i REALY like the 'getting stuck' solution/mechanic in Ratchet and clank. if you get stuck on something and can't move after like 10 seconds you'll take a little bit of damage and get budged which almost always frees you of whatever you were stuck on. i wish more games did that
I like games that let you get back in the map if you somehow clip through it. Some games will also keep your momentum going if you get stuck and that will often times help you get out.
In Kena Bridge of Spirits this would be useful, it's one of those games that has horrible respawn after you fail. Fall off a cliff and need to start over? Spawns you right at the edge of the cliff again so any small movement you fall.
Sometimes I get the feeling that he has to record a lot and thus relies too much on script? I mean in the last entry here, he literally repeats himself in the span of 30 seconds. Earlier on, he's just reading the reddit comment, almost word for word, before it's shown on screen. Not the end of the world, and as I said, I can see that time crunch could be the issue here, but it's somewhat noticeable.
In F1 2020 and I think 2019, if you crash into another car while trying to overtake and use a flashback, the car you were trying to overtake makes it easier for you to pass by either slowing down or moving over slightly on the following attempt.
Same with Forza, I think. The more you restart a race, the easier the AI, even though you don't change the difficulty settings. Or is it just my placebo.
Yes I have noticed that in 2019... I always found it weird why would they change lanes like that, I thought it was bcz they wanted to prevent towing me but now that I think about it most of the time it was when I had crashed into them earlier and replayed...
@@theoneonly2406 ehhh, 3 was ok I guess however I enjoyed judgement day more than anything after 2, yeah it went downhill but its still fun to go back and play those campaigns on insane
@@JoshuaJacobs83 look up the headshot for gears, it is definitely an intentional thing but I wouldn’t call it a mechanic in the way Falcon was describing it.
@@jollycooperation7446 Same. It's the RNG scaling. They have these crazy high headshot damage and accuracy, it goes up the better you are doing. The Car selling missing are stupid
'Ever play a game where the tutorial doens't explain the important stuff?' *looks at the frankly disturbing number of hours I have in warframe.* ...Yep.
#2 about Dark Souls actually makes sense, because DS is often mistaken for depressive and almost nihilistic game, while Hidetaka Miyazaki-san explained that while it is game about difficulty and depression, it was also the one that encourages you to keep pushing and going forward and overcoming the difficulty. This is why many NPCs tell you to "not go hollow" (not give up or die).
Does Nier: Automata? It’s probably a silly question but if it does I’ve been missing out. The number of weapons and combos in that game are outrageous to begin with
Maybe it's the nostalgia talking, but in thief deadly shadows, a particular part of the game where it didn't help that the game actually had loading screens between the sections, was very scary since the amount of illumination and noises you made just trying to be a thief and at the same time explore the monster AI's environment was psychologically feeding into the monster AI as well! I'm not one who would say graphics and amount of direct interactivity are enough to make a scary AI.
@@TannerisSmol97 Nevermind that I almost certainly destroyed your favorite game's AI, you're bringing up the wacky rat lunch feeding routine known as Dishonored 2.
Ratchet and Clank games also secretly make it easier/ harder depending on your performance. They also have neat bolt mechanics: if you missed a load of currency the game will give you extra bolts in crates to balance out the economy. Also they made it so instead of getting say a single bolt worth 100, they give you 10 bolts worth 10 each- you get the same amount but it feels more satisfying getting many more bits of smaller loose change.
for the star wars one, it would make total sense for the key to float back up to the hand of the PC, if an enemy with a key was launched down a cliff, because the force, according to the lore actually does stuff like that all the time. its why blaster fire doesn't hit people as much as it should.
9:10 The Tommy Thompson from AI and Games also teaches at King's College London. Last year he was my professor for Introduction to Artificial Intelligence :D His 9 am Friday lectures were worth getting up for
Gotta give gameranx 100% ups on keeping up with great content on a daily If ever they started a paytreon I would definitely love to support when get a job
Making it so you can't accidentally screw yourself out of being able to finish a game actually reminds me of some of the best randomizers out there (Link to the Past is what I'm most familiar with) and how they are programmed with all of these little fail-safes to prevent you from getting softlocked in the game by a certain thing being in a certain chest that's impossible to get to. The people who design these systems, both professionals and the amateurs, deserve a hell of a lot more credit when it's done right.
Blowing up food stores in Metal Gear Solid 3: Snake Eater (PS2), to make the enemies in the area hungry & compromised, was literally the actual pinnacle of game development in my mind. *_Sometimes that feels so true nowadays..._*
I was noticing on insanity on mass effect 2 those enemies just constantly lay down heavy fire they don't relent much either. It gets worse with enemies who can knock you out of cover.
MGSV has a mechanic that is very amazing, where it forces you to play differently every time such as giving soldiers helmets when the player lands too many headshots.
Saints Row 3 adjusts car AI so that you have less problem speeding through traffic. Meanwhile, Mafia Definitive Edition probably spawns random vehicle in just the right spot so you crash almost at the end of the mission.
I personaly hate when games take away enemies or lower the dificulty secretly if you restart a couple of times, usually I'm at a point where I'm like "ok this time I got it" and you respawn and notice its easier this time, less enemies or whatever and it just feels horrible, like the game is having pity on you. Makes me mad.
Same. I prefer being given the option. I don't get why it's more demeaning to get the option to choose. Doing it automatically the game will basically trick you into thinking you've done "the real thing" when in fact you've just completed an easier version of it without knowing so. It's awful.
Fun note about the DDA in RE4, it actually works both ways. Not only will it make things easier if you're dying a lot - removing enemies etc. - but if you are doing well it actually makes things harder. There aren't any additional enemies that I can recall, but certain ones, like the typical Chainsaw wielding Ganado, become more aggressive, may swing faster etc, and most standard enemies and some bosses have their damage amplified the longer you go in the game without dying.
The one mechanic I miss on this list is that enemies which are behind you don`t fire as often and often miss their shots. A great one to experience that one is with battlefront 2, but you can find it in more shooter games.
You mean that only the enemies who you are looking towards shoot at you right? It is blatantly used in every fps: COD, Battlefield, Titanfall 2, Halo and even third person shooters... The enemies you are not looking at will 100% miss their shots...
hidden genius mechanics , i thought for sure , Doom 2016 / Eternal would be later on the list. they famously use a 'token' system which limits the amount of enemies that attack the player at one time, but also stacks priority for each enemy in the encounter. great video, even better when you feature my comment in pt.2 !
I'm playing Fallout 4 with Horizon and it tells you *nothing* about the things it changed, and it changed everything! I love it, I'm dozens of hours in and I'm still finding surprises, it's great.
Speaking of Halo, there's the Halo CE Maw Warthog. They put extra speed and more gravity on it to make sure you could complete the massive jump. A regular warthog can't completely the jump.
In the Devil May Cry series, enemies that are not on screen will not attack you, except for bosses and certain exceptions. This is very useful to know when fighting big groups of demons, just isolate one or 2 and move the camera so that the others don't appear on screen.
in dragon’s dogma there is a slope somewhere in caves on which you will be stuck and cannot move in 99% of cases, then a game mechanic teleports you in the beginning of the slope, that’s the only place for 3-4 walkthroughs where this mechanic shows itself
@showbizonastick You know, something that affects the gameplay.... killing random event NPCs and how they come back in a few days, how hairlength takes longer and longer to grow, horse balls -The list goes on and on.
In the Yakuza series, during combat, the game uses a specific algorithm to manage how many enemies attack you at once. For example, let’s say you’re fighting 4 enemies, not all 4 will attack at the same time. At the most, two of them will and the others will just surround you to make you feel outnumbered still. Earlier Yakuza titles (most notably Yakuza 3) didn’t have this system, so every enemy in a combat situation could attack you at once, which led to stun locking a LOT. This system is most easily noticed in Yakuza Kiwami and Yakuza 0
The uncharted thing also reminded of 2 things. The screen turns red when Nathan Drakes luck is running out and is about to get hit by a fatal shot, it's not a health meter. Also they add ghost shots during shootouts to make gameplay more intense but it's basically just sideways rain with no point of origin or target.
In Fire Emblem, they implemented a system to make rolls seem more in line with what people would expect by having a two-roll system. Whenever anyone in the game attacks, the game will roll twice and average out the two rolls. If the number is lower, the hit connects. So, if you say attack a enemy a 90%, you're odds of hitting are more like 97%, and if you get attacked at 80% chances are actually around 90% of getting hit. This causes an exponential gain for each percent above or below 50%. This heavily benefits the player on lower difficulties because player units tend to have more evasion and higher hit rates than enemy units, while simultaneously placing more importance on those stats on higher difficulties where the skew begins to shift in the opposite direction.
Bungie failed to keep that checkpoint reversal around for Halo 3 because my best friend once got a checkpoint on the last level right when he was on the edge of a ramp that always ended in a failed jump. After over a dozen retries, it still kept placing him there.
2:55 In Splatoon 2, only 1 Octarian can attack at once, and be even less likely to hit if you can't see them (Octosnipers excepted, they literally warn you, they can always pinpoint attack). In the Octo Expansion, 2-3 enemies can attack at once, bomb things and Octosnipers also excepted.
In some side-scrolling platform games there's a relief layer for ledges that lets players, on lower difficulties, complete a jump despite taking a step or two off the edge.
on that missing thing on XCOM, i think league of legends has something similar when it comes to critical hits. every time you don't crit, your crit chance is increased for your next basic attack. this amount increases with each non crit, and increases more depending on your crit chance. for example, if you have 25% crit chance, meaning you'd crit every 4 hits, if you dont crit the first, second or third hit, the forth one would be pretty much 100% crit chance. pretty smart way of making something random more reiliable (most of the times you'd crit every 3rd, 4th or 5th hit which makes it much more consistent, and fair for both the player and the enemy)
HL's only 2 enemies can shoot you at a time is probably the most simple but least immersion breaking I think, because it's kinda realistic. 1. You're not instantly swiss cheesed and 2. It's kinda like they're trying to conserve their resources against you, by not unloading everything they have immediately.
I’m curious, do you lurkers just wait until a notification pops up just so you can say “first”? Because there are way too many, and this thing has only been up for like a min
Why do people think that anyone gives a $h*t that they're first to comment on TH-cam? Why is this even a thing? I'd like to see this stupid childish trend come to an end ffs.
Can't remember the game but another genius mechanic is from a horror game where to give the players the feeling of being followed they actually tethered the monster to the player so everytime you feel like the monster is close by
In my opinion the two best game mechanics that has ever came out is the gravity ability of Gravity Rush it is really well done it's amazing how they pulled it off even though it can be a bit nauseating at times and the game mechanic of the handheld time machine in Dishonored I think it was it such a clever mechanic and it's probably one of the best I've ever seen to be able to physically see the alternate time and with the click of a button teleport instantly to that moment it's just I think the most amazing moment in my gaming history
This will always remind me of final fantasy VI for snes, at some point you have to escape on a minecart and do this series of battles with no break as Gau, and if you forgot to get any potions or healing items you could potentially be stuck forever and have to restart the game
Also in just cause 4 (can’t remember if it’s in 3) if your in a vehicle it’s harder to destroy, but if you bail out of a vehicle it’s easier to destroy
trick devs use to make shooters easier as well is the enemy ai will miss (on purpose) a lot of their first shots when they first see/target the player, some even have a tally where they have to miss a few times before they can actually hit you
A very unknown Dark Souls 2 mechanic is when you purposely make the game harder, by joining the Company of Champions covenant, players in the same server, and area get their difficulty increased too.
Once in Halo 3, I let one of the NPCs drive my warthog and they drove me off a cliff..and it auto saved right before the wheels lifted off the ground, ruining my playthrough, and it never went back. It was so painful for me, the again I was very young when it happened x3
The “director” and “unit” AI system isn’t unique to Alien Isolation, that game just has done is the best recent example of it. Left 4 Dead 2 has a “Director” “Unit” AI and it was the best version pre-Alien Isolation. The director dictates difficulty, when hordes happen, where spawns happen when, etc etc. There are even console commands in L4D2 to allow you to manipulate the director. There are also quite a lot of other games that use that same system.
It's annoying in the Borderlands series when something you need to collect goes flying off a cliff or something, so number 1 is definitely a good feature
You forgot the most interesting example - tow trucks in GTA 5 will break the laws of physics just to get in your way if you're driving fast. Yes, that's actually programmed into the game on a code level, it's not you messing up. If you dodge it in time, the tow trucks will try to hit you again, sometimes phasing into walls as a result. It's well-documented.
The statistics fiddling in XCOM (and others) is unsurprising. Most people don't understand how probability works (it's not an innate human skill) so altering them based on developing actions is genuinely the right thing to do. It's technically a kind of AI.
The Jedi knight one really pissed me off at first. I like to use the to use the upgraded choke to drop the enemies over the edge. I like the mechanic of the lightsabers actually being a beam of energy rather than a skin for a regular sword.
#5 The traffic trick. I think they implemented something similar in Cyberpunk 2077. As much as the AI is broken they do seem to give the way and even traffic lights will change to green when you are close.
Another good example is coyote time in platformers. The game lets you jump for like 0.2 seconds after you walk off a platform, which makes it a lot more forgiving.
I recently saw a video of original Kingdom Hearts where Sora destroyed an unbreakable rock by getting stuck. The game has a failsafe just in case you get stuck by movable obstruction.
@@adityanaik6291 OK that's fair, but they're not really story driven right? I've only gotten into the third one or whichever one adds the two way grappling thing
On PS1, the game Driver has a really hard last stage. On the last stage, the FBI seems to always know where you are and where you are going, and will do a head on collision to make it hard to beat the timer. Turns out that they just Spawn in your line of site, so when you are going top speed, it's like they come out of nowhere to get in your way head on..... which they do. An easy way to work around this, is to do the mission while using the rear view angle. You'll both leave them behind, and see them spawn in driving away from you.
They went even further with the traffic in GTA V, where npc cars actually break law and physics in getting in your way when you're trying to drive. Worst case(the best example) that happened to me was that I was going past a car on a hill and it turned left(as you would do in a crossroads), on a straight road, so steep that it would be impossible. I managed to brake, because I was already braking and the car went off the road, dropped down and exploded.
Cyberpunk 2077 also has the traffic mechanic that Saints Row does. I noticed it while driving my motorcycle around Night City. Cars will move out of the way when I’m zoomin.
How has nobody made another Jedi Knight game. The more I think about it the more I can't believe how much EA squandered their Star Wars licence. Hopefully now that it's open to other devs we'll get some good open world star wars games. I'd love to see another Force Unleashed or a sequel to Bounty Hunter!
Fallout 4 removes mines and grenade traps if you die on them too often within an area, which is a shame, because sometimes you'll lose sweet bottlecap mines to loot...
I don't know 100% if this is a thing but in RDR 2 it seems like the day/night cycle moves faster when you are moving faster through the world for example when you ride a horse the day goes faster but if you stand in one spot the day seems to hardly move, I think this is a pretty smart mechanic but yeah, has anyone else noticed this?
Shadow of mordor, the nemesis system. If you're level 5 and the enemy is 6 and you loose, the next time you fight that enemy its level 7. So basically the enemies get stronger the more you loose.
In Hitman Absolution enemies track you by your face, so in the train station mission for example, if you spin 47 everytime some guard starts suspecting you the suspect meter actually goes down.
I remember once, in Dark Souls, there was an NPC invasion that was supposed to drop an item, and I defeated it by pushing it off a ledge in Lost Isalith... the location where he dropped the item, I could clearly see near the bottom of the crevice... Pretty sure that wasn't supposed to happen.
"It's a bit frustrating when you immediately get shot when you get out of cover"
GTAV: allow me to introduce myself.
Dox
or any cod campaign on veteran :'(
lol gameplay features in a GTA game
DarkViperAU's no damage runs on gta5 makes this comment funnier
And also Fortnite.
i REALY like the 'getting stuck' solution/mechanic in Ratchet and clank. if you get stuck on something and can't move after like 10 seconds you'll take a little bit of damage and get budged which almost always frees you of whatever you were stuck on. i wish more games did that
I've played almost every Ratchet and Clank there is and I don't think I've ever had to do that.
I like games that let you get back in the map if you somehow clip through it.
Some games will also keep your momentum going if you get stuck and that will often times help you get out.
I did not know that! I got stuck in rift apart a couple days ago and had to restart to the check point but this would have helped a lot probably 😂
Kingdom Come Deliverance is the most recent game to do that I believe
In Kena Bridge of Spirits this would be useful, it's one of those games that has horrible respawn after you fail.
Fall off a cliff and need to start over? Spawns you right at the edge of the cliff again so any small movement you fall.
Do they wake falcon up every time 5 minutes before recording? Get this man an espresso
Maybe he’s just stoned?
I think it's just because Jake sounds so peppy by comparison
@showbizonastick Hahaha
Sometimes I get the feeling that he has to record a lot and thus relies too much on script?
I mean in the last entry here, he literally repeats himself in the span of 30 seconds. Earlier on, he's just reading the reddit comment, almost word for word, before it's shown on screen.
Not the end of the world, and as I said, I can see that time crunch could be the issue here, but it's somewhat noticeable.
Imo he speaks slower to increase the length of the video and the viewtime, pretty sure his delivery is intentional
In F1 2020 and I think 2019, if you crash into another car while trying to overtake and use a flashback, the car you were trying to overtake makes it easier for you to pass by either slowing down or moving over slightly on the following attempt.
wait what? never noticed that
Same with Forza, I think. The more you restart a race, the easier the AI, even though you don't change the difficulty settings. Or is it just my placebo.
Yes I have noticed that in 2019... I always found it weird why would they change lanes like that, I thought it was bcz they wanted to prevent towing me but now that I think about it most of the time it was when I had crashed into them earlier and replayed...
The first headshot in gears of war. That sound sound, so satisfying, so addicting, you begin to chase it above all else...
Truth ! Had me addicted for so long. Sucks the story went downhill after 2.
@@theoneonly2406 ehhh, 3 was ok I guess however I enjoyed judgement day more than anything after 2, yeah it went downhill but its still fun to go back and play those campaigns on insane
Tears of War..
Is that a mechanic though?
@@JoshuaJacobs83 look up the headshot for gears, it is definitely an intentional thing but I wouldn’t call it a mechanic in the way Falcon was describing it.
There’s a hidden one in overwatch that makes everyone just better than me. I don’t get it.
That would be Apex for me.
Everyone seems faster and can somehow aim.
Same for warzone
@@connor6870 if you play garbagezone you deserve it honestly
@@Echelon111999 if your one of those people that judges people for playing games they like then you deserve that
@@knightslifes1592 I aint the one wasting time on warzone lol
Y'all missed the most famous "hidden" mechanic.... invisible walls
Aw hell nah
@@Kiror0_ wait... you can step over rubble?!?!... what is this madness?!
In gta online, pedestrians will try to hit you when doing delivery missions that require you to not take damage
Or another thing is the aiming the ai have.
I've gotten 2 tapped by the AI in Gta with full armor and health.. With a pistol... More than once already.
Yep, 100% they veer right into your lane
@@jollycooperation7446 Same. It's the RNG scaling. They have these crazy high headshot damage and accuracy, it goes up the better you are doing. The Car selling missing are stupid
The AI can change it's rate of fire instantly as fast as the minigun and destroy your armor and bring you blow 50% health.
'Ever play a game where the tutorial doens't explain the important stuff?'
*looks at the frankly disturbing number of hours I have in warframe.*
...Yep.
h-how many hours do you have?
@@slasher4050 without checking? I had over two thousand in game hours.... Several years ago. So probably double that.
jesus christ bro
me too though
@@singletona082 holy fu-
#2 about Dark Souls actually makes sense, because DS is often mistaken for depressive and almost nihilistic game, while Hidetaka Miyazaki-san explained that while it is game about difficulty and depression, it was also the one that encourages you to keep pushing and going forward and overcoming the difficulty. This is why many NPCs tell you to "not go hollow" (not give up or die).
*EVERY* God of War had a Dodge Offset. Even the first one back in '05.
I like tacos 🌮😋
Uhh… what is a dodge offset?
@@Christofly The thing he literally talked about. Where dodging doesn't count against your combo-meter.
Does Nier: Automata? It’s probably a silly question but if it does I’ve been missing out. The number of weapons and combos in that game are outrageous to begin with
@@MikefromTexas1 lol go make me some Tacos fool 😋
In fact I have played a game where the tutorial doesn’t tell me everything
Tarkov
Dayz lol
Rust
Warframe and Path of Exile
Life
Alien has the best AI I've ever experienced. It's amazing especially with the breath and heartbeat mechanics
Hated that game. Didn’t find it fun at all.
@@Lawrence_Talbot Really? How far did you get into it? Cause for me it was slow and kinda boring til you actually see the Alien
Maybe it's the nostalgia talking, but in thief deadly shadows, a particular part of the game where it didn't help that the game actually had loading screens between the sections, was very scary since the amount of illumination and noises you made just trying to be a thief and at the same time explore the monster AI's environment was psychologically feeding into the monster AI as well! I'm not one who would say graphics and amount of direct interactivity are enough to make a scary AI.
@@Ioganstone the Ai is hands down much much better in any of the Dishonored imo
@@TannerisSmol97 Nevermind that I almost certainly destroyed your favorite game's AI, you're bringing up the wacky rat lunch feeding routine known as Dishonored 2.
Rockstar purposely make npc hit you when driving LOL 😂
That shit is obnoxious and doesn't add anything to the game whatsoever.
Ratchet and Clank games also secretly make it easier/ harder depending on your performance. They also have neat bolt mechanics: if you missed a load of currency the game will give you extra bolts in crates to balance out the economy. Also they made it so instead of getting say a single bolt worth 100, they give you 10 bolts worth 10 each- you get the same amount but it feels more satisfying getting many more bits of smaller loose change.
for the star wars one, it would make total sense for the key to float back up to the hand of the PC, if an enemy with a key was launched down a cliff, because the force, according to the lore actually does stuff like that all the time. its why blaster fire doesn't hit people as much as it should.
"We have found a twitter post from 2017 and put the answers into this list" jj love you guys
These videos are really entertaining.
Yeah
True
9:10
The Tommy Thompson from AI and Games also teaches at King's College London. Last year he was my professor for Introduction to Artificial Intelligence :D His 9 am Friday lectures were worth getting up for
Wtf are your on about nerd
"It's a bit frustrating when you immediately get shot when you get out of cover"
halo 2 jackal says whassup
Gotta give gameranx 100% ups on keeping up with great content on a daily
If ever they started a paytreon
I would definitely love to support when get a job
Ok…
Whenever you get a job? Lol lazy much
Nah just a student have a job on holidays but I mean a proper job
Why does Falcon always sound like he's soaring on opium or something 😂
that's how make his song feels better than jack sparow a mean ballsdino...
He has sinus issues the past little while that I've noticed
Making it so you can't accidentally screw yourself out of being able to finish a game actually reminds me of some of the best randomizers out there (Link to the Past is what I'm most familiar with) and how they are programmed with all of these little fail-safes to prevent you from getting softlocked in the game by a certain thing being in a certain chest that's impossible to get to. The people who design these systems, both professionals and the amateurs, deserve a hell of a lot more credit when it's done right.
Blowing up food stores in Metal Gear Solid 3: Snake Eater (PS2), to make the enemies in the area hungry & compromised, was literally the actual pinnacle of game development in my mind. *_Sometimes that feels so true nowadays..._*
0:38 my sniper- 80-90% a shot will hit
Also my sniper- lmao apparently I'm a Stormtrooper
Yeah I honestly think someone fucked up the math there, because the enemy clearly has a better hit chance in XCOM.
That is to much editing for someone who make a video every day i love this hard work u r doing
It's not hard 🙄
@@Xander_Park I guess you'd know what with all those videos in your channel.
Yeah I keep saying that people barely praise Gameranx's editor, his editing is really good given that they upload daily
that part for RE is just like battlefield V IT ALSO SECRETLY TAKES OUT ENEMYS
I was noticing on insanity on mass effect 2 those enemies just constantly lay down heavy fire they don't relent much either. It gets worse with enemies who can knock you out of cover.
MGSV has a mechanic that is very amazing, where it forces you to play differently every time such as giving soldiers helmets when the player lands too many headshots.
Just cause two will also make it so that when a car hits something after you eject, it will almost always blow up
Been watching this channel since 2016 ...these videos will always be the gems of this channel
Oh my god so this is why some of those enemies in Jedi Knight 2 didn't give two hoots about my force powers!
Nero grab and jump canceling from devil may cry are what we call a genius secret
Wait til this guy finds out about air kick jump cancel spamming as Dante and Vergil
A hidden mechanic in Dark souls, enemies sometime have to hit the air around the player and player gets hit.
and don't forget the multidimensional backstab.
“Hard but fair”
That's not a hidden mechanic, that's just an unintended result of poorly designed hit boxes on the player character.
In Metal Gear Solid 5, you can use electric cords from the electric poles to stun an enemy.
And?
Not that kind of hidden mechanic
Saints Row 3 adjusts car AI so that you have less problem speeding through traffic.
Meanwhile, Mafia Definitive Edition probably spawns random vehicle in just the right spot so you crash almost at the end of the mission.
I love when games have these little mechanics, it makes the games much more enjoyable!
Whenever I see jedi knight it makes me smile : )
The amount of research that goes into making these videos is applaudable.
This Arcade level for me is like: "Hey, have a sit, press one or two buttons and let us do the rest".
I don’t think Outriders got the memo about the enemies missing shots lol.
lol I wondered about Outriders as I saw that portion as I have been playing Outriders lately.
I personaly hate when games take away enemies or lower the dificulty secretly if you restart a couple of times, usually I'm at a point where I'm like "ok this time I got it" and you respawn and notice its easier this time, less enemies or whatever and it just feels horrible, like the game is having pity on you. Makes me mad.
Same. I prefer being given the option. I don't get why it's more demeaning to get the option to choose. Doing it automatically the game will basically trick you into thinking you've done "the real thing" when in fact you've just completed an easier version of it without knowing so. It's awful.
Fun note about the DDA in RE4, it actually works both ways. Not only will it make things easier if you're dying a lot - removing enemies etc. - but if you are doing well it actually makes things harder. There aren't any additional enemies that I can recall, but certain ones, like the typical Chainsaw wielding Ganado, become more aggressive, may swing faster etc, and most standard enemies and some bosses have their damage amplified the longer you go in the game without dying.
The one mechanic I miss on this list is that enemies which are behind you don`t fire as often and often miss their shots. A great one to experience that one is with battlefront 2, but you can find it in more shooter games.
You mean that only the enemies who you are looking towards shoot at you right? It is blatantly used in every fps: COD, Battlefield, Titanfall 2, Halo and even third person shooters... The enemies you are not looking at will 100% miss their shots...
hidden genius mechanics , i thought for sure , Doom 2016 / Eternal would be later on the list. they famously use a 'token' system which limits the amount of enemies that attack the player at one time, but also stacks priority for each enemy in the encounter.
great video, even better when you feature my comment in pt.2 !
This is a great video to pair with the Gameranx one on AI in computer games. As always guys, great work.
I'm playing Fallout 4 with Horizon and it tells you *nothing* about the things it changed, and it changed everything! I love it, I'm dozens of hours in and I'm still finding surprises, it's great.
Speaking of Halo, there's the Halo CE Maw Warthog. They put extra speed and more gravity on it to make sure you could complete the massive jump. A regular warthog can't completely the jump.
I hope they keep the dynamic mechanic in Res 4 remake when it releases.. I really like the concept and wish more games would adopt this
Is there a remake coming out?
Falcon is the "genius hidden mechanic" of Gameranx 🥸
I love how no-one talks about Uncharted 😂🙌
It's hard to play if you're playing on crushing. Then the shoot outs are hard!
In the Devil May Cry series, enemies that are not on screen will not attack you, except for bosses and certain exceptions. This is very useful to know when fighting big groups of demons, just isolate one or 2 and move the camera so that the others don't appear on screen.
in dragon’s dogma there is a slope somewhere in caves on which you will be stuck and cannot move in 99% of cases, then a game mechanic teleports you in the beginning of the slope, that’s the only place for 3-4 walkthroughs where this mechanic shows itself
RDR2 definitely has the best hidden mechanics.
@showbizonastick You know, something that affects the gameplay.... killing random event NPCs and how they come back in a few days, how hairlength takes longer and longer to grow, horse balls -The list goes on and on.
In the Yakuza series, during combat, the game uses a specific algorithm to manage how many enemies attack you at once. For example, let’s say you’re fighting 4 enemies, not all 4 will attack at the same time. At the most, two of them will and the others will just surround you to make you feel outnumbered still. Earlier Yakuza titles (most notably Yakuza 3) didn’t have this system, so every enemy in a combat situation could attack you at once, which led to stun locking a LOT. This system is most easily noticed in Yakuza Kiwami and Yakuza 0
The uncharted thing also reminded of 2 things. The screen turns red when Nathan Drakes luck is running out and is about to get hit by a fatal shot, it's not a health meter. Also they add ghost shots during shootouts to make gameplay more intense but it's basically just sideways rain with no point of origin or target.
In Fire Emblem, they implemented a system to make rolls seem more in line with what people would expect by having a two-roll system. Whenever anyone in the game attacks, the game will roll twice and average out the two rolls. If the number is lower, the hit connects. So, if you say attack a enemy a 90%, you're odds of hitting are more like 97%, and if you get attacked at 80% chances are actually around 90% of getting hit. This causes an exponential gain for each percent above or below 50%.
This heavily benefits the player on lower difficulties because player units tend to have more evasion and higher hit rates than enemy units, while simultaneously placing more importance on those stats on higher difficulties where the skew begins to shift in the opposite direction.
Bungie failed to keep that checkpoint reversal around for Halo 3 because my best friend once got a checkpoint on the last level right when he was on the edge of a ramp that always ended in a failed jump. After over a dozen retries, it still kept placing him there.
2:55 In Splatoon 2, only 1 Octarian can attack at once, and be even less likely to hit if you can't see them (Octosnipers excepted, they literally warn you, they can always pinpoint attack). In the Octo Expansion, 2-3 enemies can attack at once, bomb things and Octosnipers also excepted.
In some side-scrolling platform games there's a relief layer for ledges that lets players, on lower difficulties, complete a jump despite taking a step or two off the edge.
on that missing thing on XCOM, i think league of legends has something similar when it comes to critical hits.
every time you don't crit, your crit chance is increased for your next basic attack. this amount increases with each non crit, and increases more depending on your crit chance.
for example, if you have 25% crit chance, meaning you'd crit every 4 hits, if you dont crit the first, second or third hit, the forth one would be pretty much 100% crit chance.
pretty smart way of making something random more reiliable (most of the times you'd crit every 3rd, 4th or 5th hit which makes it much more consistent, and fair for both the player and the enemy)
This was a pretty unique and interesting video. Like it.
HL's only 2 enemies can shoot you at a time is probably the most simple but least immersion breaking I think, because it's kinda realistic. 1. You're not instantly swiss cheesed and 2. It's kinda like they're trying to conserve their resources against you, by not unloading everything they have immediately.
I’m curious, do you lurkers just wait until a notification pops up just so you can say “first”?
Because there are way too many, and this thing has only been up for like a min
I can live with that, its the retards that HAVE to write something like "I've never clicked so fast in my life" on EVERY video. Hyper-cringe.
Why do people think that anyone gives a $h*t that they're first to comment on TH-cam? Why is this even a thing? I'd like to see this stupid childish trend come to an end ffs.
Lololol, yes, agreed to both
Can't remember the game but another genius mechanic is from a horror game where to give the players the feeling of being followed they actually tethered the monster to the player so everytime you feel like the monster is close by
In my opinion the two best game mechanics that has ever came out is the gravity ability of Gravity Rush it is really well done it's amazing how they pulled it off even though it can be a bit nauseating at times and the game mechanic of the handheld time machine in Dishonored I think it was it such a clever mechanic and it's probably one of the best I've ever seen to be able to physically see the alternate time and with the click of a button teleport instantly to that moment it's just I think the most amazing moment in my gaming history
This will always remind me of final fantasy VI for snes, at some point you have to escape on a minecart and do this series of battles with no break as Gau, and if you forgot to get any potions or healing items you could potentially be stuck forever and have to restart the game
Also in just cause 4 (can’t remember if it’s in 3) if your in a vehicle it’s harder to destroy, but if you bail out of a vehicle it’s easier to destroy
trick devs use to make shooters easier as well is the enemy ai will miss (on purpose) a lot of their first shots when they first see/target the player, some even have a tally where they have to miss a few times before they can actually hit you
A very unknown Dark Souls 2 mechanic is when you purposely make the game harder, by joining the Company of Champions covenant, players in the same server, and area get their difficulty increased too.
Once in Halo 3, I let one of the NPCs drive my warthog and they drove me off a cliff..and it auto saved right before the wheels lifted off the ground, ruining my playthrough, and it never went back. It was so painful for me, the again I was very young when it happened x3
The “director” and “unit” AI system isn’t unique to Alien Isolation, that game just has done is the best recent example of it. Left 4 Dead 2 has a “Director” “Unit” AI and it was the best version pre-Alien Isolation. The director dictates difficulty, when hordes happen, where spawns happen when, etc etc. There are even console commands in L4D2 to allow you to manipulate the director. There are also quite a lot of other games that use that same system.
It's annoying in the Borderlands series when something you need to collect goes flying off a cliff or something, so number 1 is definitely a good feature
Keep up the good content man
You forgot the most interesting example - tow trucks in GTA 5 will break the laws of physics just to get in your way if you're driving fast. Yes, that's actually programmed into the game on a code level, it's not you messing up. If you dodge it in time, the tow trucks will try to hit you again, sometimes phasing into walls as a result. It's well-documented.
Sounds like Falcon is either hungover or just downed some bourbon before making this video
Gameranx talking about mechanics making shootouts fair. Halo 2 Legendary Jackal Sniper noises intensify.
The statistics fiddling in XCOM (and others) is unsurprising. Most people don't understand how probability works (it's not an innate human skill) so altering them based on developing actions is genuinely the right thing to do. It's technically a kind of AI.
The Jedi knight one really pissed me off at first. I like to use the to use the upgraded choke to drop the enemies over the edge.
I like the mechanic of the lightsabers actually being a beam of energy rather than a skin for a regular sword.
#5 The traffic trick. I think they implemented something similar in Cyberpunk 2077. As much as the AI is broken they do seem to give the way and even traffic lights will change to green when you are close.
Another good example is coyote time in platformers. The game lets you jump for like 0.2 seconds after you walk off a platform, which makes it a lot more forgiving.
5:38 - "Another subtle thing..." 5:34 - Yea, vehicles spasming around is very subtle.
yes devs can make the enemy never miss you
Huh , never thought about that
Terrible game if the devs gave the enemy aimbot lol
The alien AI is basically a giant evil Furby, but instead of learning to talk, it learns to murder you
I recently saw a video of original Kingdom Hearts where Sora destroyed an unbreakable rock by getting stuck. The game has a failsafe just in case you get stuck by movable obstruction.
I'm a simple man, I see just cause 2 in the thumbnail, I click
It's not that great of a game pal
@@TannerisSmol97 Story wise, not great. Gameplay wise, hell yeah fucking awesome game!!
@@adityanaik6291 OK that's fair, but they're not really story driven right? I've only gotten into the third one or whichever one adds the two way grappling thing
I'm virtually certain that in Control, if you sprint or dodge away from cover, the enemies also miss.
About 4 / Dodge offset: Can be done in NieR Automata, if you possess and equip the "Continuous combo" chip.
On PS1, the game Driver has a really hard last stage. On the last stage, the FBI seems to always know where you are and where you are going, and will do a head on collision to make it hard to beat the timer. Turns out that they just Spawn in your line of site, so when you are going top speed, it's like they come out of nowhere to get in your way head on..... which they do. An easy way to work around this, is to do the mission while using the rear view angle. You'll both leave them behind, and see them spawn in driving away from you.
They went even further with the traffic in GTA V, where npc cars actually break law and physics in getting in your way when you're trying to drive. Worst case(the best example) that happened to me was that I was going past a car on a hill and it turned left(as you would do in a crossroads), on a straight road, so steep that it would be impossible. I managed to brake, because I was already braking and the car went off the road, dropped down and exploded.
Cyberpunk 2077 also has the traffic mechanic that Saints Row does. I noticed it while driving my motorcycle around Night City. Cars will move out of the way when I’m zoomin.
How has nobody made another Jedi Knight game. The more I think about it the more I can't believe how much EA squandered their Star Wars licence. Hopefully now that it's open to other devs we'll get some good open world star wars games. I'd love to see another Force Unleashed or a sequel to Bounty Hunter!
Fallout 4 removes mines and grenade traps if you die on them too often within an area, which is a shame, because sometimes you'll lose sweet bottlecap mines to loot...
I don't know 100% if this is a thing but in RDR 2 it seems like the day/night cycle moves faster when you are moving faster through the world for example when you ride a horse the day goes faster but if you stand in one spot the day seems to hardly move, I think this is a pretty smart mechanic but yeah, has anyone else noticed this?
Shadow of mordor, the nemesis system. If you're level 5 and the enemy is 6 and you loose, the next time you fight that enemy its level 7. So basically the enemies get stronger the more you loose.
That Resident Evil thing was actually the opposite for me. I noticed the enemy lessening bit but never noticed the health item thing
another great peek behind the wizards curtain (wizard of oz)
In Hitman Absolution enemies track you by your face, so in the train station mission for example, if you spin 47 everytime some guard starts suspecting you the suspect meter actually goes down.
"HIDDEN MECHANICS YOU CAN'T SEE" good job.
next: UNTOUCHABLE THINGS YOU CAN'T TOUCH.
"Top 10 immovable objects you can't move"
I remember once, in Dark Souls, there was an NPC invasion that was supposed to drop an item, and I defeated it by pushing it off a ledge in Lost Isalith... the location where he dropped the item, I could clearly see near the bottom of the crevice... Pretty sure that wasn't supposed to happen.