What's Still Novel? -I'm bad at titles-

ATenderLad

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So on retro games, kids are usually split on being wow'ed by all the possibilities of my collection, or confused why I don't like new things. (I do, but you know, kids.) That makes me think about what I share with nephews and nieces, what I can still point to and say "There's still nothing like this, or nothing quite as good."

This isn't about nostalgia, I think a lot about how to avoid letting that color my decisions. Nothing I hate more than someone telling me "kids these days" or "they don't make 'em like they used to", and that's a different conversation.

What I'm curious about are elements of play or story that y'all feel have never really been touched on, or revisited or iterated upon. Here's some examples.

Suikoden, particularly Suikoden II, uses a massive roster of recruit-able characters to build out your HQ. Basically, everyone you add has a place back at home, with some of them adding services, shops, skits and mini-games. Some of them band together to put on shows on stage, and they actually change and expand your castle town of North Window (or whatever you name like). Something like two-thirds of them are also party members to battle with, if I remember right. For as many games as I've seen come and go, I can't think of anything that really builds on this as a concept. There's shades of it in Mass Effect, with the party members carving out spaces on the ship. Hades I/II has evolving interactions between characters at home, but you don't really add more to the mix. I'd love to see something new explore the concept, like imagine a Pokemon game where you maintain a reserve, with terrain and zones building out as you catch different types with different needs, and the people you recruit to help all interact with each other in different ways, adding new elements to HQ.

(I know Eiyuden Chronicles came out, I backed it, but depressingly I wouldn't call it an evolution, just a HD skin of an old game.)

A looser example is Vagrant Story, with it's semi-turn based combat and weapon forge. Ironically, I think this game was so ahead of it's time that I think these ideas are finally being built upon in the FF7 remakes, which use a faster (better, really) version of it's combat, and a small degree of weapon customization. The difference was in the sheer depth of building weapons and gear that you had in VS, allowing you to customize any item against any kind of opponent, requiring you to slowly build a small arsenal of specialized gear. It was all too clunky, too much menu usage for a system that couldn't do that quickly, I mean you had to save your game just to use storage. I wouldn't inflict that kind of tedium on someone new, but a modern game could smooth out all that with faster transistions and hotkeys and radial quickmenu's for switching gear.

That's just what comes to mind right now, anyone got more?

(There's probably a million good ideas from older computer titles, when they didn't know what they could or couldn't do, but we didn't get a computer till the late 90's, which I mostly used for X-Com and Fallout.)

((Oh, X-Com, that's kind of a good example too, though Xenonauts and Phoenix Point might have that covered. Maybe not well, I don't hear people like them all that much.))
 
Vagrant Story is such a remarkable game in any era. I doubt it could have been followed up even if had been a bigger success. I did however play Final Fantasy XII imagining it as a spiritual sequel which made it a better experience.

One genre I feel has kind of died out, but still feels fresh to me are X-Wing series/Wing Commander type space-sims. They struck a great balance between simulation and arcade gameplay. The storylines were just the right amount of silly and serious to entice and they made you feel like a part of a lived in giant world. The Wing Commander spin-off Privateer excelled at that. I think with today's technology that genre would just totally kill.
 
Vagrant Story is such a remarkable game in any era. I doubt it could have been followed up even if had been a bigger success. I did however play Final Fantasy XII imagining it as a spiritual sequel which made it a better experience.

One genre I feel has kind of died out, but still feels fresh to me are X-Wing series/Wing Commander type space-sims. They struck a great balance between simulation and arcade gameplay. The storylines were just the right amount of silly and serious to entice and they made you feel like a part of a lived in giant world. The Wing Commander spin-off Privateer excelled at that. I think with today's technology that genre would just totally kill.
I *completely* forgot about FFXII when I wrote that out, closest thing to a sequel Vagrant Story ever got. I was hoping The Vagrant would appear as some wandering god or devil, with Ashley showing up wherever The Dark has interests.
 
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I mentioned this in the thread about our favourite games, but I truly love the GROW series of Flash games by Eyezmaze, and I've always wanted to see that concept expanded to a full, big-budget retail release. (Or even a moderately-budgeted indie one.) If you've never played the games before, GROW is... I guess you'd call them environmental puzzle games? You're presented with a basic "play field" – an island, a cube, an RPG overworld – and given several "elements" to select from.

With each element you choose, two things happen: the element is "applied" to the field, and every other element grows, becoming a more complex version of itself. For example, if you apply a tree to a field with a gear and rock on it, the most basic version of tree will be added to the field, the gear will become a robot, and the rock will become a mountain. The aim of the game is to find the correct sequence of "elements" that makes everything grow to its maximum complexity.

A lot of games let you affect the story or certain gameplay elements with your choices, but GROW is unique in that every one of your choices affects everything else, and can lead you down crazy roads of progression and interacting mechanics. The series encourages curiosity and experimentation in a way that no other game does, and I think that's what interactive electronic software is best at. No other game is like GROW, and, because the series is entirely made by one guy (who has an active and very nasty heart condition), nothing probably ever will be. But I'd like it if it were.

Screwing around with the Flashpoint emulator truly opened my eyes to just how much innovation and uniqueness was happening in the Flash scene of the 2000s. So many of those ideas were completely different than "traditional" games, and I think they were far better for it than the sludge of the mobile and indie spaces today. At a time when every modern indie game is trying to be Undertale, which was trying to Earthbound, which was trying to be Dragon Quest, which was trying to be Wizardry, the amount I prefer little Flash games like GROW is astronomical.
 
Yeah those modern installments didn't really recapture that vibe
I agree — the Square Enix Deus Ex titles aren’t bad games by any stretch (though the second is a bit too similar to the first for my liking), but I’ve never really thought they have much to do with the original series besides a few token references. Frankly, if those references were removed, they might as well just be Watch_Dogs games.
 
Yeah those modern installments didn't really recapture that vibe, I feel the same about the first two Fallout's.
Yeah... Invisible War was a tough wake-up call. I heard someone describe it as "Deus Ex: Twitter Edition" and it was just about perfect.

There's also the fact that INVISIBLE WAR opens with the largest terrorist attack in history.

Feels like bad fanfiction for a game that was as far removed from that idea as possible.
 
I agree — the Square Enix Deus Ex titles aren’t bad games by any stretch (though the second is a bit too similar to the first for my liking), but I’ve never really thought they have much to do with the original series besides a few token references. Frankly, if those references were removed, they might as well just be Watch_Dogs games.
I'm gonna be the dissenting voice here. While I hold the original Deus Ex in very high regard I found Human Revolution, especially the director's cut, the superior game in every way, especially when it comes to gameplay. It has its own flaws but it was one of the few games of its generations to feel thematically and stylistically mature.
 

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