Since I grew up playing mass Effect, I have this ingrained fear that I'll miss out stuff while playing RPGs so I look into every nook and cranny even though it's seldom rewarded now
Lol, Damn this makes me feel old. Forget Mas Effect, I got this fear from playing the original Final Fantasy Games. And if you are wondering ... The fear doesn't go away as you get older .... SMASH ... EVERY ... BOX .... PLANT .... SMASH EVERYTHING!!!
Lol Hogwarts Legacy is the first one I’ve played in years where there is stuff EVERYWHERE. So satisfying when the searches are rewarded finally. Hogwarts Legacy brought it back.
Honestly, the concept of increasing difficulty by adding extra complexity and mission goals is so much better than just making all the enemies bullet sponges etc
True, but that means doing a lot more work. From a corporate executive's point of view, why spend all that time and money doing that when you can just tweak a few values and get a similar result much cheaper? Time is money, something that cuts down on development time means they get more money. Same for destructible stuff.
@@slickrcbd9543 Except it's really not that much more work. Unless you're opening up brand new areas of the level to explore (which is also cool but definitely involves more dev teams) all you need to do is build some additional event triggers and maybe a new item or two. Finish up with some additional dialog (which is all recorded at the same time so it's not taking additional resources) and you have a surprisingly cheap method of increasing value. My guess is that it never caught on because a) single-player campaign-based games are a mostly dead genre, b) game developers have been intentionally dumbing-down gameplay rather than making it more complex, and c) players haven't really clamored for this sort of thing.
@@BrianWelch-ks9ms Absolutely it's more work. You need to test all those triggers and so on... you're tripling the number of objectives that need to be written, modelled, coded, voiced, playtested, etc. But most importantly it's work going into content that many people won't see. Content that only some players will see is the first to be cut when deadlines loom. And if you know that, then why would you even decide to put it on the roadmap.
@@BrianWelch-ks9ms It doesn't have to be that much work. It just has to be more work. Corporations try to optimize everything towards a profit, even when it's a negligible difference. If you have something that people would like 50% more, but would require 0.1% more work without directly generating more profit, they're going to skip that in favor of 0.1% less work every time.
As far as companions go, I love the way Bioshock Infinite did it with Elizabeth. She stayed out of danger and helped you instead of just being there waiting to be killed.
As someone who grew up escorting Natalia around in Goldeneye, Ashley in RE4 was a breath of fresh air. The fact that she DUCKS when you point a weapon past her, and that you could tell to stay someplace, were mind-blowing improvements for me.
Ashley is remembered not because she was a bad escort target, but because she was an annoying character in an excellent (and hence, replayed) game. Still more annoying than modern companion characters that aren't really escort targets because you don't actually have to look after them and are 'helpful' with game mechanics in the hope that the player will bond with them the way the player character does.
People remember Ashley and Navi as extremely annoying because at the time NPC in-game voiced dialogue wasn't as common and the "look! listen!" and "Leon! Help!" felt like a lot, but revisiting both games now after decades of NPCs who won't stop talking, and both Navi and Ashley feel so restrained and quiet and like good companions. I will take an occasional "look! listen!" and "Leon! Help!" over like the constant companion battle dialogue of Dragon's Dogma, or people screaming at you for every little bullet shot at them in the Saints Row helicopter escort missions xD And yeah, Ashley would generally just do anything you told her to, stay and hide when you needed her to, and duck out of the way when you needed to shoot. She's way more manageable than even many NPC companions in modern games.
Escort missions are usually the worst part of ANY game and a good chunk of Resident Evil 4 IS an escort mission and it doesn't really get annoying, the game took major risks and hit the jackpot, really. They changed, camera, gameplay, added melee special moves (you can suplex zombies) and arcade-like target hunting, turned up the camp with cartoon villains into a previously serious horror series and EVERYTHING WAS RECEIVED WELL.
@@AmisAngelstreams I like Dragon's Dogma a lot but one has to remember that FIRE WORKS WELL, and WOLVES HUNT IN PACKS. XD Ashley IS annoying but that's because of character writing not programming.
@@boobah5643 That annoying factor in her voice also serves a direct and indirect gameplay purpose. It alerts you to her being in danger, and it conditions you to keep her out of harms way to minimise the amount you have to hear her annoying yells, which makes keeping track of her come more naturally to you, since you actively manage her in ways that make her easier to protect so you don't hear "help me leon" for the 50th time.
About the destructible environments. It seems more modern games would rather focus on graphical fidelity than on interesting mechanics. Personally I would love to see more games use ambitious mechanics that just trying to make things as pretty as possible.
So much this. Yoshi P actually gave as a reason for FFXVI not being turn based (so essentially swapping into an already heavily saturated action-rpg genre) that it didn't work with the high fidelity artstyle. When you're turning this far away from your routes you've got to wonder if the graphics are worth it.
Id def take lower quality graphics and a destructible and immersive/interactable world over what is essentially a pretty theme park stroll with copy/paste enemies scatteredd throughout and cringey dialogue and bloated self-indulgent ‘story’ cough cough God of war ragnarok cough cough….shit that game atomic heart is the same too, you cant even destroy balloons, wtf?!
@@aidanmillow566 that justification is probably BS. I think they use the more action RPG style because it has more public. Even western RPGs based on TTRPGs doesn't use turn base and when they use it is not the only option.
red faction itself had the famously indestructible office partitions because they realised pacing could be a little broken when you could skip levels by hoarding rocket ammo
Anyone else miss an influential karma system? For example, inFamous 2 . Your appearance changed, your abilities changed, you had different quests, your allies treated you differently, you got completely different endings
That's interesting. I knew you can go evil or good but didn't know there was that much influence. I've been Xbox since Xbox started but just got me a PS5 earlier this year. I was playing Infamous and liking it but Hogwarts legacy is out lol.
one mechanic i sorely miss from RTS games is having the enemy AI have *limited* resources in the old Command and Conquer games if you blocked the AI off from all the tiberium fields they would eventually stop building units but in newer RTS games the enemy AI just gets INFINITE resources and troops, and even if you cut them off from all resources, they still gather resources as a farce and take them away from you
Lots of RTS games both old and new have the AI cheat, especially with resources. Same for turn based and 4X games. The AI has almost always cheated from the beginning.
One of the things I really miss from older games is, unlocking things like cosmetics and upgrades through work and playing. Now you just have to pay for everything.
Omg yes this! I used to spend Hours in fighting games to unlock things and in all honesty I suck at fighting games I barely enjoy them but you add a little thing for me to unlock and BOOM! I love them!
@@Marquis-Sade most of the time you grind for 50 hours to get 10 loot boxes and 1 might have what you want is not the same as earning it since you have no control over when or if youll get it which is the point
The OG Thief games also had the difficulty affect objectives. It was a really cool mechanic in those games and something I wish existed in more modern video games.
Loved Thief 1 and 2, My wife would watch me play and ask "Why are you just hiding and watching?". Told her "I was trying to get the guards routine memorized. Also unlike most games Garret, my character cannot go head to head against the guards". Thief 3, I just could not enjoy the hiding and sneaking in that game anymore. I thought that I had lost the patience to play a Thief game. Glad to see it was not just me that did not like Thief 3.
@@BSoDproducciones Because most gamers don't know about the original Thief games sadly. The reboot is the one most gamers know and they didn't like it. I enjoyed the reboot as much as I enjoyed the original ones.
Speaking of Thief, map and environment interaction. Thief really had this thing when it comes to exploring a level and completing an objective. I personally found that other than Hitman and the first Dishonored no other game gives me a similar vibe. edit: I somehow forgot about splinter cell.
@@asherandai2633 in a way, yes. I’m not sure about all the ins and outs of it but the game does continue if you miss missions. I’m sure there are some you can’t miss, they’ll just stay there and wait but those are mostly the main story beats.
The original Thief games are a fantastic example of a game where the different difficulties had different objectives, as well as full on changing the layout of levels. boarding up shortcuts, shoring up holes in walls, removing rugs that muffle your footsteps. Really made you have to strategize differently on top of the extra objectives.
+1 - first two Thief games are the BEST example of it. I can see why modern AAA games don't do it since that amount of changes to the level would be harder - but it added a bunch of replayability.
Added difficulty by voluntarily removing UI elements would be good too. Like in a Thief game, not having items in the world highlight when you walk near, or not having a scan function, and actually needing to spot the thing and walk up to it and put your cursor on it before it highlights. Or not having enemy positions and their view cones visible. Or not having a minimap at all. No compass. No player position on the map screen.
@@googiegress That's exactly how Thief the Dark Project and Thief Metal Age did it. And it is still one of the most immersive gameplay experiences I ever had.
Lets not forget that Thief is one of the only games to do stealth realistically. I don't know if it's 100% realistic. But you will never shoot a guard and have them say "huh, must have been my imagination." You'd have to put out lights, watch what you are walking on, etc...
Cult of the Lamb has a lovely 'city building' section to it, which is probably why I like the game so much. F4's settlement building is one of my favorite parts _of_ that game, and honestly, I like the loop of scavenging random garbage and turning it into usable material.
I wish they could have expanded the "base area" worrying about food, faith and shelter felt really simplistic, if you unlock everything I felt like a bigger space and more structures would have been really appreciated. The "difficulty " differences bothered me. The only thing I noticed between the difficulties was less hearts and everyone loses stats faster :l didn't like that felt like I wasted days just making sure stats were up before going out and questing, and it didn't feel like I was upgrading myself really. The cloaks were cool but they all have double edges too them ust idk it's a good game but definitely could use more fluff
@@krisr1293 Good news! They're releasing a new update soon. I don't know if they'll fix all that stuff you're talking about (although I personally think the double-edged cloaks are fine), but at least now the cult members will be able to bone.
@@maxixe3143 i just wish there was more cloaks if they were gonna have negative stats to them, or have them randomly generate certain stats instead. Idk I felt very confined with the limited selection
@@krisr1293 Fair enough, I think they were trying to play into the "cursed object - power with a price" thing since it fits with the aesthetic of the game. But maybe they should add some that give smaller amounts of power with no drawbacks for gameplay reasons as well. I think the next update will ultimately be focused on the adding to the gameplay elements of managing the cult rather than combat though so it's unlikely.
I'm playing thru MGSV TPP again. It hits many of these lovely G-spots: replay a mission, make it harder or easier by deciding what objectives to do & what to use, train your dog for in-game benefits...
For #1, the old Thief games come to mind when giving more objectives based on difficulty. I love Thief and Thief 2 back in the day. Hitman had variable objectives to hit as well based on how difficult you wanted to make the game for yourself rather than a pre-set difficulty, so maybe those don't count since they were more like Challenges than difficulties (Suit only was a popular one). Older Hitman games were definitely a proponent of the #4 Limited Saves portion of this vid though.
Yeah, Looking Glass made difficulty levels in System Shock interesting too since you could change the enemies, the puzzles and other stuff. I really like that concept because I enjoy a challenge but not when that means dealing with tedious bullet sponge enemies.
Sonic Adventure 2 Battle was one of my favorite games of my childhood. I loved the separate story lines and characters and yes the chao raising is a little weird but that is what kept me playing the game for years after beating the story for the first time
I miss Chao Gardens.. The concept of it was so appealing to me.. Generational breeding to make the best creature you can while also being able to use them in competitions..
Too bad the Sonic games now a days don't have the Chao Gardens. Was 1 of my favorite things to do on Sonic Adventure battle 2 as well.... i even when out and got the DX verson to mess with those gardens as well. So many cool variations and ways to raise them.
i literally missed out on Lae'zel and Gale my first time starting, and never spoke to Wyll. I played nearly the whole first act without any of them before deciding to restart xD
Pathfinder: Wrath of The Righteous, you can miss out on such a big number of quite important things (or altern events substantially) not even Baldur's Gate 3 can compete with =)
Silent Hill, especially Silent Hill 3, is pretty famous for having genuinely hard puzzles on higher difficulties. I really appreciate a game where the puzzles themselves have a difficulty level, but the fact that I can alter the combat vs puzzle difficulty levels independently is incredible.. I think it really helps create a more customizable experience.
My housemate is really into puzzles, but not good at the action stuff, so he absolutely loved the fact that you could set combat difficulty low and puzzles to hard.
Duuuude, the city building aspect is something I loved in rpg's and other games. The slow progression of a shack to like a badass mansion was soooo satisfying 😌
It looks like Starfield may have improved Fallout 4 base building. Plus there are non-RPG games like Valheim and No Mans Sky that include building. If you want a more recent game that has a semi-building element to it, then one of the DLCs for Kingdom Come: Deliverance has it. You don't build them from scratch like in Valheim but you can build a small settlement out of pre-rendered buildings. Also some top-down CRPGs have some building elements in them too.
Yeah even in the original assassins Creed games I liked walking around and upgrading the shops. And getting more money for owning shops. It was fun To play assassin’s creed like Monopoly.
While not *city* building, one game [series] that I think did this really well was Suikoden, especially the second. Winning the castle and renovating it into your home base, recruiting the various Stars of Destiny to fill out your roster and then returning home and finding them having set up a shop or a theatre or a gambling den was probably my favorite part.
@@BananaMystic Pillars of Eternity had a bit of that too. You get a base early on and you can hire folk to do missions and can upgrade the base over time. It's not got that much depth but it's still fun and upgrading does offer boons and opens up a very big multi-level dungron underground too. I'd love more RPGs (whether Isometric or 3D) to offer more base building. Kingdom Come: Deliverance also has some in one of its DLCs but again, it's all prefabs, unlike Fallout 4 that allows you to build anything you like within a certain area using the materials it allows you to use.
How you guys come up with these top 10 lists after all these years is beyond me I read the title and I'm generally interested After literally hundreds of them
@@jsmith3946 yeah man that's what they must do Sneak around on TH-cam stealing top 10 list ideas What a modern injustice it is Disgraceful Get a grip 🤡
@@jsmith3946 At least it sounds like it was written by a human with actual experience playing these games, instead of sounding like a "Heya, fellow kids" crappy AI like Mashable or anything made by Polygon/IGN/Kotaku.
I was going to rip on this list for including multiple items that you prefaced with "most people HATED this concept"... but I'm glad you included them to remind us how far gaming has come! As for your #1, I couldn't agree more. I think a lot of those "do a thing a certain way" difficulty requirements have turned into trophies, or just optional objectives in a mission that usually give small rewards. I'm sure there are some examples of this still being done, but I think it was unique to a certain era of gaming where those additional tasks were also tied to difficulty. One game that still incorporates this concept to an extent is Destiny 2. Each raid encounter has a "challenge" mode objective, usually released with the "Master" or "Heroic" difficulty. Idk if they still do this, but I think you used to actually fail the encounter and start over if you didn't complete the challenge. Completing it rewards weapons and gear that I don't believe you can earn otherwise. Challenges range from time trials to doing the encounter the specific way developers intended.
For monster raising, Black & White needs a mention since that monster used really impressive AI, and could be trained to be good or evil depending upon how you raised it.
To be fair the Chao mini game on the Dreamcast was sick. Being able to put one on the VMU and take it with you like a Tamagotchi was so amazing back in the the day
I miss Tomb Raider traversal so much. Needing to look at your surroundings to plan out your jumps and climbs and movements before pulling them off was really satisfying.
And it was mostly quiet or filled with relaxing music. You could feel it was an exploration game rather than an Indiana Jones/uncharted action. The game was really slower paced
It could be brought back for those of us with busy lives by removing all the unnecessary padding. Too many games could be 20-30hr playthrough that’s replayable instead of a 60-80 hr single playthrough with no replayability due to just padding
@@MobikSaysStuffthat's called an opinion and I wish people would stop stating it as fact. As for me I always come back years later for a replay, so it's great to find more content to experience.
Kingdom Come: Deliverance uses a limited save function + save and exit. You can stop playing at any point and EXIT but it acts as a temporary save for when you start the game back up. American McGee's Alice had puzzles increase in difficulty based on your difficulty setting. Some puzzles might have a simple path on easy, but on hard the path would have tiles that shifted or moved, etc.
I'd argue Persona 5 is a great example of a game where you can still miss plenty of stuff. If you don't manage your time right and answer the questions properly there's no way you can get rank 10 with the majority of the cast. That said, I love that you mentioned Dark Cloud. You're a homie.
For #5, I loved the tarrey town quest in BOTW. You didn’t necessarily build the town but had to go find all the people across the map to come live there. It was cool and definitely kind of felt like you built it
Lol they have 7 million subscribers they'll be here for a long long long time as long as there are video games gameranx might end up replacing ign in credibility they have in my book when I think I need a quick honest real gamer review I go to gameranx
I wish the "things that you can miss" came back. I loved the Witcher 2 for that. You could really choose your ally and your path and then you had completely different missions. The choices mattered and you could actually see the different outcome
Choices of consequence - For a minute, it was a thing in developers minds. I wish it would come back. It made games fun to play a second or third time.
Personally, I never much cared for permanently missable content because it was usually only a little bit of the total game content that differed, meaning you were stuck with two bad options: Miss 10% (or less) entirely, or replay the other identical 90+% just to experience the missing 10%. Choices should either make things so different that doing things differently the second time around feels consistently fresh and different, like a mostly new campaign entirely, or there shouldn't be any missable stuff at all. And personally, I wouldn't call playing the exact same character in the exact same maps with the exact same enemies but with a different NPC ally or just a different NPC to talk to at the end with a different cutscene now and then as sufficiently fresh and different content. With that said, The Witcher 2 was better than most games about differences based on choices, I'll give it that. But its choices still didn't change the overall experience enough to make a second playthrough very appealing to me. I very much preferred Witcher 3's structure where choices changed so little it didn't really feel like missing much at all to play it once and be done. Either make things really really different, or don't make content choice-exclusive at all. On a side note, one solution that works for me is for games to allow you to play about 99% of the content before locking in your choice if you want to put it off, like in Fallout New Vegas. Then I could just go back to that last finally-pick-a-side save and see the ending differences without having to redo the 99% of stuff that would be completely redundant to other choices anyway. Again, the key point is minimizing repetition between different paths, and if the game structure doesn't overall change much but does allow you to really drill down to replaying the different parts only, that works too.
@@Alloveck Ick. That's BioWare's "only the last choice matters!" bs. Either make choices that matter, and accept both missable content and the fractally increasing effort to cover those expanding bases, or stop offering fake choices that don't matter.
@@boobah5643 Fair enough. If the only options possible are replaying 90% of the same content to see the 10% that's actually different or no choices at all, then no choices is the very easy choice. No choices it is. Lots of great games give you no real choices and that lack of choice never bothered me at all. Having to either repeat content or miss some stuff, on the other hand, definitely has bothered me. So yeah, there's really no downside to no choices. With that being said though, have you played New Vegas? Just because you can put off the big faction choice until nearly the end, and therefore not have to repeat much to see the differences, doesn't make it a fake choice as I see it. The main story ends at the battle for control of the dam no matter when you do that part. It makes perfectly coherent internal sense for most all of the sidequests to be separate from that plot point and therefor able to be finished before locking in a final choice.
@@boobah5643 How can you say that is Bioware's way of "only the last choice matters?" In the Dragon Age and Mass Effect series, the player had an option to load a save or tell what has happened before to make the world state comply with the many choices you have made previously, and in Inquisition itself you have a MAJOR choice regarding the templars and the mages, and that almost makes two differente games in regard to enemies, missions and progression, in the middle of the road. Before choices were a thing, Bioware was already defining the standard.
There is also a difficulty level specific change in Resident Evil 4 (2005): Salazar’s maze with las plagas dogs in the castle is optional on easy but necessary on normal and professional.
Not only did the first ActRaiser have "city"-building and action segments, the city-building segments helped augment your abilities in the action segments, giving you more health and spell points. Such a cool game...then they went and spoiled it all in ActRaiser II by taking out the city-building feature.
II is still a great game tbh, it's just not Actraiser... man that's a beautiful 2d game... they really should have just called it something else lol Dark Cloud is really cool game that does a lot of cool stuff Actraiser does These sort of action-city builder hybrids are really rare though
God I love when a game has two solid games in it where you get resources in one to do better in the other and vice versa. It keeps the gameplay loop fresh and interesting. My guess as to why they aren’t as common is because it’s easier to get people to like just one game over needing to like two not to mention you have to get both right. The tale of people going “this section of the game is fun but this other section is a complete slog” is a dime a dozen
one mechanic im really enjoying that is rarely used nowadays is NFS Unbound's limited number of race retries. it really make races feel like they count
One mechanic I like is having a set number of retries because it makes things arbitrary and meaningless if you have unlimited number of something. Example. Unlimited apples means no world hunger, capitalism says don't do that. Instead capitalize on it and sell them for a profit. Don't end world hunger if you have unlimited apples, sell them and make unlimited money. THAT is how arbitrary things become if you have unlimited something or another and priorities change. The point is to show you why there is a set number of anything. So, it remains meaningful, and useful. So, it does not lose its value or luster, unlike gold. Take Halo Infinite for another example, they got too big for their britches and became far too ambitious and ambiguous for our liking. THEN people get gutted from the company (downsizing) so much so it was indiscriminate like to the point of, in the words of Mrs. Dolores Umbridge, "Progress for the sake of progress must be discouraged" and "I will. Have. Order." They hurt themselves with this "good thing" yeah now everybody suffers for no raisons.
@@BlackMoonHowls wow. That’s extrapolating a lot from “ gee it’s kinda neato that I don’t have unlimited retries” I probably shouldn’t ask for your thoughts on XCOM’s permadeath.
I remember Ace Combat tried to have a game where you had to buy FUEL with IRL money so you could play. It was like. 3 tanks (missions) per day. But you had to actually buy more everytime you wanted to play.
One game that nails well the Number 10 (misseable content) is Fallout NV. This game has 4 main routes/endings ; Helping the NCR (basically the "police" in a sense), Helping the LEGION (the antagonist), Helping MR HOUSE (a neutral-esque but egocentric and equally cruel part in the war), or going Independent (betraying everyone and taking over yourself) in the game. The game gives u full freedom, you can help anyone, and finish ANYONE too. However, the game runs on a "reputation" point system. Help one side to go against the other too much, or just go around in a killing spree against them, you lose reputation (pemanently...), locking you out of their quests, and such rewards. Theres also a few NPCs with unique rewards you could only get by finishing them, which already takes reputation. But the game also lets it cl The game however doesn't make MOST of every unique reward related to faction, and is quite forgiving towards Reputation in some aspects. Simultaneously, it lets the player be WELL aware multiple times that, their actions can have consequences too, its not a surprise as a player.I think thats one of the best ways to create a non-controversial "loseable items" system.
I love that you brought up Dark Cloud! Dark Cloud and Dark Chronical are 2 of my favorite games, and it seems like they never got the love they deserved.
They actually did quite well (well, Dark Cloud mainly outside of Japan). It's just that, Japan seems to absolutely adore the idea of discontinuing successful original (as in, unique) titles in favor of making more of the mainstream, oversaturated titles. It's surprising that Final Fantasy franchise managed to have each and every game in the franchise have pretty unique and defining ideas that separate it from the other games in the series. Though that also means that THEY abandon cool ideas from past ones as well. Most franchises with unique elements are neutered after the first sequel at the latest (if not entirely killed in favor of copy/paste games).
I really agree with the bonus concept. I wish more games would include building/environment destruction and utilise it as a core part of the gameplay. It's so weird that the peak was in Red Faction, but not many other games after that touched the mechanic. It leads to a bunch of creative solutions and emergent gameplay, rather than just one solution or way to do something. I'll definitely have to try tear down sometime.
I'd say the lack of destruction in video games probably has to do with the absurdly high standards of expectations from the player base. Not only would many players ONLY be happy if these destructive elements were implemented with a realistic physics engine, they would only be happy with 60fps on top of that and ultra realistic graphics. The new consoles are powerful for sure, but to implement realistic based physics destruction in a game and keep everything else that most players consider a must would be too taxing on the hardware. With everyone who would look so closely at a game to say that it is awful if it doesn't have the best lighting and shadows and textures and AI and frame rate and momentum physics and ragdoll physics and the list just goes on and on... It's most likely just more than can be handled by the system.
It's because of how intensive it would be to implement, especially as the scale increases. Plus, depending on how extensive you make it, you run the risk of making your game's plot difficult to manage.
makes me miss the days of bad company 2. Battlefield kinda drew back on destruction after that. Loved the fact that entire towns were reduced to rubble if particularly brutal fights took place.
Thank you for mentioning Dark Cloud. Such a beautiful game. The dungeons were fun, the city re-building was satisfying and it also worked emotionally. Also such a great change how to handle the otherwise not special story.
I played it with my friends in high school for a while and it was like nothing else I’ve ever played! Cool concepts for a game! Would love to see a spiritual successor!
The main conceit of Ni No Kuni 2 is you're building a city state so you can muster the forces to take back your kingdom. This is mostly done by recruiting townspeople by doing quests for them (similar to Suikoden) and you setup buildings for them to work in. It's a decent town management mini-game that you shouldn't miss if you like that sort of thing.
the main reason there isn't more game where you can destroy a bunch of stuff is bc it's a LOT of work. I don't mean weeks of extra work, I mean constructing an entire physics engine. It's awesome to see when done correctly, like in Rainbow 6 Siege, but the amount of work that goes into it is immeasurable and requires a specification in programming that not enough people have.
Never really like babysitting characters but A Plague Tale: Innocence does it so well, and the gradual increase of usefulness and multiple side characters that help you out is perfect and always keeps gameplay interesting.
red faction guerilla is such a gem i can’t stress it enough…just imagine a true sequel to it smh we didn’t know how good we had it with gaming back then
The one about desctruction physics is one i miss a lot and find it really weird that we don't see more of it considering how powerfull pc's are these days i want to see it comeback
As an additional complaint on No.10 "Permanently missable content", the problem isnt actually having these content, the problem is that there are permanently missable stuff in a game that demands 100 hour per run! Its completely fine when a game is like 2 hour on average, then you just play again on another save. When a game takes 20 hours, doing it again is kind of an investment, but as long as the game is something you like, its still tolerable. But its when games take hundreds of hours to replay that this gets extremely unreasonably frustrating.
The squad thing is pretty well done with AI companions in Ghost Recon: Breakpoint. I was pleasantly surprised since I never hear anyone talk about the Ghost Recon games. You can customize your squad members appearance, gear, and strategy. Way more robust than I was expecting
Is it better than Wildlands? I'm playing Wildlands right now because a lot of people say it's basically the better version of Breakpoint and I think the squad commands are pretty well done on this one too.
@@jrmcrlmorales So I got Breakpoint for $12 launch price on Steam. I never played Wildlands. Personally I'm having a great time with Breakpoint, but I've heard a lot of people say they prefer Wildlands. My understanding is the traversal and environment is very different so some may prefer one or the other for that reason. A lot of people say the story and writing is better in Wildlands. I can't judge myself so you might want to gather more opinions before you buy
Dude, the Chao Gardens in the Sonic Adventure games were awesome. I spent more time raising Chao than doing anything else in that game. With the original Dreamcast games, you could even upload your Chao to your VMU (the memory card with a screen, which the system used), and then take the Chao with you like a classic Tamagotchi style virtual pet. Later remasters and rereleases of the games lack this feature, which sucks. There's still an audience for virtual pets. Digimon has been making a comeback in recent years, with its 20th Anniversary and X devices, as well as the Fitbit-like Vital Hero things. But even without the Chao Adventure minigames, Chao raising is still really fun, and it's baffling how long it has been since SEGA has appealed to the significant portion of the fanbase that is a fan of raising Chao. I mean, come on. Can't they at least make a mobile game for it or something?
I not a big sonic fan. But the Chao garden in Sonic adventure battle 2 was extremely fun to play with a group of people each having their own chao and growing them into whatever they wanted to be. One of the best games ever.
FF7R had good squad control I think. Like switching to a character, inputting three ATB commands then switching back or to the next. When I was playing that I used to chain sometimes 5 or 6 special attacks together t was very satisfying. Felt like modern action rpg without abandoning its turn based roots. Real shame 16 won't have imo
Love difficulty based objectives & fact that there is variety in how a mission can be completed. Really think danger in traversal/platforming needs to return it's always adding fun and also agree we need choices to mean way more and having multiple campaigns letting us have different perspectives and stuff really add to replay value.
And then along comes Baldur's Gate 3 with its missable/lock-out-able content and ability to play as an 'evil' character (though it's not a fully separate campaign.) You could also say that it also has commandable companions, though it's not exactly in real-time: combat takes place in per-character turn-based mode. Assassin's Creed Valhalla had a more basic version of the city/base-builder mechanic - you collected resources to build up your city, but everything had its pre-determined spot. Ori and the Blind Forest and its sequel also use game resources to set up saves and respawn points.
If you play a game without a guide in front of you or constant checking of TH-cam you won't realise you missed out so its unlikely to frustrate you. If you do have the guide there's no reason to miss out. Personally I love how a game like Skyrim is replayable by building your character differently, tackling things in a different order and supporting the other side. I always liked having Ashley around.
#1 reminds me of Ape Escape 3. They didn't have a difficulty selection in that game, but they asked if you wanted to play as the boy, Kei, or the girl, Yumi. If you picked Yumi, the game would be slightly easier! In the story, Yumi was a pop-star, so many of the monkeys you had to capture were fans of hers! They'd be starstruck when seeing you, so they just sit still with hearts for eyes and were basically a free catch!
The difficulty one hits hard. Way too many people want to dictate how others enjoy the game they paid for. A lot of older players don't have as much time on their hands and dont mind playing on easy.
Exactly. Like I am not very good at video games so I like having difficulty options. I understand for some games the whole point is being hard but when it’s not I hate not having options or getting locked out of content because of it
Completely agree... When I was in my 20s I had a ton of time to play games, but as I got older and took on more responsibilities in life my time diminished and now at 52 I'm lucky to have a few hours a week to play games. I still love gaming, but sometimes you just want to play on an easier mode so you can progress a little faster. And then Elden Ring came along LoL.
What you're missing on Sonic Adventure Chao stuff is that it was originally designed for the Dreamcast- where the memory card was also a little mobile device. It had a screen, buttons, and could even link up if you knew someone else with a Dreamcast and battle your Chaos with the pocket memory cards. Of course stopping the game doesn't make sense- unless if you're taking the game with you when you stop playing for a bit.
I think dark cloud 2 is one of my favourite games of all time - I loved creating the town in the past and then going to the future to see what impact my new thing had on it. Also, that invention system had me taking pictures of everything constantly
I really miss destructible environments. Bad Company 2 and Far Cry 2 used destruction as a mechanic, but every subsequent game in their franchise paid less and less attention to it.
I think I saw a developer once explain that it's just a resource "expensive" thing to create in a game. Today the only game I can think of that does it even a bit is Rainbow 6 lol but there's a reason you barely saw it even back in the day... it's hard af to program, it takes a shitload of talent, many game engines can't take it, the hardware can't take it, etc.
For that "Difficulty adding missions" thing, as someone who played Timesplitters 2, the trend probably never took off because of the ways it could fuck over the player. I remember playing Timesplitters on Normal and then hitting a wall on Hard mode because there's a new puzzle you had to solve, and the answer to the puzzle involved a room that was not only unnecessary on the Normal playthrough, but was walled off. So I was getting pissed trying to figure out a puzzle whose answer was "check that brick fucking wall that you never glanced at twice before, because it was a brick wall and it's halfway back through the level".
someone apparently sucks at Chao rearing. Seriously, people like the Chao Garden because it's a great way to help you relax and cool off after an intense level. It also gives a meaning to all those animals and Chaos Drives you find in levels, meaning the levels have more merit in replaying, since it means you get more things to give your Chao Plus, it's optional, you don't HAVE to engage with it.
I miss SOCOM so much. The squad dynamic in those games(at least the first 2) was great for me. I could give orders from halfway around the map and have confidence my team would carry them out. I got to pick the loadout and approach multpile objectives tactically because it was a functional squad that wasn't completely useless. Yeah, definitely miss SOCOM.
About difficulty based objectives, I don't think it's gone. After all, it is not far from the concept of secondary objectives in missions. And it gives an option to choose whether you want to struggle more or not for the sake of better rating at the end of the mission, additional rewards or some rare achievement for your struggle. It's not completely same, but kind of incorporates the idea and in some cases achieves the goal of adding replayability to the game.
Republic Commando forever has my heart for reason #9. It was one of the very few games I played as a child where even though it was single player, I felt like I was playing with a team.
Did you ever play "The Thing" on the og xbox? That was one of my favorites... it was a squad based, tactical real time survival horror, your team would suffer mentally and physically from poor decision making... give it a shot if you're into older titles
Oh man, Republic Commando was so good. Perfect example of the "squad commands" that this video was talking about. Some of the fights in the later missions on the derelict Acclamator and on Kashyyk were brutally hard. If you try to just play it like a regular FPS the sheer number of enemies would turn you into mashed clone, but if you give precise commands to your squad it becomes much more doable. Order them to set up in good firing positions, and move move them at the right time, as you advance further up the area. Sometimes you have to move them to non-context positions, just some random spot with good cover and field of fire. You still have to move, aim and shoot well to be efficient, just like in any FPS, but the squad command factor really added a ton to it. Now that games have better graphics, AI, and more detailed terrain, it's a shame we don't have this type of gameplay anymore. Even in coop games with friends, this feature still could be really cool: You can have coop missions where about 4 players engage the enemy army using an entire platoon, with each human player commanding their own squad of npc troopers.
@@Honest_Grifter I'm actually looking for this, was talking to a friend about it the other day. Way under-rated game imho. Meanwhile I'm playing Republic Commando 😁
an example of limited saves could also be no mans sky or similar games where you have to get to a specific place or macguffin to be able to save. It added to the gameplay loop the aspect of "craft save beacon" or "get back to base/ship" which is interesting to say the least. wish more games would do that, specifically scifi or fantasy in which they make sense with the world.
Watching this 6 months later: things you can permanently miss is a HUGE thing in Baldurs Gate 3…. So many story lines/companions/quests you can miss by just forgetting to talk to someone lol
7:44 a game that does number 4 really well is kingdom come deliverance, to be able to save your game you need to have a certain item, so you can't just constantly save while looting a town for instance you have to be carful. What's great about KCD is that it also has a save and quit feature so if u are interrupted or u need to go asap you can.
@@KaosKrusher they are only needed on the higher difficulty if you play on ez or normal you don't need those potions to save, that's probably why you never noticed
@@KaosKrusher not 100% sure if they are more common I think it's just more noticeable on hardcore mode because auto save is disabled so you need a lot of the potion for saving, I remember one time I forgot to use one and I died and lost 2 hours of progress lol, makes you never forget those potions again
Definitely some good ideas, but I feel like a lot of these have been changed to remove frustration and cater to adult gamers that have less time. Speaking to the limited saves and difficulty. Also not being able to miss stuff sometimes falls into this category as well.
Yeah, but so many shit games come out, that I wish the good few had more tangible re-playability like missable content or multiple story branches. I find myself playing more indie games than AAA these days, just because AAA tends to only make the same game as last year usually lol, but at least they tend to be a bit more interested in not sticking to the status quo too much
For the difficulty objectives, I think Payday 2 and hitman fall into this category and do it really well. Cameras become indestructible, AI are harder to fool etc
For the limited saves, they could just add it as a customization option or difficulty setting. Customization, as in some games forego difficulties, and let you toggle on and off different game features to customize your experience/difficulty to suit you.
Best way to deal with rewarding players for saving less is giving an endgame rank based on it, Resident Evil gives you plenty of ribbons but using all of them guarantees a low rank, and Metal Gear Solid has endless saves but it and continues factor into the endgame evaluation too IIRC.
2 fun concepts for me that are lacking in games nowadays, No difference in story or interactions whether your custom character is Male or Female and your choice and decisions matters alot.
One game concept I miss is the limited ammo for units in RTS game. In the Earth saga (end 90-early 2000) all the units had limited ammo. when they used all of them, they became vulnerable (except unit with energy weapons, which reloaded over time). To prevent such a predicament, you had to build supply center and supply aircrafts that went to ressuply your units with ammo. It gave a new strategic depth to your game, because you could cut the ammo supply line of your ennemy and render him vulnerable, but you also had to make sure the ennemy wouldn't try to do the same to you. And the Earth saga also allowed you to customize your units as you wish. You had a unit, a turret emplacement (sometimes with sub-turret emplacement), and a shield emplacement, and you could make your choice; a unit with heavy ground gun turret and AA sub-turret for example. It was awesome. None of those concepts appeart in RTS games anymore.
Number 2 makes me think about The Last of Us, when you had Ellie follow you. She was not the most powerful ally, but the bond you created with her made you want to protect her at all cost!
For number 7 I am for funny descriptions for difficulty settings. I am even up for renaming hard difficulty settings to match the ones mentioned in the Steven He videos where he gives advice on being an Asian dad. In a couple funny videos he came up with two new difficulty settings beyond the level Ultra Hard. Those being the level Asian, and the one above that being Emotional Damage.
The multiple objectives for difficulty in GoldenEye was pretty innovative I think, I dunno if it was the first to do it, but it actually did make levels harder because with each new objective there were more things to be aware and careful of. I remember some of them could be failed if a certain character died, or you destroyed a certain machine in the level, which on lower difficulties wouldn't matter at all.
Dark cloud ! First time I heard this game mentioned . I use to love building the towns on the story . Perfect mixture between fighting adventure and building not only villages but weapons also
I never got to play that one back in the day. I wanted to try it out, but the video rental joint never had a copy in, and it just dissapeared from the rake, like so many games that never got taken back by people willing to eat the fine... It was half party-store half rental joint, so getting a new copy as usually out of the question. I recently just started playing it through emulation earlier this year and was super into it for about a month. Great game!
I wish we got complete games at launch again. Tired of the empty promises of a "10 year plan" which barely pan out. And stop taking away basic features just to add them back as new, please.
Man, the Dark Cloud series, that takes me back. Definitely explains why I like Minecraft and later, kinda, survival games. Also explains why I took to FO4's building like a duck to water.
Those new Pathfinder games do the base building thing, they're old school uber-jank CRPGs but very cool if you're into that You can also just play regular old Pathfinder, which does it better than the vidya version lol
the thing about missing content, it's fine if it's like.. side quests that were only available during certain acts, or stuff locked behind decisions that you didn't pick. The former encourages you to be thorough in exploring the world, the latter gives more flavour to how you're playing your character, and adds replayability. I like the idea that anything you miss in those ways can be bought from a special store or merchant later, or found as part of a bonus side quest or just by exploration after the fact.
I think one of the major reasons squad command tactics have gone away is, you need to balance the game just right, otherwise they're unnecessary. You don't need them at all in Mass Effect, unless you're playing masochistic difficulties which case is a separate discussion for how difficulty has devolved from "making the enemy smarter" to "making the enemy an instakilling, invulnerable bullet sponge".
Playing baldur's gate 3, there's a ton of content you can entirely miss by making certain choices. Especially if you choose to side with Minthara and the Goblins in act 1
Since I grew up playing mass Effect, I have this ingrained fear that I'll miss out stuff while playing RPGs so I look into every nook and cranny even though it's seldom rewarded now
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Lol, Damn this makes me feel old. Forget Mas Effect, I got this fear from playing the original Final Fantasy Games. And if you are wondering ... The fear doesn't go away as you get older .... SMASH ... EVERY ... BOX .... PLANT .... SMASH EVERYTHING!!!
I miss those days, when RPGs were actual RPGs.
I look behind every single waterfall and get very disappointed when I don't find anything
Lol Hogwarts Legacy is the first one I’ve played in years where there is stuff EVERYWHERE. So satisfying when the searches are rewarded finally. Hogwarts Legacy brought it back.
Honestly, the concept of increasing difficulty by adding extra complexity and mission goals is so much better than just making all the enemies bullet sponges etc
There are quite a few RTS and Tactical games that do this
True, but that means doing a lot more work. From a corporate executive's point of view, why spend all that time and money doing that when you can just tweak a few values and get a similar result much cheaper? Time is money, something that cuts down on development time means they get more money. Same for destructible stuff.
@@slickrcbd9543 Except it's really not that much more work. Unless you're opening up brand new areas of the level to explore (which is also cool but definitely involves more dev teams) all you need to do is build some additional event triggers and maybe a new item or two. Finish up with some additional dialog (which is all recorded at the same time so it's not taking additional resources) and you have a surprisingly cheap method of increasing value.
My guess is that it never caught on because a) single-player campaign-based games are a mostly dead genre, b) game developers have been intentionally dumbing-down gameplay rather than making it more complex, and c) players haven't really clamored for this sort of thing.
@@BrianWelch-ks9ms Absolutely it's more work. You need to test all those triggers and so on... you're tripling the number of objectives that need to be written, modelled, coded, voiced, playtested, etc. But most importantly it's work going into content that many people won't see. Content that only some players will see is the first to be cut when deadlines loom. And if you know that, then why would you even decide to put it on the roadmap.
@@BrianWelch-ks9ms It doesn't have to be that much work. It just has to be more work. Corporations try to optimize everything towards a profit, even when it's a negligible difference. If you have something that people would like 50% more, but would require 0.1% more work without directly generating more profit, they're going to skip that in favor of 0.1% less work every time.
As far as companions go, I love the way Bioshock Infinite did it with Elizabeth. She stayed out of danger and helped you instead of just being there waiting to be killed.
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BOY has great companion mechanics imo in God of War if a bit light in effectiveness but thats mostly in comparison to Kratos 😂
She gave you all sorts of useful resources on top of her power. Arguably she is one of if not the best noncombatant companion characters in gaming.
For as much as I like to bitch about what that game did wrong, even I have to admit that Elizabeth was an excellent AI companion.
They just make most assistant NPCs unkillable now if they're not the main cast.
As someone who grew up escorting Natalia around in Goldeneye, Ashley in RE4 was a breath of fresh air. The fact that she DUCKS when you point a weapon past her, and that you could tell to stay someplace, were mind-blowing improvements for me.
Ashley is remembered not because she was a bad escort target, but because she was an annoying character in an excellent (and hence, replayed) game. Still more annoying than modern companion characters that aren't really escort targets because you don't actually have to look after them and are 'helpful' with game mechanics in the hope that the player will bond with them the way the player character does.
People remember Ashley and Navi as extremely annoying because at the time NPC in-game voiced dialogue wasn't as common and the "look! listen!" and "Leon! Help!" felt like a lot, but revisiting both games now after decades of NPCs who won't stop talking, and both Navi and Ashley feel so restrained and quiet and like good companions. I will take an occasional "look! listen!" and "Leon! Help!" over like the constant companion battle dialogue of Dragon's Dogma, or people screaming at you for every little bullet shot at them in the Saints Row helicopter escort missions xD
And yeah, Ashley would generally just do anything you told her to, stay and hide when you needed her to, and duck out of the way when you needed to shoot. She's way more manageable than even many NPC companions in modern games.
Escort missions are usually the worst part of ANY game and a good chunk of Resident Evil 4 IS an escort mission and it doesn't really get annoying, the game took major risks and hit the jackpot, really. They changed, camera, gameplay, added melee special moves (you can suplex zombies) and arcade-like target hunting, turned up the camp with cartoon villains into a previously serious horror series and EVERYTHING WAS RECEIVED WELL.
@@AmisAngelstreams I like Dragon's Dogma a lot but one has to remember that FIRE WORKS WELL, and WOLVES HUNT IN PACKS. XD Ashley IS annoying but that's because of character writing not programming.
@@boobah5643 That annoying factor in her voice also serves a direct and indirect gameplay purpose. It alerts you to her being in danger, and it conditions you to keep her out of harms way to minimise the amount you have to hear her annoying yells, which makes keeping track of her come more naturally to you, since you actively manage her in ways that make her easier to protect so you don't hear "help me leon" for the 50th time.
About the destructible environments. It seems more modern games would rather focus on graphical fidelity than on interesting mechanics. Personally I would love to see more games use ambitious mechanics that just trying to make things as pretty as possible.
So much this. Yoshi P actually gave as a reason for FFXVI not being turn based (so essentially swapping into an already heavily saturated action-rpg genre) that it didn't work with the high fidelity artstyle. When you're turning this far away from your routes you've got to wonder if the graphics are worth it.
Id def take lower quality graphics and a destructible and immersive/interactable world over what is essentially a pretty theme park stroll with copy/paste enemies scatteredd throughout and cringey dialogue and bloated self-indulgent ‘story’ cough cough God of war ragnarok cough cough….shit that game atomic heart is the same too, you cant even destroy balloons, wtf?!
@@aidanmillow566 that justification is probably BS. I think they use the more action RPG style because it has more public. Even western RPGs based on TTRPGs doesn't use turn base and when they use it is not the only option.
Blowing up walls, so that your companions can shoot the enemies hiding inside will never get old.....
red faction itself had the famously indestructible office partitions because they realised pacing could be a little broken when you could skip levels by hoarding rocket ammo
Anyone else miss an influential karma system? For example, inFamous 2 . Your appearance changed, your abilities changed, you had different quests, your allies treated you differently, you got completely different endings
It was a thing in the Fable games. It was so cool!
Facts
@@cesarschuler infamous started it and revolutionized it
That's interesting. I knew you can go evil or good but didn't know there was that much influence. I've been Xbox since Xbox started but just got me a PS5 earlier this year. I was playing Infamous and liking it but Hogwarts legacy is out lol.
absolutely man! They warranted an entire new playthrough just for that.
one mechanic i sorely miss from RTS games is having the enemy AI have *limited* resources
in the old Command and Conquer games if you blocked the AI off from all the tiberium fields they would eventually stop building units
but in newer RTS games the enemy AI just gets INFINITE resources and troops, and even if you cut them off from all resources, they still gather resources as a farce and take them away from you
Nah, AI cheats even in older C&C, it always has been like that, they just had better limits and illusion of fair play.
Lots of RTS games both old and new have the AI cheat, especially with resources. Same for turn based and 4X games. The AI has almost always cheated from the beginning.
@@KasumiRINA Some cheated, but not all.
@@Razumen name one C&C game where CPU doesn't get extra bonuses or other things players don't get?
@@KasumiRINA C&C isn't the entirety of RTS games. 🤣
One of the things I really miss from older games is, unlocking things like cosmetics and upgrades through work and playing. Now you just have to pay for everything.
Omg yes this! I used to spend Hours in fighting games to unlock things and in all honesty I suck at fighting games I barely enjoy them but you add a little thing for me to unlock and BOOM! I love them!
Sadly days that will no longer return. I still remember the process of unlocking the Hayabusa armor and the amazing feeling once I finally did.
You can pay OR earn them
@@Marquis-Sade most of the time you grind for 50 hours to get 10 loot boxes and 1 might have what you want is not the same as earning it since you have no control over when or if youll get it which is the point
@@conradlorgar5508 I am not talking about loot boxes.
The fact you CAN miss stuff is what makes BG3 so replayable
I've played it no shit 7 times amd I'm still finding new stuff it's part of why I love it so much
I love that half this list came back with Baldur’s Gate 3 lol
Came to the comments to say this exactly!
Yessss
The OG Thief games also had the difficulty affect objectives. It was a really cool mechanic in those games and something I wish existed in more modern video games.
Yea that should of been 1 not 007 thief really did it well. Maybe not 3 but 1-2 did it good.
Indeed. I really don't know why Thief wasn't mentioned in the video
Loved Thief 1 and 2, My wife would watch me play and ask "Why are you just hiding and watching?". Told her "I was trying to get the guards routine memorized. Also unlike most games Garret, my character cannot go head to head against the guards".
Thief 3, I just could not enjoy the hiding and sneaking in that game anymore. I thought that I had lost the patience to play a Thief game. Glad to see it was not just me that did not like Thief 3.
@@BSoDproducciones Because most gamers don't know about the original Thief games sadly. The reboot is the one most gamers know and they didn't like it. I enjoyed the reboot as much as I enjoyed the original ones.
Speaking of Thief, map and environment interaction. Thief really had this thing when it comes to exploring a level and completing an objective. I personally found that other than Hitman and the first Dishonored no other game gives me a similar vibe.
edit: I somehow forgot about splinter cell.
I like how in Kingdom Come Deliverance if you keep someone waiting for too long, they’ll do the mission without you.
Never heard of it... does that mean I can complete the game by just chilling and waiting for them to do it for me? xD
@@asherandai2633 in a way, yes. I’m not sure about all the ins and outs of it but the game does continue if you miss missions. I’m sure there are some you can’t miss, they’ll just stay there and wait but those are mostly the main story beats.
The original Thief games are a fantastic example of a game where the different difficulties had different objectives, as well as full on changing the layout of levels. boarding up shortcuts, shoring up holes in walls, removing rugs that muffle your footsteps. Really made you have to strategize differently on top of the extra objectives.
+1 - first two Thief games are the BEST example of it. I can see why modern AAA games don't do it since that amount of changes to the level would be harder - but it added a bunch of replayability.
Added difficulty by voluntarily removing UI elements would be good too. Like in a Thief game, not having items in the world highlight when you walk near, or not having a scan function, and actually needing to spot the thing and walk up to it and put your cursor on it before it highlights. Or not having enemy positions and their view cones visible. Or not having a minimap at all. No compass. No player position on the map screen.
@@googiegress That's exactly how Thief the Dark Project and Thief Metal Age did it. And it is still one of the most immersive gameplay experiences I ever had.
Lets not forget that Thief is one of the only games to do stealth realistically. I don't know if it's 100% realistic. But you will never shoot a guard and have them say "huh, must have been my imagination." You'd have to put out lights, watch what you are walking on, etc...
Cult of the Lamb has a lovely 'city building' section to it, which is probably why I like the game so much. F4's settlement building is one of my favorite parts _of_ that game, and honestly, I like the loop of scavenging random garbage and turning it into usable material.
CoTL is sooooo addicting lol. I love the games aesthetic of Cuddlly-Cute-Cthulu-Cultists too lol
I wish they could have expanded the "base area" worrying about food, faith and shelter felt really simplistic, if you unlock everything I felt like a bigger space and more structures would have been really appreciated. The "difficulty " differences bothered me. The only thing I noticed between the difficulties was less hearts and everyone loses stats faster :l didn't like that felt like I wasted days just making sure stats were up before going out and questing, and it didn't feel like I was upgrading myself really. The cloaks were cool but they all have double edges too them ust idk it's a good game but definitely could use more fluff
@@krisr1293 Good news! They're releasing a new update soon. I don't know if they'll fix all that stuff you're talking about (although I personally think the double-edged cloaks are fine), but at least now the cult members will be able to bone.
@@maxixe3143 i just wish there was more cloaks if they were gonna have negative stats to them, or have them randomly generate certain stats instead. Idk I felt very confined with the limited selection
@@krisr1293 Fair enough, I think they were trying to play into the "cursed object - power with a price" thing since it fits with the aesthetic of the game. But maybe they should add some that give smaller amounts of power with no drawbacks for gameplay reasons as well.
I think the next update will ultimately be focused on the adding to the gameplay elements of managing the cult rather than combat though so it's unlikely.
10 months later and Baldurs Gate 3 full release has brought back about 6 or 7 of these forgotten features. Well deserved Game of the Year!
#10 hits hard as a achievement hunter. Wish more games would add a playback mission feature.
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I just want to be able to replay a particular mission for the fun of it. Albeit usually I'd just replay the game since separate it isn't the same.
When I played the lego star wars the skywaker saga I wanted to replay some of the side quest but there no option to
I'm playing thru MGSV TPP again.
It hits many of these lovely G-spots: replay a mission, make it harder or easier by deciding what objectives to do & what to use, train your dog for in-game benefits...
@@geroffmilan3328 I do appreciate the love and the support, i get from you guys !!! hurry up & TM now got a package for you 🎁🎀
For #1, the old Thief games come to mind when giving more objectives based on difficulty. I love Thief and Thief 2 back in the day. Hitman had variable objectives to hit as well based on how difficult you wanted to make the game for yourself rather than a pre-set difficulty, so maybe those don't count since they were more like Challenges than difficulties (Suit only was a popular one). Older Hitman games were definitely a proponent of the #4 Limited Saves portion of this vid though.
I miss OG Thief so bad 😭
@@geroffmilan3328 If you get your hands on the fan patches, you can get them working on modern hardware
Yeah, Looking Glass made difficulty levels in System Shock interesting too since you could change the enemies, the puzzles and other stuff. I really like that concept because I enjoy a challenge but not when that means dealing with tedious bullet sponge enemies.
Sonic Adventure 2 Battle was one of my favorite games of my childhood. I loved the separate story lines and characters and yes the chao raising is a little weird but that is what kept me playing the game for years after beating the story for the first time
Chaos made the game extra awesome. One of my favorite games of all time
I miss Chao Gardens.. The concept of it was so appealing to me.. Generational breeding to make the best creature you can while also being able to use them in competitions..
Too bad the Sonic games now a days don't have the Chao Gardens. Was 1 of my favorite things to do on Sonic Adventure battle 2 as well.... i even when out and got the DX verson to mess with those gardens as well. So many cool variations and ways to raise them.
I hated that game lol....but I love hearing stories from other people like yourself who loved it
Omg YES! This game was my childhood! I still await the day Nintendo will remake this game everything about it is just perfect save the controls 😭😭
I'm glad that they brought choices back with Baldur's Gate 3 because you can absolutely miss out on things
i literally missed out on Lae'zel and Gale my first time starting, and never spoke to Wyll. I played nearly the whole first act without any of them before deciding to restart xD
Pathfinder: Wrath of The Righteous, you can miss out on such a big number of quite important things (or altern events substantially) not even Baldur's Gate 3 can compete with =)
Silent Hill, especially Silent Hill 3, is pretty famous for having genuinely hard puzzles on higher difficulties. I really appreciate a game where the puzzles themselves have a difficulty level, but the fact that I can alter the combat vs puzzle difficulty levels independently is incredible.. I think it really helps create a more customizable experience.
My housemate is really into puzzles, but not good at the action stuff, so he absolutely loved the fact that you could set combat difficulty low and puzzles to hard.
Persona 5, the Royal edition at least. Has an entire semester that you can miss just by not having a max relationship with the school counselor.
The Takuto guy?
@@rundown132 That's the guy. That whole thing was stupid anyway.
@@FGLKyouma Sure was. Much prefer the OG ending.
Duuuude, the city building aspect is something I loved in rpg's and other games. The slow progression of a shack to like a badass mansion was soooo satisfying 😌
It looks like Starfield may have improved Fallout 4 base building.
Plus there are non-RPG games like Valheim and No Mans Sky that include building.
If you want a more recent game that has a semi-building element to it, then one of the DLCs for Kingdom Come: Deliverance has it. You don't build them from scratch like in Valheim but you can build a small settlement out of pre-rendered buildings.
Also some top-down CRPGs have some building elements in them too.
Yeah even in the original assassins Creed games I liked walking around and upgrading the shops. And getting more money for owning shops. It was fun To play assassin’s creed like Monopoly.
Ni No Kuni II does this
While not *city* building, one game [series] that I think did this really well was Suikoden, especially the second. Winning the castle and renovating it into your home base, recruiting the various Stars of Destiny to fill out your roster and then returning home and finding them having set up a shop or a theatre or a gambling den was probably my favorite part.
@@BananaMystic Pillars of Eternity had a bit of that too. You get a base early on and you can hire folk to do missions and can upgrade the base over time. It's not got that much depth but it's still fun and upgrading does offer boons and opens up a very big multi-level dungron underground too.
I'd love more RPGs (whether Isometric or 3D) to offer more base building. Kingdom Come: Deliverance also has some in one of its DLCs but again, it's all prefabs, unlike Fallout 4 that allows you to build anything you like within a certain area using the materials it allows you to use.
How you guys come up with these top 10 lists after all these years is beyond me
I read the title and I'm generally interested
After literally hundreds of them
they just rip off other youtubers list ideas
@@jsmith3946 yeah man that's what they must do
Sneak around on TH-cam stealing top 10 list ideas
What a modern injustice it is
Disgraceful
Get a grip 🤡
@@MACHINArebirth stealing some one else work is wrong they got in trouble for it in the past when they rip of Larry Bundy Jr
@@jsmith3946 At least it sounds like it was written by a human with actual experience playing these games, instead of sounding like a "Heya, fellow kids" crappy AI like Mashable or anything made by Polygon/IGN/Kotaku.
@@SomeTH-camTraveler wow that's some weak bait
I was going to rip on this list for including multiple items that you prefaced with "most people HATED this concept"... but I'm glad you included them to remind us how far gaming has come!
As for your #1, I couldn't agree more. I think a lot of those "do a thing a certain way" difficulty requirements have turned into trophies, or just optional objectives in a mission that usually give small rewards. I'm sure there are some examples of this still being done, but I think it was unique to a certain era of gaming where those additional tasks were also tied to difficulty.
One game that still incorporates this concept to an extent is Destiny 2. Each raid encounter has a "challenge" mode objective, usually released with the "Master" or "Heroic" difficulty. Idk if they still do this, but I think you used to actually fail the encounter and start over if you didn't complete the challenge. Completing it rewards weapons and gear that I don't believe you can earn otherwise. Challenges range from time trials to doing the encounter the specific way developers intended.
For monster raising, Black & White needs a mention since that monster used really impressive AI, and could be trained to be good or evil depending upon how you raised it.
To be fair the Chao mini game on the Dreamcast was sick. Being able to put one on the VMU and take it with you like a Tamagotchi was so amazing back in the the day
I miss Tomb Raider traversal so much. Needing to look at your surroundings to plan out your jumps and climbs and movements before pulling them off was really satisfying.
i really miss that
And it was mostly quiet or filled with relaxing music. You could feel it was an exploration game rather than an Indiana Jones/uncharted action. The game was really slower paced
Jedi Fallen Order?
Honestly, people born after 2003 will never know the pain of incredibly punishing jumps with no auto-grab and no magnetism for traversal.
@@takoshihitsamaru4675 true... games wont make warriors no more
i genuinly love when games let you make choices that lock you out of content, it makes games feel so much bigger.
I hate it, as someone who only has time to play every game only once, this is terrible. Glad it's gone.
It could be brought back for those of us with busy lives by removing all the unnecessary padding. Too many games could be 20-30hr playthrough that’s replayable instead of a 60-80 hr single playthrough with no replayability due to just padding
@@MobikSaysStuffthat's called an opinion and I wish people would stop stating it as fact.
As for me I always come back years later for a replay, so it's great to find more content to experience.
@@philthompson8024 so like KOTOR and Mass Effect, the games those systems were in lol
@@MultiKool13 yes, what you’re forgetting is in the current landscape, those games wouldn’t be made the same way.
Kingdom Come: Deliverance uses a limited save function + save and exit. You can stop playing at any point and EXIT but it acts as a temporary save for when you start the game back up.
American McGee's Alice had puzzles increase in difficulty based on your difficulty setting. Some puzzles might have a simple path on easy, but on hard the path would have tiles that shifted or moved, etc.
I'd argue Persona 5 is a great example of a game where you can still miss plenty of stuff. If you don't manage your time right and answer the questions properly there's no way you can get rank 10 with the majority of the cast.
That said, I love that you mentioned Dark Cloud. You're a homie.
For #5, I loved the tarrey town quest in BOTW. You didn’t necessarily build the town but had to go find all the people across the map to come live there. It was cool and definitely kind of felt like you built it
I'm really looking forward to seeing what's happened to the town in Tears of the Kingdom.
The same thought crossed my mind, and I just commented it too!
Here’s hoping that Gameranx never vanishes or is forgotten! 🤞
We are here as long as you guys support us
Lol they have 7 million subscribers they'll be here for a long long long time as long as there are video games gameranx might end up replacing ign in credibility they have in my book when I think I need a quick honest real gamer review I go to gameranx
@@gameranxTV❤
We love you
Shit bro ohana means family and family means nobody gets left behind
I wish the "things that you can miss" came back. I loved the Witcher 2 for that. You could really choose your ally and your path and then you had completely different missions. The choices mattered and you could actually see the different outcome
Choices of consequence - For a minute, it was a thing in developers minds. I wish it would come back. It made games fun to play a second or third time.
Personally, I never much cared for permanently missable content because it was usually only a little bit of the total game content that differed, meaning you were stuck with two bad options: Miss 10% (or less) entirely, or replay the other identical 90+% just to experience the missing 10%. Choices should either make things so different that doing things differently the second time around feels consistently fresh and different, like a mostly new campaign entirely, or there shouldn't be any missable stuff at all. And personally, I wouldn't call playing the exact same character in the exact same maps with the exact same enemies but with a different NPC ally or just a different NPC to talk to at the end with a different cutscene now and then as sufficiently fresh and different content.
With that said, The Witcher 2 was better than most games about differences based on choices, I'll give it that. But its choices still didn't change the overall experience enough to make a second playthrough very appealing to me. I very much preferred Witcher 3's structure where choices changed so little it didn't really feel like missing much at all to play it once and be done. Either make things really really different, or don't make content choice-exclusive at all.
On a side note, one solution that works for me is for games to allow you to play about 99% of the content before locking in your choice if you want to put it off, like in Fallout New Vegas. Then I could just go back to that last finally-pick-a-side save and see the ending differences without having to redo the 99% of stuff that would be completely redundant to other choices anyway. Again, the key point is minimizing repetition between different paths, and if the game structure doesn't overall change much but does allow you to really drill down to replaying the different parts only, that works too.
@@Alloveck Ick. That's BioWare's "only the last choice matters!" bs. Either make choices that matter, and accept both missable content and the fractally increasing effort to cover those expanding bases, or stop offering fake choices that don't matter.
@@boobah5643 Fair enough. If the only options possible are replaying 90% of the same content to see the 10% that's actually different or no choices at all, then no choices is the very easy choice. No choices it is.
Lots of great games give you no real choices and that lack of choice never bothered me at all. Having to either repeat content or miss some stuff, on the other hand, definitely has bothered me. So yeah, there's really no downside to no choices.
With that being said though, have you played New Vegas? Just because you can put off the big faction choice until nearly the end, and therefore not have to repeat much to see the differences, doesn't make it a fake choice as I see it. The main story ends at the battle for control of the dam no matter when you do that part. It makes perfectly coherent internal sense for most all of the sidequests to be separate from that plot point and therefor able to be finished before locking in a final choice.
@@boobah5643 How can you say that is Bioware's way of "only the last choice matters?" In the Dragon Age and Mass Effect series, the player had an option to load a save or tell what has happened before to make the world state comply with the many choices you have made previously, and in Inquisition itself you have a MAJOR choice regarding the templars and the mages, and that almost makes two differente games in regard to enemies, missions and progression, in the middle of the road. Before choices were a thing, Bioware was already defining the standard.
There is also a difficulty level specific change in Resident Evil 4 (2005):
Salazar’s maze with las plagas dogs in the castle is optional on easy but necessary on normal and professional.
I was not expecting anyone to ever mention Timesplitters. It gave me so much joy that you actually did. This was such a great series :D
Not only did the first ActRaiser have "city"-building and action segments, the city-building segments helped augment your abilities in the action segments, giving you more health and spell points. Such a cool game...then they went and spoiled it all in ActRaiser II by taking out the city-building feature.
II is still a great game tbh, it's just not Actraiser... man that's a beautiful 2d game... they really should have just called it something else lol
Dark Cloud is really cool game that does a lot of cool stuff Actraiser does
These sort of action-city builder hybrids are really rare though
I'm not sure why Falcon thinks SimCity and all the equivalents aren't popular games any more.
God I love when a game has two solid games in it where you get resources in one to do better in the other and vice versa. It keeps the gameplay loop fresh and interesting. My guess as to why they aren’t as common is because it’s easier to get people to like just one game over needing to like two not to mention you have to get both right. The tale of people going “this section of the game is fun but this other section is a complete slog” is a dime a dozen
@@darrennew8211 I think he means hybrid games.
one mechanic im really enjoying that is rarely used nowadays is NFS Unbound's limited number of race retries. it really make races feel like they count
👌👍🏼
One mechanic I like is having a set number of retries because it makes things arbitrary and meaningless if you have unlimited number of something. Example. Unlimited apples means no world hunger, capitalism says don't do that. Instead capitalize on it and sell them for a profit. Don't end world hunger if you have unlimited apples, sell them and make unlimited money. THAT is how arbitrary things become if you have unlimited something or another and priorities change. The point is to show you why there is a set number of anything. So, it remains meaningful, and useful. So, it does not lose its value or luster, unlike gold. Take Halo Infinite for another example, they got too big for their britches and became far too ambitious and ambiguous for our liking. THEN people get gutted from the company (downsizing) so much so it was indiscriminate like to the point of, in the words of Mrs. Dolores Umbridge, "Progress for the sake of progress must be discouraged" and "I will. Have. Order." They hurt themselves with this "good thing" yeah now everybody suffers for no raisons.
@@BlackMoonHowls wow. That’s extrapolating a lot from “ gee it’s kinda neato that I don’t have unlimited retries”
I probably shouldn’t ask for your thoughts on XCOM’s permadeath.
I remember Ace Combat tried to have a game where you had to buy FUEL with IRL money so you could play.
It was like. 3 tanks (missions) per day. But you had to actually buy more everytime you wanted to play.
@@austinteed3248 almost every mobile game does this now
One game that nails well the Number 10 (misseable content) is Fallout NV. This game has 4 main routes/endings ; Helping the NCR (basically the "police" in a sense), Helping the LEGION (the antagonist), Helping MR HOUSE (a neutral-esque but egocentric and equally cruel part in the war), or going Independent (betraying everyone and taking over yourself) in the game.
The game gives u full freedom, you can help anyone, and finish ANYONE too. However, the game runs on a "reputation" point system. Help one side to go against the other too much, or just go around in a killing spree against them, you lose reputation (pemanently...), locking you out of their quests, and such rewards.
Theres also a few NPCs with unique rewards you could only get by finishing them, which already takes reputation. But the game also lets it cl
The game however doesn't make MOST of every unique reward related to faction, and is quite forgiving towards Reputation in some aspects. Simultaneously, it lets the player be WELL aware multiple times that, their actions can have consequences too, its not a surprise as a player.I think thats one of the best ways to create a non-controversial "loseable items" system.
Man.. Dark Cloud was my favorite game as a kid, and no one really played it.. so happy to hear it mentioned :)
I love that you brought up Dark Cloud! Dark Cloud and Dark Chronical are 2 of my favorite games, and it seems like they never got the love they deserved.
Same, I may go back and play them again. Such great games and hopefully Sony revisits the series again.
@@jed23ify they are both on PSN if you don't still have a working PS2 with the discs.
They actually did quite well (well, Dark Cloud mainly outside of Japan).
It's just that, Japan seems to absolutely adore the idea of discontinuing successful original (as in, unique) titles in favor of making more of the mainstream, oversaturated titles. It's surprising that Final Fantasy franchise managed to have each and every game in the franchise have pretty unique and defining ideas that separate it from the other games in the series. Though that also means that THEY abandon cool ideas from past ones as well.
Most franchises with unique elements are neutered after the first sequel at the latest (if not entirely killed in favor of copy/paste games).
I really agree with the bonus concept. I wish more games would include building/environment destruction and utilise it as a core part of the gameplay. It's so weird that the peak was in Red Faction, but not many other games after that touched the mechanic. It leads to a bunch of creative solutions and emergent gameplay, rather than just one solution or way to do something. I'll definitely have to try tear down sometime.
I'd say the lack of destruction in video games probably has to do with the absurdly high standards of expectations from the player base. Not only would many players ONLY be happy if these destructive elements were implemented with a realistic physics engine, they would only be happy with 60fps on top of that and ultra realistic graphics. The new consoles are powerful for sure, but to implement realistic based physics destruction in a game and keep everything else that most players consider a must would be too taxing on the hardware. With everyone who would look so closely at a game to say that it is awful if it doesn't have the best lighting and shadows and textures and AI and frame rate and momentum physics and ragdoll physics and the list just goes on and on... It's most likely just more than can be handled by the system.
It's because of how intensive it would be to implement, especially as the scale increases. Plus, depending on how extensive you make it, you run the risk of making your game's plot difficult to manage.
makes me miss the days of bad company 2. Battlefield kinda drew back on destruction after that. Loved the fact that entire towns were reduced to rubble if particularly brutal fights took place.
Thank you for mentioning Dark Cloud. Such a beautiful game. The dungeons were fun, the city re-building was satisfying and it also worked emotionally. Also such a great change how to handle the otherwise not special story.
Man I missed playing that game
I played it with my friends in high school for a while and it was like nothing else I’ve ever played! Cool concepts for a game! Would love to see a spiritual successor!
@Ayo chill well there is dark chronicles, you might want to check that out!
The main conceit of Ni No Kuni 2 is you're building a city state so you can muster the forces to take back your kingdom. This is mostly done by recruiting townspeople by doing quests for them (similar to Suikoden) and you setup buildings for them to work in. It's a decent town management mini-game that you shouldn't miss if you like that sort of thing.
the main reason there isn't more game where you can destroy a bunch of stuff is bc it's a LOT of work. I don't mean weeks of extra work, I mean constructing an entire physics engine. It's awesome to see when done correctly, like in Rainbow 6 Siege, but the amount of work that goes into it is immeasurable and requires a specification in programming that not enough people have.
Never really like babysitting characters but A Plague Tale: Innocence does it so well, and the gradual increase of usefulness and multiple side characters that help you out is perfect and always keeps gameplay interesting.
Thanks for mentioning it. Really big oversight in the video.
red faction guerilla is such a gem i can’t stress it enough…just imagine a true sequel to it smh we didn’t know how good we had it with gaming back then
The one about desctruction physics is one i miss a lot and find it really weird that we don't see more of it considering how powerfull pc's are these days i want to see it comeback
If crackdown 3 had had it, it would have been amazing
Two games on ps2 are the mercenaries games get an attack chopper or a nuke air strike and you could level entire towns
As an additional complaint on No.10 "Permanently missable content", the problem isnt actually having these content, the problem is that there are permanently missable stuff in a game that demands 100 hour per run! Its completely fine when a game is like 2 hour on average, then you just play again on another save. When a game takes 20 hours, doing it again is kind of an investment, but as long as the game is something you like, its still tolerable. But its when games take hundreds of hours to replay that this gets extremely unreasonably frustrating.
The squad thing is pretty well done with AI companions in Ghost Recon: Breakpoint. I was pleasantly surprised since I never hear anyone talk about the Ghost Recon games. You can customize your squad members appearance, gear, and strategy. Way more robust than I was expecting
Is it better than Wildlands? I'm playing Wildlands right now because a lot of people say it's basically the better version of Breakpoint and I think the squad commands are pretty well done on this one too.
@@jrmcrlmorales So I got Breakpoint for $12 launch price on Steam. I never played Wildlands. Personally I'm having a great time with Breakpoint, but I've heard a lot of people say they prefer Wildlands. My understanding is the traversal and environment is very different so some may prefer one or the other for that reason. A lot of people say the story and writing is better in Wildlands. I can't judge myself so you might want to gather more opinions before you buy
@@EhurtAfy tbh Wildlands is boring AF.
Dude, the Chao Gardens in the Sonic Adventure games were awesome. I spent more time raising Chao than doing anything else in that game. With the original Dreamcast games, you could even upload your Chao to your VMU (the memory card with a screen, which the system used), and then take the Chao with you like a classic Tamagotchi style virtual pet. Later remasters and rereleases of the games lack this feature, which sucks. There's still an audience for virtual pets. Digimon has been making a comeback in recent years, with its 20th Anniversary and X devices, as well as the Fitbit-like Vital Hero things. But even without the Chao Adventure minigames, Chao raising is still really fun, and it's baffling how long it has been since SEGA has appealed to the significant portion of the fanbase that is a fan of raising Chao. I mean, come on. Can't they at least make a mobile game for it or something?
I not a big sonic fan. But the Chao garden in Sonic adventure battle 2 was extremely fun to play with a group of people each having their own chao and growing them into whatever they wanted to be. One of the best games ever.
it might even work as a seperate game now for the Switch they should remake it add some other things to it and it would sell pretty well i think.
FF7R had good squad control I think. Like switching to a character, inputting three ATB commands then switching back or to the next. When I was playing that I used to chain sometimes 5 or 6 special attacks together t was very satisfying. Felt like modern action rpg without abandoning its turn based roots. Real shame 16 won't have imo
Love difficulty based objectives & fact that there is variety in how a mission can be completed. Really think danger in traversal/platforming needs to return it's always adding fun and also agree we need choices to mean way more and having multiple campaigns letting us have different perspectives and stuff really add to replay value.
The Hitman games still do this though. You can add "extra" objectives to the missions.
And then along comes Baldur's Gate 3 with its missable/lock-out-able content and ability to play as an 'evil' character (though it's not a fully separate campaign.) You could also say that it also has commandable companions, though it's not exactly in real-time: combat takes place in per-character turn-based mode.
Assassin's Creed Valhalla had a more basic version of the city/base-builder mechanic - you collected resources to build up your city, but everything had its pre-determined spot.
Ori and the Blind Forest and its sequel also use game resources to set up saves and respawn points.
BG3 also has at least one useless companion. His name is Gale.
If you play a game without a guide in front of you or constant checking of TH-cam you won't realise you missed out so its unlikely to frustrate you. If you do have the guide there's no reason to miss out.
Personally I love how a game like Skyrim is replayable by building your character differently, tackling things in a different order and supporting the other side.
I always liked having Ashley around.
#1 reminds me of Ape Escape 3. They didn't have a difficulty selection in that game, but they asked if you wanted to play as the boy, Kei, or the girl, Yumi. If you picked Yumi, the game would be slightly easier! In the story, Yumi was a pop-star, so many of the monkeys you had to capture were fans of hers! They'd be starstruck when seeing you, so they just sit still with hearts for eyes and were basically a free catch!
Remember when games didn’t have a battle pass.. I wish that would come back
Have to specify how far back lol because before that was loot boxes and before that was $5 online passes lol
Just don't play shitty games as a service games. problem solved.
Meh, it's optional anyway.
The difficulty one hits hard. Way too many people want to dictate how others enjoy the game they paid for. A lot of older players don't have as much time on their hands and dont mind playing on easy.
Exactly. Like I am not very good at video games so I like having difficulty options. I understand for some games the whole point is being hard but when it’s not I hate not having options or getting locked out of content because of it
Completely agree... When I was in my 20s I had a ton of time to play games, but as I got older and took on more responsibilities in life my time diminished and now at 52 I'm lucky to have a few hours a week to play games. I still love gaming, but sometimes you just want to play on an easier mode so you can progress a little faster. And then Elden Ring came along LoL.
What you're missing on Sonic Adventure Chao stuff is that it was originally designed for the Dreamcast- where the memory card was also a little mobile device. It had a screen, buttons, and could even link up if you knew someone else with a Dreamcast and battle your Chaos with the pocket memory cards.
Of course stopping the game doesn't make sense- unless if you're taking the game with you when you stop playing for a bit.
I think dark cloud 2 is one of my favourite games of all time - I loved creating the town in the past and then going to the future to see what impact my new thing had on it.
Also, that invention system had me taking pictures of everything constantly
Absolutely, so many great mechanics that were so ahead of it's time and i'd love to see revisited in anything at..any point...any time... please ;w;
@@Dieonceperday even just a remaster/remake!
I honestly REALLY miss the Chao Gardens from SA 1 and 2. I really want them to come back in some way lol
The one thing that was good about the games where you could miss content by making certain decisions they were aware you were either good or bad
Like Red dead redemption 2
I really miss destructible environments. Bad Company 2 and Far Cry 2 used destruction as a mechanic, but every subsequent game in their franchise paid less and less attention to it.
Loved that feature in Red Faction made the gun you feel extremely powerful looking.
I think I saw a developer once explain that it's just a resource "expensive" thing to create in a game. Today the only game I can think of that does it even a bit is Rainbow 6 lol but there's a reason you barely saw it even back in the day... it's hard af to program, it takes a shitload of talent, many game engines can't take it, the hardware can't take it, etc.
For that "Difficulty adding missions" thing, as someone who played Timesplitters 2, the trend probably never took off because of the ways it could fuck over the player. I remember playing Timesplitters on Normal and then hitting a wall on Hard mode because there's a new puzzle you had to solve, and the answer to the puzzle involved a room that was not only unnecessary on the Normal playthrough, but was walled off. So I was getting pissed trying to figure out a puzzle whose answer was "check that brick fucking wall that you never glanced at twice before, because it was a brick wall and it's halfway back through the level".
someone apparently sucks at Chao rearing.
Seriously, people like the Chao Garden because it's a great way to help you relax and cool off after an intense level. It also gives a meaning to all those animals and Chaos Drives you find in levels, meaning the levels have more merit in replaying, since it means you get more things to give your Chao Plus, it's optional, you don't HAVE to engage with it.
I miss SOCOM so much. The squad dynamic in those games(at least the first 2) was great for me. I could give orders from halfway around the map and have confidence my team would carry them out. I got to pick the loadout and approach multpile objectives tactically because it was a functional squad that wasn't completely useless. Yeah, definitely miss SOCOM.
About difficulty based objectives, I don't think it's gone. After all, it is not far from the concept of secondary objectives in missions. And it gives an option to choose whether you want to struggle more or not for the sake of better rating at the end of the mission, additional rewards or some rare achievement for your struggle. It's not completely same, but kind of incorporates the idea and in some cases achieves the goal of adding replayability to the game.
Entire Hitman franchise is based on this, you can actually repeat missions and have a dozen different ways of finishing the objectives.
Republic Commando forever has my heart for reason #9.
It was one of the very few games I played as a child where even though it was single player, I felt like I was playing with a team.
Did you ever play "The Thing" on the og xbox? That was one of my favorites... it was a squad based, tactical real time survival horror, your team would suffer mentally and physically from poor decision making... give it a shot if you're into older titles
Oh man, Republic Commando was so good. Perfect example of the "squad commands" that this video was talking about.
Some of the fights in the later missions on the derelict Acclamator and on Kashyyk were brutally hard. If you try to just play it like a regular FPS the sheer number of enemies would turn you into mashed clone, but if you give precise commands to your squad it becomes much more doable.
Order them to set up in good firing positions, and move move them at the right time, as you advance further up the area. Sometimes you have to move them to non-context positions, just some random spot with good cover and field of fire.
You still have to move, aim and shoot well to be efficient, just like in any FPS, but the squad command factor really added a ton to it.
Now that games have better graphics, AI, and more detailed terrain, it's a shame we don't have this type of gameplay anymore. Even in coop games with friends, this feature still could be really cool: You can have coop missions where about 4 players engage the enemy army using an entire platoon, with each human player commanding their own squad of npc troopers.
Republic commando and Rainbow six Vegas, my friend
@@Honest_Grifter I'm actually looking for this, was talking to a friend about it the other day.
Way under-rated game imho.
Meanwhile I'm playing Republic Commando 😁
an example of limited saves could also be no mans sky or similar games where you have to get to a specific place or macguffin to be able to save. It added to the gameplay loop the aspect of "craft save beacon" or "get back to base/ship" which is interesting to say the least. wish more games would do that, specifically scifi or fantasy in which they make sense with the world.
Watching this 6 months later: things you can permanently miss is a HUGE thing in Baldurs Gate 3…. So many story lines/companions/quests you can miss by just forgetting to talk to someone lol
let's be real, chao raising was the best part of the sonic adventure games
Dark cloud was fantastic! Needs more attention so it can be remade, or they can finally make DC3.
👆🏻
I really wish they made a new dark cloud game.
One of my favorite creature raising games is probably Amazing Island for the Gamecube. Something so satisfying about creating your own monsters.
👍🏼
missable content could be a great way to make ng+ interresting and discover missing stuff on a second playthrough.
Finally breeding a gold chocobo was one of my favorite gaming moments.
7:44 a game that does number 4 really well is kingdom come deliverance, to be able to save your game you need to have a certain item, so you can't just constantly save while looting a town for instance you have to be carful. What's great about KCD is that it also has a save and quit feature so if u are interrupted or u need to go asap you can.
Plus one of KC:D's DLC/Expansions has settlement building in it too.
it's been a while but can't you craft these potions?
because as far as I remember saving never was a problem
@@KaosKrusher they are only needed on the higher difficulty if you play on ez or normal you don't need those potions to save, that's probably why you never noticed
@@Brux1425 no I played normal but I remember these potions
but maybe they're more common in normal
@@KaosKrusher not 100% sure if they are more common I think it's just more noticeable on hardcore mode because auto save is disabled so you need a lot of the potion for saving, I remember one time I forgot to use one and I died and lost 2 hours of progress lol, makes you never forget those potions again
Definitely some good ideas, but I feel like a lot of these have been changed to remove frustration and cater to adult gamers that have less time. Speaking to the limited saves and difficulty. Also not being able to miss stuff sometimes falls into this category as well.
Yeah, but so many shit games come out, that I wish the good few had more tangible re-playability like missable content or multiple story branches. I find myself playing more indie games than AAA these days, just because AAA tends to only make the same game as last year usually lol, but at least they tend to be a bit more interested in not sticking to the status quo too much
For the difficulty objectives, I think Payday 2 and hitman fall into this category and do it really well. Cameras become indestructible, AI are harder to fool etc
For the limited saves, they could just add it as a customization option or difficulty setting. Customization, as in some games forego difficulties, and let you toggle on and off different game features to customize your experience/difficulty to suit you.
Best way to deal with rewarding players for saving less is giving an endgame rank based on it, Resident Evil gives you plenty of ribbons but using all of them guarantees a low rank, and Metal Gear Solid has endless saves but it and continues factor into the endgame evaluation too IIRC.
Chocobo hot and cold minigame in final fantasy 9 is one of the, if not the best minigames i have ever played
2 fun concepts for me that are lacking in games nowadays, No difference in story or interactions whether your custom character is Male or Female and your choice and decisions matters alot.
Same! Choices don't matter anymore and it makes me really sad.
Destructible environments! Thank you! A new Havok Engine is terribly overdue.
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In first two Thief games harder difficulties had more objectives. Good times.
City building coming to Like a Dragon: Infinite Wealth has me excited
One game concept I miss is the limited ammo for units in RTS game. In the Earth saga (end 90-early 2000) all the units had limited ammo. when they used all of them, they became vulnerable (except unit with energy weapons, which reloaded over time). To prevent such a predicament, you had to build supply center and supply aircrafts that went to ressuply your units with ammo. It gave a new strategic depth to your game, because you could cut the ammo supply line of your ennemy and render him vulnerable, but you also had to make sure the ennemy wouldn't try to do the same to you.
And the Earth saga also allowed you to customize your units as you wish. You had a unit, a turret emplacement (sometimes with sub-turret emplacement), and a shield emplacement, and you could make your choice; a unit with heavy ground gun turret and AA sub-turret for example. It was awesome.
None of those concepts appeart in RTS games anymore.
Number 2 makes me think about The Last of Us, when you had Ellie follow you. She was not the most powerful ally, but the bond you created with her made you want to protect her at all cost!
Same with Bioshock Infinite, another good modern example. However I want a game where I'm a girl protecting the guy lol.
@@cenciende9401 I’d recommend Plague Tale Innocence then
I really miss theater mode and map editors.
For number 7 I am for funny descriptions for difficulty settings. I am even up for renaming hard difficulty settings to match the ones mentioned in the Steven He videos where he gives advice on being an Asian dad. In a couple funny videos he came up with two new difficulty settings beyond the level Ultra Hard. Those being the level Asian, and the one above that being Emotional Damage.
My partner and I found his videos yesterday and were in tears for an hour going through a bunch of his videos and shorts lol
The multiple objectives for difficulty in GoldenEye was pretty innovative I think, I dunno if it was the first to do it, but it actually did make levels harder because with each new objective there were more things to be aware and careful of. I remember some of them could be failed if a certain character died, or you destroyed a certain machine in the level, which on lower difficulties wouldn't matter at all.
Chao raising was the single best feature ever included in a video game to this day, I will die on this hill
Dark cloud ! First time I heard this game mentioned . I use to love building the towns on the story . Perfect mixture between fighting adventure and building not only villages but weapons also
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I never got to play that one back in the day. I wanted to try it out, but the video rental joint never had a copy in, and it just dissapeared from the rake, like so many games that never got taken back by people willing to eat the fine... It was half party-store half rental joint, so getting a new copy as usually out of the question. I recently just started playing it through emulation earlier this year and was super into it for about a month. Great game!
@@chloewebb5526 truly underrated never quite could beat the last boss
I wish we got complete games at launch again. Tired of the empty promises of a "10 year plan" which barely pan out. And stop taking away basic features just to add them back as new, please.
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I like how the new Wolfenstein games still insult you for playing on easy. Contributes to the nostalgic factor.
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Man, the Dark Cloud series, that takes me back. Definitely explains why I like Minecraft and later, kinda, survival games. Also explains why I took to FO4's building like a duck to water.
Those new Pathfinder games do the base building thing, they're old school uber-jank CRPGs but very cool if you're into that
You can also just play regular old Pathfinder, which does it better than the vidya version lol
the thing about missing content, it's fine if it's like.. side quests that were only available during certain acts, or stuff locked behind decisions that you didn't pick.
The former encourages you to be thorough in exploring the world, the latter gives more flavour to how you're playing your character, and adds replayability.
I like the idea that anything you miss in those ways can be bought from a special store or merchant later, or found as part of a bonus side quest or just by exploration after the fact.
Freedom Fighters was so cool… I hope micro transactions vanish! Great video gameranx 💙
Thanks
I hope we get another guardians game. It was awesome
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I think one of the major reasons squad command tactics have gone away is, you need to balance the game just right, otherwise they're unnecessary. You don't need them at all in Mass Effect, unless you're playing masochistic difficulties which case is a separate discussion for how difficulty has devolved from "making the enemy smarter" to "making the enemy an instakilling, invulnerable bullet sponge".
Surprised when talking about alternate campaigns Sonic Adventure 2 wasn't brought up. Especially since Chaos Racing was brought up almost right after
Playing baldur's gate 3, there's a ton of content you can entirely miss by making certain choices.
Especially if you choose to side with Minthara and the Goblins in act 1
SEND LOGAN PAUL TO JAIL