its not underappreciated it should be mandatory in any game and everyone should cry about it if there isnt that in the game like they do with all sorts of stuff that no one cares about... or at least give something to fucking shoot past the wall on your left without putting your whole body out.
@@0UTSIDER Mom I can't pause the game. IT'S FUCKING DARK SOULS!! True story btw. Finished dark souls 3 while on a vacation at my parent's. She even fed me dinner while I first timed Soul of Cinder, I freaking love my mom.
The all time most underrated game feature is the humble auto save. I remember losing hours of progress on GTA 3 back in the PS2 days because I was in a hurry or there was a power outage. It's such a modern baseline feature no one even notices and many aren't old enough to remember a time before.
Throughout my gaming “career” I think autosaving was definitely the biggest innovation I experienced. And yeah you nailed it, losing progress in GTA was brutal. However… it did add a funny element of thinking.. nah I can do one more mission before I save 😅
@@waleseggmundo same here. I loved my games and the experiences they brought, but seeing what Square and Capcom had on Ps1 really made my inner fanboy rage lol
@@waleseggmundo Exactly! The entire point made here is completely irrelevant as soon as you get back to PS2 and older era of games. The in-game engine really was just incapable of giving us scenes the way an FMV could. I mean just imagine how fucking stupid looking the Squall and Seifer fight would have looked if they did that in-engine..
True. But tbh, a lot of mechanics in Control feel satisfying. Like throwing tables, chair or even other enemies at enemies, or blocking attacks with debris. These mechanics are very rare (or non-existent) in other video games.
In general Control has very satisfying gameplay. Levitating is cool but collecting three objects and hurling them at someone while levitating is awesome. It's the best implementation of the Force I've ever seen...in a game that is not even remotely connected to Star Wars 😂
Thank you! I was waiting for someone to bring up blade mode. It needs to come back in a new IP or something. Not fair that it hasn’t shown up elsewhere
Unfortunately, the reason we don't see it in other games is the same reason why the final game's mechanic is severely toned down compared to the OG trailer(s) - because it became exceedingly difficult to not trivialize the combat gameplay and was even harder to make map design work with the notion that "anything" can be cut like butter. There's also a design patent on how to make the cutting mechanic work, because all studios do that when they come up with a unique gameplay idea to ensure that knockoffs are harder to do legally.
I heard there's was some really strange and scary AI things happening with that tho, like the AI will come hunt you down in a new game save and use your screen name, stuff like that, creepy asf
Making the grapple hook more than a car snagging tool from Just Cause to JC2 was the best decision. It's so fun, I used it so much the dedicated mouse button I used broke.
I feel like the Just Cause games get more flak than they honestly deserve. Sure, they had some gameplay flaws, especially 3 and 4s biggest problem was the open world fatigue. But grapling and gliding and parachuting through the world was awesome. And making all kinds of shenanigans with the tethers simply underrated and deserves more credit.
When I was a wee boy in 1997 getting to the next cut scene in FF7 was a reward. Crazy to me we’ve surpassed the CG cut scenes and then some. Those cut scenes were featured in the commercial, and single handedly got me to buy the game. It’s still me favorite game of all time.
I actually loved the hyper realistic fmv cutscenes of the late 90s and early 00s in video games. I was big into strategy games and because of the technology, the monitor size and the resolution, most units looked like a bunch of pixels where you had to let your imagination run wild to interpret them. The first time you saw one of those units wreaking havoc in a cutscene… chills man, hair standing chills. I loved them, miss them dearly
Let me help you complete the list. 1, Unlimited free or cheap respec 2, Boss challenge/rush mod or respawnable bosses so I don't have to start a new playthrough every fxxking time to fight them 3, Pausable and skippable cutscene and dialogue 4, Mission/level structure gameplay so I can play more of my favourite parts of the game 5, Optional auto save 6, Day/Night and weather cycle for immersion 7, Fast travel 8, Option to play as bad guy 9, Customisable difficulty option 10, In-game cheat engine and mod support 11, Multiple save slots 12, Local, couch co-op and private server option
Interesting difficulty increases when you change the difficulty level rather than just making all enemies bigger bullet sponges (ahem... Bethesda), like adding some more complicated mechanics or animations, movements and attacks.
The first one is a double edged sword to me. While i get its nice to try different playstyles without starting a new game everytime, I cant help but feel limitlessly doing it cheapens your choices and adds no commitment and thought whatsoever. Why think when you can just remove the points later?
@@harmony-b4m then there should be a separate room/mode where you can try out everything. Honestly I don't see a problem with infinite respec. I do still think before choosing what skill to go next. But I also try out multiple options if there are more than one that looks interesting to me. After I finally decide what to go with I will not change them later. Commiting to it is user choice and I like user choice and more options rather than the game limiting their players. Like you do not have to use respec at all if you want even if there is an option.
those 90s cutscenes were a treat though, like we got a moment where the visuals were just suddenly better then the ingame graphics, some of those ps1 games even had anime style cutscenes which was a real treat
1. the standardisation of controller layouts across games and even genres. No more having to claw your way through a game like Super Metroid. 2. Recharging health. I know some gitgud gamers say they hate it but it makes everything so much more accessible. 3. Farcry/Batman mechanic of marking guards to see them as an outline and being able to plan your attack is so cool. 4. Skippable dialogue line by line. Let me skim read without it taking 3 hours to get to gameplay.
Standardization of controllers? Basic functions ok, but in general, what would you do if your game require some feature that plays keyrole so it has to be quickly accessible but hey, standard is standard. IMO why they don't include customization of controls like on PC? When I play on XBOX or PS it feels... Weird sometimes... I would choose different layout.
@@boomerczech I can’t speak for PS but Xbox allows you to remap your controller as a profile, regardless as to whether a game itself allows you to remap, which they all should. Obviously I’m talking in generalities. If you play fighting games, you have to adjust to every game, but we can jump from FPS to survival horror and action adventure these days and don’t have to learn entirely new control systems like we used to have to do when every games was still trying to figure it out. There’s no equivalent today to just how awkward individual games were and jumping between them could be through the growth of 3D gaming in particular.
@@GG22n Tons of games do now and that’s my point. It’s great. I appreciate the return of health pack in games like Doom and indie boomer shooters but it’s everywhere for a reason.
12:30 the first game I ever played with “active reload” is Returnal and I absolutely love this mechanic. It’s super rewarding and makes you feel like that much more of a badass in high intensity gun fights when you nail the perfect reload
Not exactly a game mechanic but i want more atmosphere! I remember the spectacle of Killzone 2 for the first time. It was incredible, the background enemy hovercrafts, the dust effects, the gritty grounded explosions, environmental effects were incredible. Very few games today can compare to the atmosphere in killzone 2
Combos. Be it punches, kicks, spells, or cards. Combos are in everything and we love them.this goes double when they’re unintentional, like early fighters or the first Assassin’s Creed.
One that always stuck out because its so good was Left 4 Dead 2's Take a Break option. Where it just temporarily lets a bot control you in a multiplayer game. Its so simple yet so genius
Kind of have to disagree with how you presented the grapple hook here. Not arguing that grapple hooks aren't amazing, but that many games shove a bad grapple hook into their game just to say they have one. A point and shoot, straight pull, grapple to just get from point a to point b with no in between is a bad implementation and leads to it being a crutch instead of a fun way to move, in my opinion. My best example of a good grapple, which I'm surprised you didn't mention, is Titanfall 2. It has the ability to be a straight pull if you just let it take you, but it also gives you the freedom to swing and launch yourself if you want to. It creates new and interesting ways for you to move, and takes skill to get the most effectiveness out of it. Obviously, this implementation isn't perfect for every kind of game, but the main idea is that it opens up new ways to move, instead of making old ones obsolete.
One game where I didn't care much for a grappling hook and I felt that it actively detracted from the game was Halo Infinite, specifically the Campaign. Level design was butchered to accommodate it.
@@vruxdrossgaming exactly. Why would I bother using parkour, when i can click a button and be on top of the roof. It could've worked together with parkour if it instead let you grapple a point and swing to something else to continue parkouring. Perfect example of a bad implementation.
@jonathanmordekovich9258 Dying Light 1 did it better, sure it takes you from point A to B, but it has a cool down where you can still use the games parkour.
"Bionic Commando, which is a 3rd person shooter that's nothing special..." -- you really should have considered the original, not the 3rd person shooter remake. Bionic Commando from 1987 was one of the best games on the NES, and certainly one of, if not the first, grappling hook game.
I had actually forgotten the .fmv format. Now that's nostalgia! One thing some games do with sprint that bugs me is when my highly trained, physically superior character can sprint for maybe 10 seconds, then the slow down and are gasping for air. Going prone; as a soldier it was drilled into our heads that prone was your best choice in almost every circumstance. It leads me to conclude that game designers have no idea how combat actually works. Cyberpunk 2077 has a good double job with two different ways to achieve it. Not to mention the well done animation of your character vaulting over low obstacles. I like the style of inventory you show in #1. One mechanic more games need -- climbing! Don't tell me that my nearly god-like fantasy rogue character can't climb a 6 foot garden wall!
So all I need is to make a FPS, with active reloading, dynamic map, in-engine cutscenes, a perfect dodge, rush and prone buttons and an imaginative inventory system and I’ve got a GOTY? Cool.
a lot of great mechanics carry over to more games and its nice to have a plug and play familiarity but this also leads to that feeling that so many games are just the same.. so its like a double edge sword sometimes...
One mechanic I wish more games would do is a "New Game +" it add replayability and it can be fun to destroy enemies that gave you trouble the first time. ( Unless it's a NG+ where they also get stronger. )
As far as sprinting goes, I found out that in Goldeneye for N64 you could move faster if you held the strafe buttons while moving forward, so you go diagonally you run faster. I have the airfield (on lowest difficulty of course) finished in 11 seconds, I could never beat that time. Kinda proud lol
I had a MASSIVE appreciation for Blizzard cuscenes way back in the day, especially the opening ones. They were amazing for back then and sometimes I would just watch that instead of playing when I was short on time.
Wearing the teddy bear mask for all of the Dead Rising cutscenes is literally peak. The absolute emotionless teddy bear face during intense or dramatic situations is just... *chef's kiss*
Okami, is, will always be in my top 3 of fav games, i wish more games used something similar to the brush techniques, very satisfying to draw shapes and have effects in real time
I also like sprinting and other speed enhancement mechanics, but I also think it's important to take your time and enjoy a game. Saying every game is better with a grappling hook is wrong in my opinion. Sure, flying around as the Chief in Halo Infinite was cool, but that hook replaced all the vehicles, all the strategies to engage an enemy/base and worst of all the hook made every other tool irrelevant. The original Halo trilogy didn't have sprint or a hook, but it didn't really matter because the game wanted you to look around and take your time. The game wanted you to use the sandbox and get creative. The same with the first Assassins Creed games. Yes, it took time to climb up buildings but when you got to the top and the music kicks in and camera pans around it gives the player a sense of accomplishment.
The 'cloud step' maneuvre in The Messenger is great. Essentially, u can only double-jump if u attack something mid-air. Coupled with the grappling hook & the wingsuit that allows gliding, that 2D platformer game's navigation mechanics were amazing.
The older FPS games without sprint seemed to have a predefined speed for strafe and another for forward movement, so you could combine the 2 in order to move slightly faster. I used to do that in Golden Eye to beat the mission times faster.
I'm not sure if it was the first with nearly fully destructible environments, but that's the first I remember. You can just blast into the ground and keep blasting to bypass areas. Lots of secret places you can only get to by tunneling. Destroying bridges, drilling vehicles... tons of fun. Too bad they scaled it back so much in later games.
I think most youngsters here are not even aware that being able to SAVE your progress is a feature not always had, even some of the older ones in order to even save you needed a note pad and a pen nearby so you could write down the 32 character save file code it gave you.
The "perfect dodge" mechanic was near perfect in its presentation in Darksiders 3 since it was a fast counter attack that had different effects depending on which weapon was equipped when doing it. I hated it in BOTW since it lasted too long and became annoying due to that. The parry in Jedi Survivor was great since you could usually slice off an enemy limb or two when their stamina bar was depleted. Super satisfying. Lost Crown had one of the flashiest parry mechanics since a short but super stylish scene would play each time that just added so much character to the mechanic. Blasphemous's parry is short and simple, but really well done with timing and could have the duration increased with upgrades.
Speaking of good implementation of inventory management. Moonlighter does it very very well. The puzzles incorporated in the management of your inventory greatly affects the rewards you get from each dungeon run. Like its done to such a degree I have never seen before in other games and should be studied.
Sprining in FPS was around by the original Doom and Goldeneye 007. Even Quake 3 predates the first CoD and that had sprint. The grappling hook from the original arcade version of Bionic Commando from the 1980’s made it one of my favorite games 👍
This is so clutch! I’m making my own video game so it’s nice to hear people’s thoughts on gameplay mechanics that work well. Great video as usual Gameranx Team!
So? Lots of games are unique and still aren't fun. I hate from soft all around though and really liked starfield, dragon age veilgaurd, star wars outlaws, and even gollum.
I do like me a good grappling hook. I've noticed that a few games tend to give it to you around mid-game unless its important to the game where you get it early. Was playing Another Crab's Treasure and was super surprised that you gave a grappling hook so early. It seemed like a game that wouldn't have something like that or it would be something you get pretty late but no you get it early. One thing not mentioned is mantling, that is whenever you climb up a ledge or wall whenever you jump into it instead of just falling. Its a very simple mechanic that makes a lot of things a lot easier. I was playing Borderlands 3 went back to Borderlands 2 and I felt the lack of mantling. Do think its something that can enhance a game but needs exceptions. Not all games that have jumping needs mantling.
Things that are good in games, a partial list: Animal mounts/Vehicles you can get in Parachutes/gliding/flight Grappling hook Dash/dodge with i-frames Uppercut Shotgun Samurai sword Explosions Delicious looking food Good bow/sniper rifle/equivalent Parry (must be snappy and use block button if there is one) Nice water Good swimming in nice water. Portal portals Really big hammer Anime/cell shading/distinctive art style Drifting Wall jump Wall run Waterfall(s) with hidden secret* Hit Stop/bullet time *Not every waterfall should have a secret, but at least one of them should. Those are just the rules.
Strafe jumping. Started at bunny hopping in Quake, and has since affected all Quake games, and all games from Valve since they based their engine on the Quake engine with a tiny bit of code from the Quake 2 engine, and so many other games using id Software's engines. There's nothing like flying around a arenas with some kind version of bunny hopping or strafe jumping. It started as a bug and in Quake Champions it's there on purpose of course, with all types of movement from earlier Quake games depending on which champion you choose.
@@hamstergaming1792 it did to an extent, and honestly that was the next best implementation of destruction in a multiplayer game. But the destruction in the finals is completely different. not only was the destruction in BC2 limited to certain objects/materials, it was also limited to a particular set of pre-cooked animations that played whenever a player dealt enough damage to the structure. In The Finals, everything is destructible, but most importantly, the physics calculations for the way debris falls and lands and breaks off from supporting structures is all calculated on the fly which makes it fundamentally different. :)
Awesome video again guys. I think for the grappling hook section I would add the Just Cause games. Nothing but mayhem on a rope and a great demonstration for what can be done with a bit of luck and a great sense of timing. :)
Cheers for another Great Video !! Regarding Number 1 - Inventory Tetris - I agree with everything you said about this segment because Both of the Ghostrunner games have a similar system for setting-up your characters abilities, which I thought worked great, and definitely made the whole thing more fun and interesting that's for sure !! Anyway, Thanks again Falcon, Keep Up the Great Work !!
Regarding 6 - Grappling Hooks I remember I played lots of Battlefield 2 back then, and when the expansion came out it gave the Special Forces kit a very simple, weak and realistic grappling hook. You had ONE, you threw it up like 15ft or so, and if possible it would cling to a roof of a small shed or something. Then anyone could climb the rope. It was amazing, you could access new spots on the map.
Faves of Mine: Titan Skating/Wave dash/Triangle jumping: Destiny and Marvel vs Capcom 3 Nemesis System: Shadow of Mordor Analog Cutting: Star Wars Obi-Wan and Metal Gear: Revengeance Enemy limb damage response: Remnant 1 & 2 Inventory Search bars, filters, keyterm colors: Various ARPGs and Borderlands Environmental warping: Soul Reaver Couch Co-op and Jump In Ally system: GTA San Andreas, The Ascent, Fable series Dialogue gameplay: Elder Scrolls IV: Oblvion
"FMV" is typically used to describe scenes that include live action that was recorded with video cameras. In #1 I think the term you're looking for is "pre rendered cinematics" vs "in engine".
Organic ledge grabs from Mirror's Edge. So unlike Horizon Forbidden West where only yellow-designated ledges can be grabbed, Mirror's Edge pioneered the ability to grab any reasonably horizontal ledge. It makes the world way more immersive.
Your rant for parrying is so true. Like Soulmask doesn't need parrying in the game and it feels tac'd on more than a good inclusion to an otherwise good battlesystem
I love the inventory puzzle system in VR games like The Radius or The walking dead, just takes it to a whole other level and it's not even that complex
Falcon being privy to the word "diegetic" is absolutely tops. not nearly enough people who are supposed to be interested in the story of any medium, tv, video game, whathaveyou, are familiar with the word and concept of "diegesis".
The amount of double jumps we have inside of super smash bros characters is the reason I think those fights make the game such an intense and longer battle.
Shoulder swapping in third person shooters is super undepreciated, needs to be in more games!
Agreed it seems shoulder swapping has slowly disappeared in modern games which is ridiculous.. bring back my shoulder swap!!
@@sikevillainlast games I played with it are TLOUII and RDRII
YES! The Division 1 did shoulder swapping perfectly, aiming + sprint button tap, it's so seamless and smooth
its not underappreciated it should be mandatory in any game and everyone should cry about it if there isnt that in the game like they do with all sorts of stuff that no one cares about... or at least give something to fucking shoot past the wall on your left without putting your whole body out.
How about...lean around corners. You know like in F.E.A.R. that they REMOVED in FEAR 2 AND FEAR 3 (why god why?)
Pause option is the most superior game mechanic of all time. Why? Because if it's absent then I wish you good luck trying to explain it to your mom.
@@0UTSIDER Mom I can't pause the game. IT'S FUCKING DARK SOULS!!
True story btw. Finished dark souls 3 while on a vacation at my parent's. She even fed me dinner while I first timed Soul of Cinder, I freaking love my mom.
You speak goodly
Trying to explain to my wife that I can't pause a elden ring boss battle did not go over well.
Mom, it's a multi-player game!
I'm a little old to explain things to my mom... but my why wife gets the explanation..
Two words: PAUSABLE CUTSCENES
*SKIPPABLE CUTSCENES
Nothing worse than thinking you can pause it and accidentally skipping it instead 😭
@@j.a.weishaupt1748Most all games have skippable cutscenes, like the vast majority do.
YES PLEASE PAUSE CUTScenes. Or at the very least let me watch old cutscenes in case I accidentally skip them
@@Mrchair905god of war and its sequel ragnarok do not, and it’s a huge pain in the ass. But yes, most do, but some big ones do not.
The all time most underrated game feature is the humble auto save. I remember losing hours of progress on GTA 3 back in the PS2 days because I was in a hurry or there was a power outage. It's such a modern baseline feature no one even notices and many aren't old enough to remember a time before.
Proto-GTA Body Harvest was awful for lost progress. What I'd have given for autosaves in that game
for easy casual games yea
Woe to thee who puts all their faith unto the autosave.
Throughout my gaming “career” I think autosaving was definitely the biggest innovation I experienced.
And yeah you nailed it, losing progress in GTA was brutal. However… it did add a funny element of thinking.. nah I can do one more mission before I save 😅
quicksave is better
We need more destructible enviroments
This
One of the reasons why I loved battlefield 4
Because of destruction BFBC2 is still one of the most impressive games despite being very old.
That’s what I want more than anything
100%. Modern AAA seems to be so fixated on graphics over game logic and physics.
Made me realize why spider man games are so great, it’s like 50% grappling hook, 50% Perfect dodges
Perfect dodging in the recent Spider-Man games is so satisfying. I barely use the parry mechanic if I don't have to.
As a proud owner of an N64 in the 90’s, I was absolutely jealous of pre rendered cut scenes on the Ps1
I remember considering buying Resident Evil 2 on my N64 purely because it had the cut scenes.
90's N64 owner here, the FF8 intro blew my fucking mind. Made me realise console wars were bullshit
@@waleseggmundo same here. I loved my games and the experiences they brought, but seeing what Square and Capcom had on Ps1 really made my inner fanboy rage lol
Me too.
@@waleseggmundo Exactly! The entire point made here is completely irrelevant as soon as you get back to PS2 and older era of games. The in-game engine really was just incapable of giving us scenes the way an FMV could. I mean just imagine how fucking stupid looking the Squall and Seifer fight would have looked if they did that in-engine..
The levitating in CONTROL feels so satisfying. Love it.
yep
True. But tbh, a lot of mechanics in Control feel satisfying. Like throwing tables, chair or even other enemies at enemies, or blocking attacks with debris. These mechanics are very rare (or non-existent) in other video games.
yuup
@@computhenicsmakes you feel like a flying jedi with a gun. The way you can destroy stuff like desks and bathroom stalls is super cool too
In general Control has very satisfying gameplay. Levitating is cool but collecting three objects and hurling them at someone while levitating is awesome. It's the best implementation of the Force I've ever seen...in a game that is not even remotely connected to Star Wars 😂
The cutting mechanic in Metal Gear rising is so cool and wish was used more .
👆
Yeh I still remember their first trailer where at the end raiden cuts the watermelon into pieces and my brain going Holy fukn shit!!
Thank you! I was waiting for someone to bring up blade mode. It needs to come back in a new IP or something. Not fair that it hasn’t shown up elsewhere
Unfortunately, the reason we don't see it in other games is the same reason why the final game's mechanic is severely toned down compared to the OG trailer(s) - because it became exceedingly difficult to not trivialize the combat gameplay and was even harder to make map design work with the notion that "anything" can be cut like butter.
There's also a design patent on how to make the cutting mechanic work, because all studios do that when they come up with a unique gameplay idea to ensure that knockoffs are harder to do legally.
@ ok hear me out. Use modern gaming technology to give everything layers and varying degrees of armor with unique vulnerable points
The Nemisis System in another dimension i hear is amazing.
I heard there's was some really strange and scary AI things happening with that tho, like the AI will come hunt you down in a new game save and use your screen name, stuff like that, creepy asf
A game mechanic i really like was rag doll physics from gta 4
The driving in that game was top notch imo, plus as you said, it was great watching Niko rag doll out of the windshield lol.
Euphoria Physics Engine
You can thank Half-Life 2 for that one.
Honestly this channel doesn't do much complaining and I like that.
Yeah most gaming channels are annoyingly negative. Second Wind is a good example of this. 90% of their videos are just complaining about games.
@@ModestPavement WhatCulture is like that too most of the time
@@cppblank ugh let's not even talk about that channel lol.
@@ModestPavement occasionally they do, but it's always funny so it's ok
@jsullivan2112 yeah, the world totally needs more negativity
Making the grapple hook more than a car snagging tool from Just Cause to JC2 was the best decision. It's so fun, I used it so much the dedicated mouse button I used broke.
I feel like the Just Cause games get more flak than they honestly deserve. Sure, they had some gameplay flaws, especially 3 and 4s biggest problem was the open world fatigue. But grapling and gliding and parachuting through the world was awesome. And making all kinds of shenanigans with the tethers simply underrated and deserves more credit.
When I was a wee boy in 1997 getting to the next cut scene in FF7 was a reward. Crazy to me we’ve surpassed the CG cut scenes and then some. Those cut scenes were featured in the commercial, and single handedly got me to buy the game. It’s still me favorite game of all time.
I actually loved the hyper realistic fmv cutscenes of the late 90s and early 00s in video games.
I was big into strategy games and because of the technology, the monitor size and the resolution, most units looked like a bunch of pixels where you had to let your imagination run wild to interpret them. The first time you saw one of those units wreaking havoc in a cutscene… chills man, hair standing chills. I loved them, miss them dearly
Warcraft 3 cutscenes, brilliant
I like the line compass at the top of the screen. It helps me from opening the maps when exploring
Let me help you complete the list.
1, Unlimited free or cheap respec
2, Boss challenge/rush mod or respawnable bosses so I don't have to start a new playthrough every fxxking time to fight them
3, Pausable and skippable cutscene and dialogue
4, Mission/level structure gameplay so I can play more of my favourite parts of the game
5, Optional auto save
6, Day/Night and weather cycle for immersion
7, Fast travel
8, Option to play as bad guy
9, Customisable difficulty option
10, In-game cheat engine and mod support
11, Multiple save slots
12, Local, couch co-op and private server option
Cutscenes that can be paused are so good I say thank you game whenever its possible.
Interesting difficulty increases when you change the difficulty level rather than just making all enemies bigger bullet sponges (ahem... Bethesda), like adding some more complicated mechanics or animations, movements and attacks.
The first one is a double edged sword to me. While i get its nice to try different playstyles without starting a new game everytime, I cant help but feel limitlessly doing it cheapens your choices and adds no commitment and thought whatsoever.
Why think when you can just remove the points later?
@@harmony-b4m then there should be a separate room/mode where you can try out everything. Honestly I don't see a problem with infinite respec. I do still think before choosing what skill to go next. But I also try out multiple options if there are more than one that looks interesting to me. After I finally decide what to go with I will not change them later. Commiting to it is user choice and I like user choice and more options rather than the game limiting their players. Like you do not have to use respec at all if you want even if there is an option.
TRANSMOG! Thank you. I loved it in the newer Assassins Creed games and thought “why is this not in every RPG?” 22:09
those 90s cutscenes were a treat though, like we got a moment where the visuals were just suddenly better then the ingame graphics, some of those ps1 games even had anime style cutscenes which was a real treat
1. the standardisation of controller layouts across games and even genres. No more having to claw your way through a game like Super Metroid.
2. Recharging health. I know some gitgud gamers say they hate it but it makes everything so much more accessible.
3. Farcry/Batman mechanic of marking guards to see them as an outline and being able to plan your attack is so cool.
4. Skippable dialogue line by line. Let me skim read without it taking 3 hours to get to gameplay.
About 2nd one: Wolverine and Deadpool game has that.
Standardization of controllers? Basic functions ok, but in general, what would you do if your game require some feature that plays keyrole so it has to be quickly accessible but hey, standard is standard.
IMO why they don't include customization of controls like on PC? When I play on XBOX or PS it feels... Weird sometimes... I would choose different layout.
@@boomerczech I can’t speak for PS but Xbox allows you to remap your controller as a profile, regardless as to whether a game itself allows you to remap, which they all should. Obviously I’m talking in generalities. If you play fighting games, you have to adjust to every game, but we can jump from FPS to survival horror and action adventure these days and don’t have to learn entirely new control systems like we used to have to do when every games was still trying to figure it out. There’s no equivalent today to just how awkward individual games were and jumping between them could be through the growth of 3D gaming in particular.
@@GG22n Tons of games do now and that’s my point. It’s great. I appreciate the return of health pack in games like Doom and indie boomer shooters but it’s everywhere for a reason.
Jiggle physics are underrated
12:30 the first game I ever played with “active reload” is Returnal and I absolutely love this mechanic. It’s super rewarding and makes you feel like that much more of a badass in high intensity gun fights when you nail the perfect reload
Bionic Commando INVENTED the grappling hook
*Laughs in Pitfall for the Atari*
Not exactly a game mechanic but i want more atmosphere!
I remember the spectacle of Killzone 2 for the first time. It was incredible, the background enemy hovercrafts, the dust effects, the gritty grounded explosions, environmental effects were incredible.
Very few games today can compare to the atmosphere in killzone 2
Combos. Be it punches, kicks, spells, or cards. Combos are in everything and we love them.this goes double when they’re unintentional, like early fighters or the first Assassin’s Creed.
One that always stuck out because its so good was Left 4 Dead 2's Take a Break option. Where it just temporarily lets a bot control you in a multiplayer game.
Its so simple yet so genius
Holy crap yes. L4D in general was absolute genius. As a console player I'd be happy with a basic remaster at this point with L4D1+2 in one launcher
My favorite grapple hook is STILL Tenchu: Stealth Assassins'
Came here to say it feels criminal to miss an opportunity to shoutout Tenchu!
I was gonna post the same thing till I saw this!!
Kind of have to disagree with how you presented the grapple hook here. Not arguing that grapple hooks aren't amazing, but that many games shove a bad grapple hook into their game just to say they have one. A point and shoot, straight pull, grapple to just get from point a to point b with no in between is a bad implementation and leads to it being a crutch instead of a fun way to move, in my opinion. My best example of a good grapple, which I'm surprised you didn't mention, is Titanfall 2. It has the ability to be a straight pull if you just let it take you, but it also gives you the freedom to swing and launch yourself if you want to. It creates new and interesting ways for you to move, and takes skill to get the most effectiveness out of it. Obviously, this implementation isn't perfect for every kind of game, but the main idea is that it opens up new ways to move, instead of making old ones obsolete.
One game where I didn't care much for a grappling hook and I felt that it actively detracted from the game was Halo Infinite, specifically the Campaign. Level design was butchered to accommodate it.
Titanfall will always have the best hook sekiro aight to
It also ruined AC Syndicate.
@@vruxdrossgaming exactly. Why would I bother using parkour, when i can click a button and be on top of the roof. It could've worked together with parkour if it instead let you grapple a point and swing to something else to continue parkouring. Perfect example of a bad implementation.
@jonathanmordekovich9258 Dying Light 1 did it better, sure it takes you from point A to B, but it has a cool down where you can still use the games parkour.
"Bionic Commando, which is a 3rd person shooter that's nothing special..." -- you really should have considered the original, not the 3rd person shooter remake. Bionic Commando from 1987 was one of the best games on the NES, and certainly one of, if not the first, grappling hook game.
This was the comment I was looking for.
NES version is absolutely GOATed 🐐
Go play it Flacon
19:05 FYI, there actually a Resident Evil 4 inventory standalone game called Save Room - Organization Puzzle.
there is also Backpack Battles, and Backpack Hero
I wish they would remake Black as far as destruction goes
I read that as black flag. I was like why it needs a remake?
Such a good freaking game
I had actually forgotten the .fmv format. Now that's nostalgia! One thing some games do with sprint that bugs me is when my highly trained, physically superior character can sprint for maybe 10 seconds, then the slow down and are gasping for air. Going prone; as a soldier it was drilled into our heads that prone was your best choice in almost every circumstance. It leads me to conclude that game designers have no idea how combat actually works. Cyberpunk 2077 has a good double job with two different ways to achieve it. Not to mention the well done animation of your character vaulting over low obstacles. I like the style of inventory you show in #1. One mechanic more games need -- climbing! Don't tell me that my nearly god-like fantasy rogue character can't climb a 6 foot garden wall!
So all I need is to make a FPS, with active reloading, dynamic map, in-engine cutscenes, a perfect dodge, rush and prone buttons and an imaginative inventory system and I’ve got a GOTY? Cool.
Add a nemesis system to the mix! LFG!
@ yep, and I forgot about the destructive environments.
Are you pitching a Kickstarter here or what!? TAKE MY MONEY!!!
and a grappling hook too, please
Call it something something Citizen and bam, billions of dollars in crowdfunding coming your way.
a lot of great mechanics carry over to more games and its nice to have a plug and play familiarity but this also leads to that feeling that so many games are just the same.. so its like a double edge sword sometimes...
One mechanic I wish more games would do is a "New Game +" it add replayability and it can be fun to destroy enemies that gave you trouble the first time. ( Unless it's a NG+ where they also get stronger. )
agreed !!
As far as sprinting goes, I found out that in Goldeneye for N64 you could move faster if you held the strafe buttons while moving forward, so you go diagonally you run faster. I have the airfield (on lowest difficulty of course) finished in 11 seconds, I could never beat that time. Kinda proud lol
It should be illegal for games to make cutscenes that are unpausable and unskippable.
Agreed
I had a MASSIVE appreciation for Blizzard cuscenes way back in the day, especially the opening ones. They were amazing for back then and sometimes I would just watch that instead of playing when I was short on time.
15:42 - insert "double your pleasure, double your fun, with double mint gum" here 😎
Wearing the teddy bear mask for all of the Dead Rising cutscenes is literally peak. The absolute emotionless teddy bear face during intense or dramatic situations is just... *chef's kiss*
At this point they are making entire videos as an excuse to mention red faction
13:16 don’t forget, what makes the active reload in the first few gears of war games even better is when Marcus says “nice” in different ways 👍🏼
The inclusion of knife perry in RE4 remake was a game changer and soooo much satisfying when doing perfect perries on professional difficulty.
Okami, is, will always be in my top 3 of fav games, i wish more games used something similar to the brush techniques, very satisfying to draw shapes and have effects in real time
Ditto! Still got my og ps2 copy!!
@da_001 As do I 😃
I also like sprinting and other speed enhancement mechanics, but I also think it's important to take your time and enjoy a game. Saying every game is better with a grappling hook is wrong in my opinion. Sure, flying around as the Chief in Halo Infinite was cool, but that hook replaced all the vehicles, all the strategies to engage an enemy/base and worst of all the hook made every other tool irrelevant. The original Halo trilogy didn't have sprint or a hook, but it didn't really matter because the game wanted you to look around and take your time. The game wanted you to use the sandbox and get creative.
The same with the first Assassins Creed games. Yes, it took time to climb up buildings but when you got to the top and the music kicks in and camera pans around it gives the player a sense of accomplishment.
The 'cloud step' maneuvre in The Messenger is great. Essentially, u can only double-jump if u attack something mid-air. Coupled with the grappling hook & the wingsuit that allows gliding, that 2D platformer game's navigation mechanics were amazing.
The older FPS games without sprint seemed to have a predefined speed for strafe and another for forward movement, so you could combine the 2 in order to move slightly faster. I used to do that in Golden Eye to beat the mission times faster.
Red faction is over 20 years old but the destruction mechanics will always to be top notch.
I'm not sure if it was the first with nearly fully destructible environments, but that's the first I remember. You can just blast into the ground and keep blasting to bypass areas. Lots of secret places you can only get to by tunneling. Destroying bridges, drilling vehicles... tons of fun. Too bad they scaled it back so much in later games.
Parrying got so popularised even Metroid incorporated it as a counter mechanic in the last two games
I think most youngsters here are not even aware that being able to SAVE your progress is a feature not always had, even some of the older ones in order to even save you needed a note pad and a pen nearby so you could write down the 32 character save file code it gave you.
Pepperidge Farm remembers Passwords
Double jump of Torrent (mount) in Elden Ring is an absolute fun.
I'm a simple man , i click , i hear falcon's voice , i keep watching
Imagine the driving in GTA6 with BeamNg mechanics ❤❤❤
Well, it would make the law enforcement chasing you a 100 times more funnier. Or more annoying.
Hearing Falcon saying ‘hold your nose and deal with it’ is wild
The "perfect dodge" mechanic was near perfect in its presentation in Darksiders 3 since it was a fast counter attack that had different effects depending on which weapon was equipped when doing it. I hated it in BOTW since it lasted too long and became annoying due to that.
The parry in Jedi Survivor was great since you could usually slice off an enemy limb or two when their stamina bar was depleted. Super satisfying. Lost Crown had one of the flashiest parry mechanics since a short but super stylish scene would play each time that just added so much character to the mechanic. Blasphemous's parry is short and simple, but really well done with timing and could have the duration increased with upgrades.
Darksiders 3 underrated game
Speaking of good implementation of inventory management. Moonlighter does it very very well. The puzzles incorporated in the management of your inventory greatly affects the rewards you get from each dungeon run. Like its done to such a degree I have never seen before in other games and should be studied.
savestates are the greatest of all time
They make the grandpa games playable. And that's huge. So many games are enjoyable because of that.
Sprining in FPS was around by the original Doom and Goldeneye 007. Even Quake 3 predates the first CoD and that had sprint.
The grappling hook from the original arcade version of Bionic Commando from the 1980’s made it one of my favorite games 👍
18:43 you forgot about teardown?
Finally someone who says it, did it myself, but I came kind of late to the comments party.
This is so clutch! I’m making my own video game so it’s nice to hear people’s thoughts on gameplay mechanics that work well. Great video as usual Gameranx Team!
Happy Sunday my fellow gamers ❤️
Happy sunday all
I looked forward to the FMV's, and still do when replaying these old games. Beauty is in the eye of the beholder.
Good thing COD didn’t patent Sprinting 😮💨
You guys who present your material really make your videos special, enjoyable. Great personalities!
Sekiro making the parry an attack was incredible and to this day people say "that game is like Sekiro" but no game plays like Sekiro.
Sekiro is one of a kind.
So? Lots of games are unique and still aren't fun. I hate from soft all around though and really liked starfield, dragon age veilgaurd, star wars outlaws, and even gollum.
Agreed 💯
@@dougr8646Weakest bait of all time
@@dougr8646we found the one person who enjoys gollum, contain the anomaly
I do like me a good grappling hook. I've noticed that a few games tend to give it to you around mid-game unless its important to the game where you get it early. Was playing Another Crab's Treasure and was super surprised that you gave a grappling hook so early. It seemed like a game that wouldn't have something like that or it would be something you get pretty late but no you get it early.
One thing not mentioned is mantling, that is whenever you climb up a ledge or wall whenever you jump into it instead of just falling. Its a very simple mechanic that makes a lot of things a lot easier. I was playing Borderlands 3 went back to Borderlands 2 and I felt the lack of mantling. Do think its something that can enhance a game but needs exceptions. Not all games that have jumping needs mantling.
Pls make a top 10 most overated game tierlist
Thanks for your suggestion.
@@gameranxTV Gotta include Aim Down Sights
It's really amazing how you guys never run out of ideas for the videos you are making day after day.
Man, hearing the ghostly sound when you hit a visceral attack in Bloodborne is beautiful..
No game truly requires them, but I LOVE photo modes.
I love inventory that you can never fill up. If you’re full on your person, it goes to your stash. That’s the best inventory.
Nice pick! :)
@@gameranxTVriver city girls 2 is the latest game where I know this is possible.
Things that are good in games, a partial list:
Animal mounts/Vehicles you can get in
Parachutes/gliding/flight
Grappling hook
Dash/dodge with i-frames
Uppercut
Shotgun
Samurai sword
Explosions
Delicious looking food
Good bow/sniper rifle/equivalent
Parry (must be snappy and use block button if there is one)
Nice water
Good swimming in nice water.
Portal portals
Really big hammer
Anime/cell shading/distinctive art style
Drifting
Wall jump
Wall run
Waterfall(s) with hidden secret*
Hit Stop/bullet time
*Not every waterfall should have a secret, but at least one of them should. Those are just the rules.
I love destructable environments too but I think its actually a fairly niche thing. Most games just wont work with it.
true. The Finals was built entirely around the destruction. It’s a core gameplay mechanic, not something that’s able to just be slapped on the side.
The grappling hook one is so real. I won't even fast travel in the new Spiderman games because just swinging there is so much fun.
Strafe jumping. Started at bunny hopping in Quake, and has since affected all Quake games, and all games from Valve since they based their engine on the Quake engine with a tiny bit of code from the Quake 2 engine, and so many other games using id Software's engines. There's nothing like flying around a arenas with some kind version of bunny hopping or strafe jumping. It started as a bug and in Quake Champions it's there on purpose of course, with all types of movement from earlier Quake games depending on which champion you choose.
A great way to start off the day.. a gameranx video 🔥🔥 🎮
Hell Battlefield 3 pioneered online destructible environments with the Frostbite engine, everyone absolutely loved it, and then we never saw it again.
that’s why I play The Finals
didn't bad company 2 had this before? I remember having destructible envelopments in that game.
@@hamstergaming1792 it did to an extent, and honestly that was the next best implementation of destruction in a multiplayer game. But the destruction in the finals is completely different. not only was the destruction in BC2 limited to certain objects/materials, it was also limited to a particular set of pre-cooked animations that played whenever a player dealt enough damage to the structure. In The Finals, everything is destructible, but most importantly, the physics calculations for the way debris falls and lands and breaks off from supporting structures is all calculated on the fly which makes it fundamentally different. :)
@@dogwithdabutter4 Yeah I agree the finals has better destruction. I was replying to the original comment saying bf3 pioneered it. bc2 came before bf3
Awesome video again guys. I think for the grappling hook section I would add the Just Cause games. Nothing but mayhem on a rope and a great demonstration for what can be done with a bit of luck and a great sense of timing. :)
Just Cause - Grappling Hook: The Series.
Cheers for another Great Video !!
Regarding Number 1 - Inventory Tetris - I agree with everything you said about this segment because Both of the Ghostrunner games have a similar system for setting-up your characters abilities, which I thought worked great, and definitely made the whole thing more fun and interesting that's for sure !!
Anyway, Thanks again Falcon,
Keep Up the Great Work !!
Pretty sure Mario 1 popularized sprint
Super Mario Bros. 3 perfected it!! lol
Regarding 6 - Grappling Hooks
I remember I played lots of Battlefield 2 back then, and when the expansion came out it gave the Special Forces kit a very simple, weak and realistic grappling hook. You had ONE, you threw it up like 15ft or so, and if possible it would cling to a roof of a small shed or something. Then anyone could climb the rope.
It was amazing, you could access new spots on the map.
Ive never heard an HD cutscene being called an FMV before. Interesting.
This is an amazing video. It’s amazing that you guys continue to deliver consistently. You all deserve major props for being reliably great.
Love the shout out to grappling hooks - Gotta love them / Twilight Princess and Just Cause had my favorites
That double clawshot in Twilight Princess was wonderful.
Absolutely!
Can i throw a little correction in here? Bionic Commando was a NES side scroller from the 80s and had one of the best grapples!
Faves of Mine:
Titan Skating/Wave dash/Triangle jumping: Destiny and Marvel vs Capcom 3
Nemesis System: Shadow of Mordor
Analog Cutting: Star Wars Obi-Wan and Metal Gear: Revengeance
Enemy limb damage response: Remnant 1 & 2
Inventory Search bars, filters, keyterm colors: Various ARPGs and Borderlands
Environmental warping:
Soul Reaver
Couch Co-op and Jump In Ally system: GTA San Andreas, The Ascent, Fable series
Dialogue gameplay:
Elder Scrolls IV: Oblvion
"FMV" is typically used to describe scenes that include live action that was recorded with video cameras.
In #1 I think the term you're looking for is "pre rendered cinematics" vs "in engine".
The limitation of how much items you can carry in an inventory is what makes RE so challenging and unique
I spent all my time in GTA: San Andreas in the gimp suit, a red beret and the joke glasses.
The cut scenes used your actual look :)
grappling hook was immediately the first thing that came to mind when i read the title, glad we’re on that same wavelength
Organic ledge grabs from Mirror's Edge. So unlike Horizon Forbidden West where only yellow-designated ledges can be grabbed, Mirror's Edge pioneered the ability to grab any reasonably horizontal ledge. It makes the world way more immersive.
The Finals is one of the best multiplayer games I've played in some time. Refreshing, fun and balanced for a PVP
Your rant for parrying is so true. Like Soulmask doesn't need parrying in the game and it feels tac'd on more than a good inclusion to an otherwise good battlesystem
Are you kidding? FMV cutscenes where THE greatest reward you could get in a PS1/2 era game they where and are lovely.
The best map system I've ever seen was in Ultima Underworld. The map fills in as you move and then you could make your OWN notes which was very handy.
I love the inventory puzzle system in VR games like The Radius or The walking dead, just takes it to a whole other level and it's not even that complex
Falcon being privy to the word "diegetic" is absolutely tops.
not nearly enough people who are supposed to be interested in the story of any medium, tv, video game, whathaveyou, are familiar with the word and concept of "diegesis".
I always loved the FMVs. Used to dream about the day when in game graphics would catch up! We've far exceeded them now lol
The amount of double jumps we have inside of super smash bros characters is the reason I think those fights make the game such an intense and longer battle.