Captain Marvelous said:
A slight defense of Detective/Eagle/Focus vision
While Detective Mode has become an overused gameplay mechanic, at this point it may be necessary because of the way games are designed now. Detective/Focus Mode are useful for highlighting important or lootable points of interest. It's pretty annoying to get stuck in a room and have to crawl along the wall waiting for a button prompt to appear. And, hey, here's two chests. One is lootable, the other isn't. Can you tell the difference? No? Because there is no visual difference! You'll just have to go to each one and tap X/Square until something pops up. And what about these drawers? Better be looking for that button prompt. Or you could use Focus Vision, find whats lootable, and get back to what you really want to do. Slaughter your enemies!
You know what, I agree. I know there are people who consider mechanics like item glow or vision modes to be needless handholding.
I consider them something else:
Timesavers.
To put into perspective my opinion, there was a time when visually filtering the useful stuff in the environment from the useless was fairly easy, at least in games with full 3d environments.[footnote]Pre-rendered backgrounds are a different story. "Pixelhunting" has always been my biggest issue with old school point&click advanture games.[/footnote] Things were usually sparse enough that any pickup lying on the ground or interactible on a wall stood out enough that you could see them and think "Can I do something with that?", without the aid of item glow or vision modes. We probably all have stories about walking through a level in, let's say Doom, and coming across a wall with slightly different color or texture. "Let's press Space on that".
But as visual fidelity increased, so did the amount of detail in environments. More props. More interactible stuff. Not all of it useful to the player. To the point that pickups can start to just blend into the background, unless you already know what to look for. Unless you have some visual aid to help you filter them out. For example, until I learned what they looked like, I had a bit of a hard time finding stuff when I first started playing Dishonored 2, much more so than the first game. And that was with the item glow on.
"You're just a scrub. Real gamers would explore every nook and cranny".
Yeah no, I'm sorry, but I no longer have the time or patience to rub my face and press use on every prop and surface. It wastes my time and is not fun to me. Good visual design can greatly help, but even so, give me my glowing outlines or predator vision anytime. My tolerance for it depends on a game's genre though, but even many modern games that are built around exploration and scavenging, or have it as an important element, provide some kind of assistance. Dark Souls is equal parts combat and exploration, but items still stand out as big balls of white light. RE7 is a return to the scarcity and scrounging for health and ammo of the first game, but there are still a limited number of items that lets you see pickups through walls.
And that's fine if you ask me.
Ok, guess I should say something on-topic now. Euhm, watched the first couple of minutes of that video. Had a good laugh and stopped watching. The guy is a dumbass.