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Favorite gameplay feature of all time.

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Mine would have to be the wall-jump or double-jump. Look at games like Megaman X and Castlevania. These abilities added a new dimension of timing and skill requirements that, combined with great design, escalated the games to classic levels. Though the double-jump is still featured in newer games, it''s a shame that the essence of the wall-jump has lost its place in this 3D gaming world. Sure, you could cite Devil May Cray, which tries its best to be the 3D answer to Castlevania, but it''s not the same. It''s easier to use it to get to secret areas nowadays. I better stop before I burst into a nostalgia rant. So what are your favorite moves, features, skills?

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I agree with the wall-jump, but my favorite move is the Bullet Time in Max Payne. You slow down time, but you can aim in real-time. It rules! And in Multiplayer on 007: Agent Under Fire I like the low gravity so you can fight Matrix style.



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Wow. I don''t think I''ve ever heard this question asked!

I think I like any well implemented sneaking and stealth. Sneaking, to me, adds so much more to a standard combat game, especially a shooter. I like the idea of having to worry about noise, positioning, line of sight, etc., as it gives me more than one way to approach a problem. It''s also especially fun when these factor in in a co-op multiplayer game.



--------------------
Just waiting for the mothership...

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Jedi Knight II: Jedi Outcast has some wall-jumping. Once you get level 2 Force Jump, you can do spinning jumps off the walls by running into them and double-tapping jump just as you touch them.
I think that, if your timing is really good, you can do this to people, too.
Plus, you can run along the walls (run forward + strafe into the wall + hold down jump). The acrobatics in JKII are quite cool indeed. You can also do the whole bullet-time thing using Force Speed, although it''s disorienting as hell.

I wasn''t a big fan of wall jumping in Mega Man X. I liked the game in general, and the wall jumping wasn''t inherently bad, but most of the bosses were finger-torturing wall-jump-fests, where you constantly had to stay in one of the corners of the boss room to avoid getting splattered.
That is, of course, as long as you killed the boss using only the X-Blaster, like all 1337 players did.

Am I the only one who thought the wall-jumping in Super Metroid was one of the worst parts of the game? EXTREMELY frustrating.

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Yeah, I liked the wall jumping in Castlevania much better. It''s always good to see games using the walls. Hopefully they''ll do the wall-running well in Shinobi, but it is Sega so I''m not too worried.

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Aiming.

I actually haven''t played too many shooters, but I really liked Operation Flashpoint.

You run towards a target, drop yourself down onto the ground, take aim... wait a few seconds until you can calm down your breathing, because it disrupts your aiming. Then, when you finally get a steady aim, you focus your aim a little more (zoom in)... and fire away.

I''m not sure why I liked this so much, but I think it''s because it felt so real. Not that realism equals good, but aiming became so much more a part of the game than just ''move mouse around and shoot''.

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My favourite gameplay feature is "world switching". Solving puzzles and advancing through the game by going to a distorted other world. Examples: The Snes Zelda and the Soul Reaver series.
Actually when I think about it, those are the only examples I can come up with.

- DarkIce

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Wall walking in alien vs predator as the alien, nothing beats coming at an enemy from a great hieght straight down a wall.




"Making it up! Why should I be making it up. Lifes bad enough as it is without wanting to invent more of it."

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In Battlezone, when you get blown out of your tank, you have a sniper rifle you can use to take out pilots in other tanks, and hop into them.

I was fighting against a fellow that had his base so pumped up with defenses that my only choice was to pick off targets with my sniper rifle. He was very good at spotting snipers, too, and came after me regularly.

The final battle was between him and me hopping frantically to get to a tank equidistant between us Luckily I got there first, and ran him over!

It was an interesting dimension to add to the game - when your tank blows up, your game isn''t over yet.

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Personally, I don’t think that any game has provided the amount of freedom to do what you want in the game as the Elite series of games. I played Frontier: Elite 2 (FE2) for years - heck, I still pull play it from time to time...

Dave "Dak Lozar" Loeser †

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Guest Anonymous Poster
Working and supported coop play



















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Favorite feature?

Firing.

You can keep all of your fancy-smancy features. As long as I can blow things up, I''m a happy camper.

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my favorite feature?
The grappling hook in ''Oval-Line''
You could grab walls, cielings, enemies.. ANYTHING

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My Kind of thread:

Wall Jump: Yes very fun, I have always theorized that little added "moves" even semingly small ones are fun, wall jump is one of them. It was great in any game u can think of, Castlevania, and let us not forget Ninja Gaiden. Even other things such as the triple jump from mario 64, if im not mistaken didn''t that have a 3d wall jump as well?

The MDK Parchute: This was another simple added fun thing, you could run jump then pop open your chute, it added some fun to the game I thought

Battlezone: Good game, all around had lots of fun elements, the sniper thing was one of the best. My other fav was it felt like when you were going to point A to point B it felt like you were actually traveling there. I dont know, the world seemed alive to me..like going to point A to point B was really hazardous and I had to be extra careful.

Mario Kart & FZERO: USing the R and L buttons on the controller to hop and or dig your machine into the ground. In mario 64 they went so far as to let you use the hop combined with a turn for a power slide...it was a fun thing to master and came in handy while playing the game.


CoOp Coop Coop: God this feature is soo over looked. Yes its fun playing FPS against your friends, but sooner or later one of you in your circle will far surpase the others in terms of skill and no one really will like getting waxed from the same player (same goes in RTS). Where as coop negates the skills of each player, best exemplified in Diablo II, you could go together and make progress with the game play being uneffected by each persons skill really. Other games seriously need coop.

Aiming: Yes, in some gamesit can be a fun gameplay element, i.e. I thought (most will disagree) that in tresspaser it was fun, becasue i felt like I was holding the gun and trying to aim it...but of course we all know how the rest of the game was.. *shudder*.

Bullet Time: Hmm wasnt bad in max payne, I look forward to seeing it in other games.

I think for a new gameplay element they need is in fighthing oriented games that would be cool would be a special play on bullet time, where you can in real time "coreograph" your fight scene as you beat on the bad guys. Sorta like pulling off combo after combo, but where the action doesnt stop for a combo to complete, where you can with great ease segway (sp?) from one combo to another move or another combo or a jump back or something, obviously a great game to add this feature to would be the Croutching Tiger hidden Dragon game, but im sure they won''t do anything of the sort and screw up a poteniatlly engrossing and fun game six ways from sunday. Bah.

Oh well, that was a fun thread.

-Shane

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I liked the wall and ceiling crawling features
of castlevania 3 (NES) alot.. that was fun.
other features i dig:
• grappling hook from quake1 ctf.. let you get into some
really fun sniping spots.
• sneaking around in the theif games, with that goes the
tricking the guards using water/noise arrows, covering your
footsteps using moss arrows, ect.
• aquiring an enemys skill after you beat him (megaman
series, ect)
• minigames-miniquests! they break the monotony of most epic
RPGs'' pre-canned plots and makes you feel like more of a part
of the game''s world.

probably more but i cant think right now


-eldee
;another space monkey;
[ Forced Evolution Studios ]


::evolve::

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Favorite Passive Gameplay Element: Grading System. The first game that made me really fall in love with being graded is NiGHTS into Dreams... from Sega. I''ve lost count how many games have used grading before or since then. Too many to list here. A few adventure games, like Resident Evil and Silent Hill, also incorporate a grading system of sorts that evaluates your overall performance after completing the game. But, I much prefer being graded on a stage-by-stage or otherwise smaller scale.

Favorite Active: It''s either the "charge shot," or the "pumpable health." Just to clarify... Charge shots are simply holding down an attack button for a certain amount of time to build up for an attack that''s more powerful than usual. Pumpable health refers to being able to perform an impressive attack at the cost of your health bar (most often seen in old school beat-em-ups).

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I have to agree that the ceiling climbing in Aliens versus Predator beats the most of the FPS games I''ve played. I like Half-Life too, espacially the modification Fire-Arms.

When it comes to the strategy side I like a few (mostly old) games. One for example is Civil War General II. In this hex-based game you can play the entire American civil war in a very dynamic campaign. I began playing on easy level as the confederates and quickly grew so skilled I bought the most expensive weapons for my men after winning every battle. The union just got less and less advanced weaponry. Guess what the outcome of the civil war was this time...

2 more modern strategy games I play are Close Combat 3 and Sudden Strike.

The games I''ve played the most are games that have been easily extendable. Half-Life was extremly extendable, I''ve programmed my own monsters for it and I''ve made maps too. In Civil War Generals I have made my own maps although I couldn''t edit the game data. Make a game easily extendable and I''ll buy it . I''ve made my own mod for CC3 and own maps and missions for SS.

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Guest Anonymous Poster
The zooming you''re able to do in Starwars Starfighter and Jedi Starfighter.

Dodging, I always have fun dodging enemy fire.

G. Darius on the psx had this cool thing where you could charge up a beam. If the enemy fired their beam and you then fired yours and held down a button your beam would engulf their beam and it would become 4x as large and powerful and engulf the screen.

Einhander: picking up enemy weapon pods, sure, probably been done, but the weapon combinations were genius, and stealing enemy weapons wasn''t a minor point, it made up most of your firepower.

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So many good ones. Co-op modes, any form of customization, and everything else listed. But, I have to say that my favorite has to be context sensitive controls. No longer do I have to have a seperate command for opening doors, talking to people, opening chests, looking for secrets or entering areas. Now that can all be accomplished with one push of the action button.

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My favourites are:

- 'Reload weapon', now very usual but not some time ago.
- Well done or funny phisical movements (black&white,tony hawk, with honour mention to 'grappling hook in Worms')
- Totally adictive playability in Mario Kart 64 (this is partially done by its arcade component: if you are loosing you do have better luck)
- Nicest speed sensation in Star Wars: Racer, dunno how they did and the real size of the levels... but it is the better racing game for me.

In my opinion aiming is ok if not abused, and Bullet Time was fun but could be more exploited.

[edited by - jjmontes on June 1, 2002 10:43:22 PM]

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I like this question.

In an MMORPG game my favorite feature has to be housing, and various ''interesting'' forms of transportation. Though I''ve never really seen anything ''interesting'' in a mmorpg, I would like to see something like the Silt Striders from Morrowind in a MMORPG, but instead of just instantly zoning you there, you actually climb in, buckle up, and prepare for an interesting ride.


I liked the bullet-time in Max Payne. Well, loved it actually. I also like when things are done kind of automatically, like in JK2, the player automatically deflects lasers with the lightsabre.

And things that make you go ''OOOh!''. Like Medal of Honor, shooting people in that game have never been so fun.

Rapid Fire, and explosions, and near death expierences (Running through a hallway with dodging a ton of rockets from an enemy clan *Quake2*)

Just a few





-AfroFire

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In-game cinematics. Not a gameplay feature by any standard interpretation, but when I think of what innovation had the greatest entertainment value, in-game cinematics is it. Specifically, MGS2. You were part of the game, responsible for a character that had personality, positively affecting the outcome... and then the game would break into these virtuoso performances that were stylish, built tension and gave your opponents real character. The fact that they were in-game meant that realism remained and continuity was unquestioned.

Half-life had its measure of success because it introduced in-game cinematics as local notion of which the player was a freeform participant/viewer. When you think about it, its the capacity for this (the scripting of such) that''s sets computer games apart from board games (excluding the technology as a "detail of simulation" factor).

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Also, cyberspace within the game - System Shock, Shadowrun - has always had an appeal for me. It epitomizes the idea that the truth of the game is in the shift of perception that is realized once you unlock a game''s secret.

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