I wholeheartedly agree.Many of them, actually. Of course accessibility is a nice thing to have, but I think that ultra-optimization in gameplay makes videogames more and more homogeneous and boring after all.
I like mechanics which you need to decide what path or item to choose and need an entire gameplay to do the opposite. Is it time consuming and sometimes I don't want to play the same game again? Yes, but this kind of thing makes games less a "product" and more a hobby where you don't finish like a deadline in a workplace. You just enjoy your time and that's it.
Really adds to the ambience. That would be fun to see again.I miss when you left a game be on the menu or the title screen and it would start playing demos, cutscenes and or a presentation.
I love attract mode a lot. It's a remnant of arcade games of course but it's nice when a game shows gameplay while "press start" shows up.I miss when you left a game be on the menu or the title screen and it would start playing demos, cutscenes and or a presentation.
Those tend to be my preferred yeah. Always helped me get a better look of the game. Dynasty Warriors did this a lot and of course some fighting game ports and shmup ports did it. Not sure what else comes to mind atm.I love attract mode a lot. It's a remnant of arcade games of course but it's nice when a game shows gameplay while "press start" shows up.
This but unironically.I want passwords back /jk
I wish that would return in some way. I find it more convenient that we have access to so many specific sequences of a game thanks to passwords. Almost like organized save states.This but unironically.
If the game progress can be stored in a simple sequence of characters or numbers, it's a good alternative to having to worry about a save file.
I think that sadly only those "grab 'n play" game have one because most games nowadays have a long intro or made with custom avatars.Those tend to be my preferred yeah. Always helped me get a better look of the game. Dynasty Warriors did this a lot and of course some fighting game ports and shmup ports did it. Not sure what else comes to mind atm.
That could work with a level based game but I think that save files made them obsolete...This but unironically.
If the game progress can be stored in a simple sequence of characters or numbers, it's a good alternative to having to worry about a save file.
The lord of game title! I play game don't have that but it is something else! Old games with a good intro cutscene always have a part in my heart like ds series and legend of zeldapress any key
I dunno, I somewhat preferred “press any button”, unless you’re referring to the prompt itself.Speaking of "outdated" is there a reason why "Press Start" no longer exists? I know that Nintendo has +/-, Xbox has Menu/View and Playstation has Option/Share.
I still wished the Switch had a "Dual Screen mode" with the dock...Wii U's detached dual screen gimmick didn't had a use most of the time, but when it did it really shine. Like Mario Maker and Game & Wario's Gamer.
I would have great use for Pokemon Snap 2. This functionality could be replicated by using two Switches, I dont know why Nintendo didn't included that option.
Ys IV (either Dawn or Mask) was the natural evolution of it (especially with the diagonal movements). I like how frantic Ark/Oath/Origin were but I do miss the bump.The bump combat in Y's 1 and 2 was fun, and I kind of prefer it to swinging a sword. It's like rpg fighting distilled into its simplest form. I wish more games had used it.
I think fixed camera angles are cool for survival horror gamesWe all know that the life system felt out of style after the 5th gen. While arcade-like experiences proves that they're still useful to this day, I'll make a case for games where they're less important. And for this example, I'll pick Banjo-Kazooie!
This game have some challenges here and there, but it's more about progressing through exploration and completing all objectives. While the N64 version does harshly punish you for dying, having a life system is useless here because nothing actually changes when you Game Over, other than that you go through the inconvenience of being kicked to the title screen then the hub's staring area.
So what's the point? Well, it's...
Admit it, you simply didn't wanted to get a game over as a kid. You just didn't. It was like the game getting mad at you.
In case of Banjo-Kazooie, it actually went greater and tragic lengths to prove this point, with its own elaborate bad ending when getting a Game Over.
Which would also play when just quitting to the title screen. I guess the developers expected you to beat the game in one sitting or something
Anyway, that's why I think a "unnecessary" life system is still cool to this day. Is there a game mechanic that became unpopular that you still defend?
Yeah it would be a niche market now although it would be nice!@MegaDrive1987 We have to accept that Capcom will never again make an RE with fixed cameras or tank controls, I doubt they will ever use both mechanics again in any other game.![]()
I think this was one of the worst parts of FF16's marketing. A lot of us clearly knew what Yoshida was trying to say, we were there, we have heard all the complaints made towards the mainline FF series. We heard that turn-based games suck. We heard that they were "too anime/Japanese". We heard every tired argument that could be made ad nauseum and I can only imagine how bad it was for him as the head of this project to try and make the next mainline entry appeal to a casual audience that just quite frankly either does not care to begin with or has a (probably false) negative idea of the franchise in mind.It's kind of viewed as such by CRETINS. Old and not appealing/flashy enough for modern audiences. You can see this kind of juvenile anxiety in Square-Enix.
"When asked to create Final Fantasy 16 by the higher-ups in the company, one of their orders was to fully maximize the use of the technology," says Yoshida-san. "And so when making that decision, we thought that the direction of taking [FF16] in that full action [route] was the way to do that. And when deciding whether, 'okay, are we going to go turn-based or are going to go action?' I made the decision to go action."
...
“As I said, I believe I know the fun of command system RPGs, and I want to continue developing them, but I thought about the expected sales of Final Fantasy XVI and the impact that we have to deliver."