the forgotten innovations

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Lombax302

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---READ ALL BEFORE POSTING---
While playing one of my older games(battlefield 2 - ps2), i started thinking about how awesome the "hotswap" helps create a tremendously fun and unique game. I also realized that no other games i can think of on any console has something like it as if the innovation has simply been pushed aside for characterization. It got me thinking, what other games have innovations that you think are revolutionary, unique or just plain awesome that doesn't get the recognitions they deserve in the gaming industry?
 

tjs09

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Aug 23, 2010
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The sense of humor and uniqueness scattered throughout the No More Heroes series; everyone writes it off because it's a Wii game
 

Korten12

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tjs09 said:
The sense of humor and uniqueness scattered throughout the No More Heroes series; everyone writes it off because it's a Wii game
I don't think thats innovation, thats just being creative.
 
Apr 19, 2010
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tjs09 said:
The sense of humor and uniqueness scattered throughout the No More Heroes series; everyone writes it off because it's a Wii game
That's more along the lines of narration and plot then innovation.

Well I always did enjoy Fracture's terrain modding, although it is sad they took away from everything else for it.
 

Save us.A7X

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Most of them in Final Fantasy XII? It was probably the only game that's ever came close to sucessfully combining ideas from Western and JRPGS and yet the only feature I've seen taken from it in another game was the Gambit system.
 

Dejanus

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Alpha Protocol did some truly innovative things with character relations and dynamic plot.

I for one really enjoyed it, I wish some people would stop mindlessly listening to reviews and try games for themselves, sometimes you miss something worthwhile.
 

Phoenixmgs_v1legacy

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Sep 1, 2010
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Bayonetta's dodge offset, which allows you to dodge while still keeping your combo alive. Every beat 'em up game that doesn't have this innovation will just be inferior.

Metal Gear Online's SOP system. It allows you to link up with your teammates and share skills. For example, if a teammate has the skill on that allows them to see traps, every teammate that's linked can see the same traps. Also, there is a skill that allows you to cause the enemy you shoot at and hit to be lit up for about 5 seconds. It can really be helpful if the enemy turns a corner before you can kill him and a teammate is around that corner, the teammate has an easy kill because he'll see the enemy before he even turns the corner. It also helps a lot with camping because you will be able to tell if the enemy turns the corner and waits for you to follow or if he just keeps going. Lastly, there is a skill called scanner that lets you scan the enemy & every other enemy player that linked with the enemy you scanned can be seen by your team.
 

Phoenixmgs_v1legacy

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Save us.A7X said:
Most of them in Final Fantasy XII? It was probably the only game that's ever came close to sucessfully combining ideas from Western and JRPGS and yet the only feature I've seen taken from it in another game was the Gambit system.
Yeah, people really hate on FFXII when it was the exact same system as the previous FFs, just streamlined so you didn't have to constantly go through a menu to attack or heal. My tank is at about half health so I should heal him, FFXII just let you make a script for that using the Gambit system. It's the exact same system people, it allowed you to fight quicker and fight more enemies at once, which was great. If you hate on FFXII for its gameplay, you are hating on the gameplay of every FF game.
 

Robyrt

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Supreme Commander 1 had an amazing RTS interface that most other designers have ignored. Want your transports to ferry troops straight from the factory? Have them guard the factory. Want to use a single build queue a la Command & Conquer? Have your factories guard each other. Want your planes and tanks to arrive at the same time? Click and hold to synchronize the ETA. Want your engineer to heal your troops, and help out with construction when that's done? Set him on patrol. Zoom levels. Dual monitor support, with your base on one screen. Et cetera.

Phoenixmgs said:
Bayonetta's dodge offset, which allows you to dodge while still keeping your combo alive. Every beat 'em up game that doesn't have this innovation will just be inferior.
You know they lifted that one from God of War, right?
 

Phoenixmgs_v1legacy

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Garak73 said:
Phoenixmgs said:
Yeah, people really hate on FFXII when it was the exact same system as the previous FFs, just streamlined so you didn't have to constantly go through a menu to attack or heal. My tank is at about half health so I should heal him, FFXII just let you make a script for that using the Gambit system. It's the exact same system people, it allowed you to fight quicker and fight more enemies at once, which was great. If you hate on FFXII for its gameplay, you are hating on the gameplay of every FF game.
That's BS and you know it. The gambit system was pretty cool but it was nothing like traditional turn based combat. The gambit system turns control of all but one player over to the AI (heck you could even put it on full AI I think). In turn based combat you MAY have healed someone at 50% health but then again, you may not have if the enemy was almost dead. Turn based combat gave you more control. The gambit system just took control away.
It was exactly turn based combat, you could even play it like the older FFs if you wanted to and it would probably take 10x longer to play. I haven't played FFXII since it came out but you are wrong on a couple points. You can control everyone in FFXII; at any time during combat, you can pause the battle and tell any character to do a certain attack, spell, ability, etc. Once the enemy is almost dead, you can simply turn off the heal gambit. The gambit system didn't take any control away whatsoever; you could override, turn off, reorder, and add gambits at any time during battle. Plus, it made so many more kinds of battles available like taking on 20 enemies at a time, which would be chore with menu-based combat, or killing bosses with tons of HP that would take so long if you constantly had to go through menus.

Hate on FFXII for other things like the License board or the fact that every character was pretty much the same stat-wise. Or that the story wasn't anything special, summons were weak, quickenings were horribly imbalanced (they were overpowered at the start but useless about a 1/4 way through the game), etc. FFXII was the most enjoyable experience I had with a FF game and it wasn't a great game in the least. I really can't play the older FFs because I HATE, HATE, HATE random battles. I played FFX though, and that game was even more broken than FFXII.
 

Phoenixmgs_v1legacy

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Robyrt said:
Phoenixmgs said:
Bayonetta's dodge offset, which allows you to dodge while still keeping your combo alive. Every beat 'em up game that doesn't have this innovation will just be inferior.
You know they lifted that one from God of War, right?
Kratos can't dodge offset, you that right? He can dodge and keep the combo counter thingy going but you can't do one of his combos (say square, square, triangle, triangle, triangle) and dodge in the middle after doing square square, and finish off the combo with triangle 3x after coming out of the dodge. Once you dodge or block in ANY game outside of Bayonetta, your combo is OVER.
 

Dee F. Rag

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Timesplitters, a built in map development kit, very easy to use, complete with any content you could possibly use in the game. one of the most well executed, not to mention one of the first.
 

Bluesoul

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Also from timesplitters that you could play offline with up to 4 friends and a buch of AI Bots, That made the game really fun and different than the online gaming, It was like a online match with your 3 pals sitting next to you o a Co-op capture the bag 4 vs as many as you could take. I really miss the idea of bots for those kind of games
 

Dee F. Rag

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how could i possibly neglect to mention the bots?! That's one reason i feel bad for kids playing these online games today, the game that they so love is going to fall by the wayside, and they will have to explore empty levels full of weapons with nobody to play with. I have spent many an hour entertaining myself with the fully customizable singleplayer multiplayer mode. also, forget achievements, we have upwards of about 60 unlockable characters ranging from super-badass space marines (who make master chief look like a character from viva pinata) to a gun-toting anthropomorphic gingerbread man. and also r-110.

bluesoul you are truly a purveyor of fine vidya.
 

Phoenixmgs_v1legacy

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Garak73 said:
You COULD play it just like any other Final Fantasy but it was designed with the gambit system in mind so that is how most people played it. In THAT mode it was nothing like previous Final Fantasy games.
It was the same freaking stuff that was going on under-the-hood. FFXII battles played out just like every other FF but faster because you didn't have to go through a menu for every attack. I heard all the arguments about FFXII from people saying it played itself to there's no strategy because it's no longer turned based. Both of those arguments are both very flawed; constantly going through menus to do the same thing over and over is very boring (and it almost feels like you performing some kind of data entry job instead of playing a game), and no strategy is taken away when you can go pause the battle at any time and command your characters to do exactly what you want them to do.

Garak73 said:
You own admission that you can't play previous FF games but can play 12 shows us that there MUST be major differences between 12 and all the others. Why would fighting 20 enemies be chore in turn based combat?
Yeah, there are major differences but the core battle system was the same. FFXII had no random battles (you could see all the enemies on the screen), FFXII didn't have to exit from the game world to a battle screen, FFXII was open world, FFXII FMVs actually didn't look ridiculously better than the in-game graphics, etc. Fighting 20 enemies was possible in FFXII because I don't think I've seen 20 enemies on a battle screen outside of SRPG, and it would take forever to fight the battle having to constantly go through and tell the game to attack.

Garak73 said:
Anyway, did you play Final Fantasy XII in full turn based mode? If not, guess what..neither did most people because the game was designed around the gambit system. I also want to point this out to you:


If you hate on FFXII for its gameplay, you are hating on the gameplay of every FF game.

These are your words so I guess I want to know how it is that you think this is true, but the reverse is not true?

After all, if you like FFXII for its gameplay, you are liking the gameplay of every FF game.
I didn't play in full turn-based mode but it was there for the moments when you needed to switch up the strategy, the important parts of the battle.

Again, I don't have a problem with the core gameplay of the FF games, what is at the core of the FF games is at the core of lots and lots of RPGs. I tried to play FFVI a long time ago on the SNES but I just couldn't take it. The one memory I have from that game is rescuing someone from a burning house and having a random battle every fucking 2 steps IN A BURNING HOUSE (that was retarded). And, FFX's battle system was just horribly imbalanced and broken. I don't think I died once in that game, it was way way too easy. The bosses HPs were weak as hell. Dark mages were way overpowered; I decided to make Kimari a black mage at the start because I thought it fit his character. Then, I got the double-cast skill which allowed me to cast 2 spells in one turn and I was doing 9,999x2 damage per turn. It only made sense to take Yuna through Lulu's sphere grid section and get the dark magic spells so then I had 3 black mages doing 9,999x2 damage per turn, and I was raping the enemies the whole game. I guess the FFX team didn't get the memo that classes in RPGs are supposed to be balanced. Rikku and Wakka were the only cool characters, the rest were overly cliched. I liked Balthier and Fran more than anyone from FFX. FFX's plot was good but nothing special. The world felt horribly small because you walked down narrow pathways the whole game until the calm lands and there was nothing in the calm lands. FFX has a lot problems and fails at being a RPG.