having your eyes adjust to darkness. It was heavily advertised prior to release, but never really talked about
Eyes adjusting to darkness is a default feature in any Unreal Engine 5 game. It's called auto-exposure and normalises light and dark intensity according to whatever parameters the developers set.
In shadows of the empire for the N64, if you talked to your droid companion too many times he would get annoyed, finally ending on “Go away, sir.”
Number 5: to be completely fair, a grenade shouldn't take down a concrete wall. An RPG could, C4 (plastic explosives) could, but a regular grenade won't make a hole unless the integrity of the wall is already heavily compromised. Now, a door would be fair play...
I’ve missed intentional back ejections. The puzzle like climbing of assassins creed brotherhood had many frustrations but it felt so good when you did very input right and nailed a parkour section.
One that stands out to me is Procession to Calvary. You play as a medieval soldier in a point and click, but the neat thing is that you can literally use your sword to murder NPCs and bypass puzzles should you choose to do so
in Elden Ring, not only does each enemy have it's unique dying animation, but also sleeping animation. and that is just one of the attention to details that FromSoftware has put in the game.
For number 5, Control sometimes does this well. You find some rooms early on that require high level clearance, but they have many glass windows, so you just break them down and get to the room that way
The bomb trick worked in Breath of the Wild. Veteran players immediately tried using a bomb arrow, like myself. There's other puzzles you can skip because of the mechanics.
Oh gods, the "small piece of wood completely blocking your buff soldier guy's way" is SO aggravating! I hate when something is blocking the way forward, that even I, a couch potato, could clear in three seconds tops.
Cyberpunk 2077 is pretty good with the eyes adjusting to light. I'll drive into a tunnel and for a moment I can't quite see where I'm going, but then it's okay. Only to then come out of the other end and get nearly blinded by the sun. But that isn't nearly as bad if the weather is gloomy and raining, because it's not as bright as sunlight. It really adds a nice touch of realism to the game. We've all driven out of a dark tunnel and been "blinded by the light" (great song, that one). Actually, I experience that every time I watch one of your videos. My eyes are adjusted to the relatively dim light of the game video and then you SLAP ME IN THE EYES with the bright white title card for no. 4 etc. :)
You get #8 a lot in Pentiment, where your initial background options change the dialogue options in the whole game!