wallrunning from titanfall 2, driving a mech like in titanfall 2, basically every mechanic from titanfall 2
Titanfall 2 was so good, I miss it. A lot of it's slick movement mechanics show up in some of those modern "movement shooters" like Ultrakill for example.
Goated game, apex just doesn't hit the same
Double jumping. Something about double jumping just always feels really liberating. It's such a strange concept as well, with no analogue in the real world.
I don't know if it's actually a mechanic but I love it when a game has instant restarts and generous checkpoints. Takes away a lot of the frustration and allows me to play on a higher difficulty and still enjoy my time with it.
This is definitely huge for me. Nothing quite as frustrating as watching an unskippable cutscene every time you die to a boss.
Boss fights that are synchronized to the music. Not too many I can think of off the top of my head right now though. There's Violette in One Step From Eden, and I guess you can count the final stage of Splatoon 2 Octo Expansion sorta loosely did this with the final minute transition.
MGR Revengance put on a master class around this.
A really well done survival-craft gameplay loop is sooo addicting. When they get the balance just right it's so satisfying, but when it's off a little bit it can be so frustrating. For example I thought Subnautica had a really great balance of resource gathering and building and exploring. On the other hand, something like Raft has the balance way off and it's really not fun for me at all.
Same. I really liked the early alphas of 7 days to die but then they went and tried to make it much harder and it just stopped being fun. I haven't played it recently so maybe they've backed off but early on I put in so many hours. Building was great and the zombies did just the right amount of damage to buildings.
Not sure if this is necessarily a mechanic, but I always like in rpgs especially jrpgs when you have times when you just hang out with your friends. I think it's great for pacing, world building and character development.
Honestly that's a big reason that Personas 3, 4, and 5 stand as some of my favorite games. Letting a player focus on the main character's relationships with the supporting cast around them just makes the main story hit that much harder when it involves all of these people you've ended up forming strong feelings about.
I like having a hangout spot. Like the Normandy in Mass Effect is a really good one.
Transitionless turn-based combat, like in Yakuza : Like a Dragon.
any game that feels good to move around in is instantly better than games with less developed movement systems. games like sm64, source bhop/surf, tf2 rocket jumping, etc. why not make it a joy to get from one place to another instead of just moving in a straight line or fast traveling?
One of the things I like best about AC games
YES I GET TO TALK ABOUT GOOP
In NakeyJakey’s The Last of Us 2 video he describes a condition he has called Goopy Goblin Gamer Brain. Having GGGB essentially means that your motivation and interest in games is powered almost purely by moment-to-moment gameplay. Anything that gets in the way of gameplay, like:
- Stealth/Trailing sequences
- Overly long, unskippable cutscenes / game sequences where you just stand around to look at how pretty a game is
- Long Tutorials
is a threat to Goopy Goblin Gamer Brain.
I have Goopy Goblin Gamer Brain. A very bad case, if I’m being honest. It’s the reason why I can’t stand games like The Last of Us, Red Dead Redemption 2, and other “prestige-type” games. It's the reason why I am a big fan of a lot of Japanese games, which tend to focus very heavily on mechanical systems.
So when I say a game is "goopy," this is what I mean. Maybe the movement system is godlike (Gravity Rush, Infamous 2, Forspoken). Maybe it has really deep customization mechanics (Bravely Second, Final Fantasy Tactics, Etrian Odyssey). Maybe the pew pews feel good (Apex Legends). Maybe it's a Ys game (Ys).
Creative allowance. Even if it makes the game "unbalanced".
Just Cause 2 with the grappling hook you could attach one end to a statue and one to a truck.
Grand Theft Auto 3 was the first game where I realized I could complete an assassination by stealing a police car, use the swarm of police cars following me as a "net" to trap my target's car so he couldn't drive away, and then blowing up the pile of cars with a grenade.
Rimworld where I can create a settlement of nudist vampires trading beautiful wooden sculptures for slaves to feed on.
The Sims 3 of course.
From the Depths, Minecraft, Space Engineers, Valheim also to a large degree.
Random crits. Fair and balanced.
Killing someone with a crit rocket in Team Fortress 2: hahaha fuck yeah Getting killed by a crit rocket in TF2: what the FUCK dude
Elder Scrolls' take on Dungeons and Dragons gameplay. If you read Arena's manual, it'll explain that they wanted a game that steers you into one dirrection, but if you want to say "fuck it" and go the other way, the story should support that. Similar to a DnD session where players don't do what the Dungeon Master planned so he has to make up sonething else on the spot.
To this day, that's why the main storyline is relatively short. But a storyline for alternative ways of life than "the hero who saved the world" exist, no matter if you're a warrior, mage, thief, or assassin.
- Turn based gameplay, especially as it's done in classic roguelikes. Also like it in turn-based strategy (XCOM etc), going back to Rebel Star on the Spectrum.
- Deckbuilding. I love it in boardgames so it's fun to see it being explored in videogames too.
If you let me interact with environment in a way that's grindy, it brings me personal joy.
Things like mining ore, picking up herbs, so forth. It brings me back to my Runescape days.
Tunic's writing system was the reason the game was recommended to me and i was not disappointed. Figured it out on my own during the second or third section of the game, after spending more time on it than actually progressing.
Also a big fan of literally climbing on bosses in shadow of the colossus.
All time favorite was the feral druid transformations back in the WoW days (Burning Crusade ish I think).
I loved turning into a cat, putting bleeds on some boss, turning into a elf form and popping off a revive/heal, going back to cat to DPS, maybe going bear to pick up and add or two as back up tank. Super fun.
Also flying around in bird form, picking herbs to make potions and just chatting with the guild mates on the headset was very relaxing.
Past that the flying mechanics from City of Heros/Villains were great and I compare any flight mechanics now to those then.
Skill trees, it's sad but I am such a sucker for a good skill tree.. or a bad one. A lot of rogue-lites especially and 7 days to die <3
optional, well hidden, especially cryptic content. this kind of thing is the BEST. it plays into my simple collectathon loving brain where just finding things for the sake of finding them is where all the fun is.
see: Environmental Station Alpha, Tunic, FEZ...
This is really niche, but I love drawing maps manually on first person dungeon crawlers. The Etrian Odyssey series is fhe quintessential example of this, and it in itself is a modern reinvention of the old days when you would use pen and paper to draw the map of a dungeon when games were so unforgiving that they did not give you any map at all.
Etrian Odyssey gives you an on screen map, but you get to mark where certain things are between your runs.
The whole thing gives me the same type of feel as manually keeping score of a baseball game. Kind of a lost art.
This one is a bit hard to describe, but I like a variety of mechanics that acknowledge HP loss as a possible thing that can happen (rather than, say, rewarding you for no-hit runs).
One example is when a game balances between giving you decent ammo, and decent healing items. Sometimes shooting every zombie is the better play because health is scarce. But when ammo is scarce and health is plentiful, it may make sense to run through 3 zombies taking only a few bites.
There's also HP feedback loop systems, where it's still bad to get hurt, and you're better off avoiding it, but when you DO get hurt, you build up some kind of meter that allows you to use that as a comeback. This might include things like a super-attack meter that builds when you're damaged, or faster attacks that only come from low health or broken armor.
- Parrying/deflecting attacks. It's just so damn satisfying
- Mass Effect's charge attack of the Vanguard class. It turns you into a projectile to punch the socks off an enemy while also recharging one's shield, so it incentivizes you to repeatedly fly in their faces followed by a point-blank headshot. Headbutting heavy mechs with a Krogan in ME3 multiplayer was great too
I know it sounds silly but if I can pilot a vehicle then walk around in it WHILE IT'S IN MOTION. Man. The game gets a 10/10 from me after that. Outer Wilds, Star Citizen and Subnautica come to mind.
I think one that really stands out for me was the unexpected time travel mechanics of Titan Fall 2 that you leveraged for puzzle solving.
It was so outta left field but so we'll executed it really left a lasting impression. Such a fantastic game overall really.
Mass Effect 1 is great for its time, good combats and good graphics. Also you could memorize the controls very fast, because it were intuitive and good distributed in the screen (also you had the help of the machine if you were too burned).
I love the Mass Effect series! (Only played the remaster) but I loved the way my choices had consequences throughout the trilogy. Like the dialogue trees were really fleshed out for their time, I'd even argue for modern day.
Mine is Warframe's travesal. Unmatched and unbeatable that all you need to know. But a close second in Titanfall 2's one.
Achievement based cosmetics in multiplayer games. While I appreciate the "cosmetics only" approach of some multiplayer games microtransactions and battlepasses I also really miss the days of showing off the hayabusa armor in Halo 3. Or even in single player games, it was sometimes more engaging to have something to aim towards to unlock a new costume or get the "ultimate" version of an armor set.
I love fighting groups and just bouncing between enemies where hits stun. It's especially good when enemies require different attack/dodge movements so everything feels like a choreographed production once I get into the flow.
I really liked Ys Origin for this, though there are plenty that do it well.
Two things:
Anything that fleshes out "bard classes" (bonus points if you have grest freedom in how you play music). I don't want to be a mage who, instead of fireballs that deal damage, shoots music notes that deal damage. Shoutout to the Entertainer class in Star Wars Galaxies and the ukulele magic in Tchia for getting it right.
High degree of freedom spellcasting. Right now, only Magicka comes to my mind, who really excelled in this. Fictorum also has a pretty awesome spell shaping system, but it limits you to a specific spell loadout that is hard to switch in the heat of combat.
I know there a lot of games that have tried to emulate botw's look and style. And that's whatever, but honestly I love the glider so much, I'm cool if as many games as possible want to use that 🙂
Its a little silly but I do enjoy those little things they add to a game that don't really add much in terms of gameplay, heck you're even able to play the game without making use of them, but are a nice way of sort of just "grounding" yourself in the world for a time, giving you some time to pause and reflect a little on whats been happening.
Stuff like pulling out a guitar with Into the Radius and trying to strum out a lil beat or stopping in at a diner in Shadows of Doubt and having a little coffee and watching the world go by while mulling over a case that you're on. I think that kind of stuff is pretty rad.
A very social one I like is being able to get beers from the bar in Deep Rock Galactic.
Oh yeah, Deep Rock is good for that, getting some beers, having a little dance, getting pissed off at tossing barrels into the ring, finding the little football and the goal posts and having a game of that, its great xD
Sea of Thieves has tons of that kind of thing. Nothing beats an impromptu shanty on your way to pirate shenanigans.
- Whatever respects my reaction time is almost automatically a game that I will like. If I die in a game, I want to die knowing that I screwed up and it was not the fault of some clunking movement mechanic or due to some uninterruptible animations. Highlight: DOOM Eternal
- Whatever makes great gun-play. I don't even know how to describe it, it's one of those "you known when you feel it" types of situations. There are extremely few games that get this right. Highlight: Destiny 2, Halo Infinite
I've always been a fan of destruction and general environment interactability in games. Imagine what Red Faction Guerilla could be on modern hardware.
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