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Cool details in old games

adddeed

Arcane
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Quite impressive for 1994 :salute:
 

Kabas

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Speaking of Bullfrog, this reminded me of how in the orginal Dungeon Keeper certain creatures have a different type of sight if you're using a possession spell.
Like Fly for example
Fly vision.png


or Vampire
Vampire vision.png

Details like this are pretty neat.
 
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Silent Storm was mentioned and I remember finding out about its environmental destruction possibilities just by chance. I had missed a sniper shot but the bullet went inside a house through a window, and it hit a gas tank inside. The house was blown up right away.
 

Oberon

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Far Cry 2, while not a particularly good game, had a ton of rather neat detail. These comparison videos are depressing, distilled and condensed decline in design philosophy.



EDIT: Just click "Watch on YouTube", ya lazy bums.

Fuck never mind the fact that the bullets don't penetrate the sheet metal, the whole design philosophy of seeing the outlines of enemies behind walls is pure cancer. :negative:
103123e9646e9bf8e0024dbc712af588-imagepng.png
 

Ash

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As usual for declined "gamers", almost the entire thread is filled with "cool details" that are exclusively graphics whoring and fluff. And OMG, did we mention games used to have MIRRORZ? All the graphics whoring decline you begged and screamed for is why games can't have mirrors anymore, to prevent rendering extremely complex things twice.

Here's some random cool details you may not know, 90s edition, which I chose to give these games their due respect - features or accomplishments rarely spoke of in gaming circles when that should not be the case:

Ultima Underworld (1992 - PC) - Striking walls with melee weapons (e.g from a miss) damaged the weapon's durability. Game had a lot of cool little details for 1992.

Duke Nukem 3D (1996 - PC) - Some pretty incredible dynamic AI on display, such as an enemy type that would engage in ground combat normally like any other, chase, shoot, open doors and all that stuff, but also dynamically activate a jetpack and leave the ground any time, and for example fly up to you while blasting away, and land again where you are. He could also teleport. Killing him as he teleported resulted in him coming out the other side bleeding out, or even instantly gib. Hail to the King of FPS. One of them anyway.

Turok (1997 - N64) - Game had amazing platforming mechanics for a first person game, such as a brief grace period to still perform a jump after running off a ledge, as well as consistent speeds whether in air or on the ground, and lastly almost instantaneous stop speed/minimal inertia. All the things that (typically) make for great platforming gameplay, and if you're lucky you'll get just one of these in other first person games. Not that all FP games should have this, but many would have seen benefit.

Final Fantasy 7 (1997 - PSX) - a game so large and ambitious it had an entire modest-sized interactive theme park built into it as a mostly optional side distraction, as well as sub-games encompassing many major and minor game genres including FPS, Arcade Racing (x2), Snowboarding, RTS, Beat em Up and more. Said it before, will gladly say it again.

Vigilante 8 (1998 - PSX) - A vehicular combat game where almost every static mesh could be destroyed. Knock down trees, blow up buildings, rail guards can be destroyed in individual segments, and even the base ground geometry could be distorted and dented. All of this factored into the gameplay in a meaningful way. Very close to fully destructible 3D environments on PSX in '98. Even if in primitive form, it's more than 99.9% of games. Total overlooked classic.
 
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Oberon

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Duke Nukem 3D (1996 - PC) - Some pretty incredible dynamic AI on display, such as an enemy type that would engage in ground combat normally like any other, chase, shoot, open doors and all that stuff, but also dynamically activate a jetpack and leave the ground any time, and for example fly up to you while blasting away, and land again where you are. He could also teleport. Killing him as he teleported resulted in him coming out the other side bleeding out, or even instantly gib. Hail to the King of FPS. One of them ananyway.
Me and my brother made some awesome maps on that game, very good but unstable editor.
 

Gorgiy

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Quite impressive for 1994 :salute:
Yes, an amazingly made game. Although later there were similar landscapes in terms of destructibility (for example, Star Fighter (1995), the Panasonic 3do version is the best), but this one was earlier.
 

anvi

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iMuse was pretty cool. It is like layered music that they piece together seamlessly depending on what the player is doing. I think first invented for Monkey Island 2 but worked really well in X Wing too and probably others.

 
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NecroLord

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In Thief 2 you can fire a Water arrow to clean up blood pools in case you got a little violent and cut or killed a guard with your sword or bow.
 

Morenatsu.

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As usual for declined "gamers", almost the entire thread is filled with "cool details" that are exclusively graphics whoring and fluff. And OMG, did we mention games used to have MIRRORZ? All the graphics whoring decline you begged and screamed for is why games can't have mirrors anymore, to prevent rendering extremely complex things twice.
Bitch I Love Unreal Reflective Floors I Would Never Beg To Get Rid Of Them They Are Too Cool
 

adddeed

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Mechwarrior 3 (1999) - The mech leaves crush marks on the ground and they differ on different terrain.



FarCry2 (2008) - Shooting the rpg on grass can start a fire behind you due to the backflush.

 

NecroLord

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Mechwarrior 3 (1999) - The mech leaves crush marks on the ground and they differ on different terrain.



FarCry2 (2008) - Shooting the rpg on grass can start a fire behind you due to the backflush.


Doesn't the wind also affect whether or not fires will spread rapidly in Far Cry 2?
Game had many cool ideas, though I am not the biggest Far Cry fan out there.
 

adddeed

Arcane
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Yep the fire mechanic is really cool.
FarCry2 is unique in the series and probably the best entry in my opinion.
 

BLOBERT

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Far Cry 2, while not a particularly good game, had a ton of rather neat detail. These comparison videos are depressing, distilled and condensed decline in design philosophy.



EDIT: Just click "Watch on YouTube", ya lazy bums.

BRO I DONT KNOW F FIRE IN FAR CRY 2 HAD EVER BEEN EQUALED
 

BLOBERT

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BROS HOOKERS IN GTA WAS KINDA FUNNY

PHANTASIE 3 HAD LOCATIONAL DAMAGE THAT MADE GAMEPLAY DIFFERENCES YOUR LEVEL ONE DUDE LOSES HIS ARM YOU RECYCLE THE MOTHERFUCKER
 

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