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 Post subject: Re: Game Mechanics you always love, and always hate
PostPosted: Sun Dec 20, 2020 12:58 am 


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Durandal wrote:
Hate hate hate:

Being forced to move left or having enemies spawn from the left in a sidescrolling game which locks the player character's position on the screen somewhat to the left of the center.
If you want to Contra-style surround me with chaos everywhere, that's fine, but you better give me the adequate screen space to react to it :evil:


^^^ GUN-DEC (FC) is bad for that in a couple stages. Especially galling, as it's otherwise solid on its fundamentals.

IMO, with scaling no longer a highfalootin' special effect (Sam Sho II camera will aways make me feel ten years old again Image), zoom control is a good thing to have in sidescrollers. Bloodstained: ROTN dubiously ties this to actual gear, which take up slots... one zooms out the FOV (extremely useful - I get it ASAP, and leave it on), the other zooms in (great for taking glamour shots, an absolute deathtrap otherwise). Even the default camera occasionally cheapshots, with Werewolves serial offenders.

On that tangent, "jumpscare" enemies that rely on POV to work are poor at best, arrant shite at worst. In tough sidescrollers like Green Beret, Rygar and Saigo no Nindou, not even a realtime end-to-end view of each stage would help a player whose macro/micro fundamentals weren't up to scratch.

Very fond of Dragon: Marked For Death's approach (I'm fond of DMFD in general, though it's too early to say if it's more than a nicely-handling sidescrolling grindmachine, of a blunter sort than ROTN's usual Igarashi SkinnerTroid). Camera zooms in/out on right stick, and there's actually some gameplay effect, besides "you can see more than twenty feet around your character." Dark areas illuminate slightly when zoomed in, a grim last resort if you've no torches.

For older stuff, I'm center-locked all the way. Even games that are otherwise very well-designed, like Alien Soldier (which really does benefit from auto-biasing Epsilon away from the incoming screen, with its combo of simple run/gun interludes and nonstop 1v1 duels) would benefit from a center/offset toggle, for the rare fights where you want to rapidly alternate sides with the i-frame dash. The camera sways a bit much for my liking versus Sunset Sting - it's just you and him on the platform, no reason to block off most of your rear view. In fact, that makes it easier to dash right into a straggling projectile. However, this is what I'd call an optimisation issue, not an outright flaw.

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Image: Character action games that don't let you drop weapons. I don't mind this effect in STGs like Image Fight (where your front-attached weaponry must amusingly be junked by ramming enemies for massive damage). I also don't mean stuff like the classic CV subweapon, where you've got to live with your choice, but your base moveset remains unaltered. I mean Datsugoku and Double Dragon, where your 1980s Karate Badass just can't part with things he's picked up. Looks dumb. Feels dumb! PROVOKES RAEG Image

You gots two frames to grab the knife before I turn your FUCKIN HEADS into a MATCHIN SET OF TACO BOWLS for my boy GARBAGE CAN CAT (■`W´■)
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Image Strategic Accidental Discharge attacks. Image Fight's much-copied BOOSTER BURN is the granddaddy, AFAIK. Also more recently seen in Blaster Master Zero 2 (a staggering improvement on the lukewarm Zero 1), where your HMG's shell casings can cause mortal ouchies if they eject directly into a motherfucker's face!

FRONT TOWARDS ENEMY (■`W´■)
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BACK WORKS 2 THO(^ω´ )
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 Post subject: Re: Game Mechanics you always love, and always hate
PostPosted: Wed Dec 23, 2020 7:08 am 


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Joined: 08 May 2008
Posts: 3894
Not really a game mechanic, but I hate GOG games that have a scoring system but do not save your scores if you're not logged onto GOG Galaxy.

I'm looking at YOU, Nex Machina and Ghostrunner!

The whole damn point of GOG is running games without DRM, and what could be simpler to program than recording a single number?
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 Post subject: Re: Game Mechanics you always love, and always hate
PostPosted: Sat Jan 02, 2021 4:50 pm 


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Not sure if this one's come up before, but one thing I like to see is on the rare occasions a game makes you fight two bosses at once they're treated as separate entities, i.e. they have two independent life meters and you can take one out before the other. I find it makes the fight more interesting if you have to consider which one to prioritize, especially if the two try to cover for each other and/or the remaining one goes into "berserker mode" once his partner dies, perhaps even to the point where it's safest to spread your damage out and kill the two as close together as possible. It always feels like a bit of a cop-out to me whenever two previous bosses make a surprise reappearance to team up but are sort of mushed into a single boss that happens to have two hitboxes.
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 Post subject: Re: Game Mechanics you always love, and always hate
PostPosted: Sat Jan 02, 2021 11:11 pm 


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Playing Gears Tactics has brought up a strategy hate: when enemies spawn without warning and still get a full turn.

Fire Emblem Awakening is an absolute shit for this, where it's possible to have units wiped out by unexpected reinforcements - like the game just says gee it'd be a shame if some archers appeared within range of your pegasus knight and lol replay the entire mission from scratch or live with a dead key unit the rest of the game. I thought Gears Tactics had this nailed with emergence holes but nope, you get enemies airdropping in and having a full turn which is great fun when one scores a critical hit or multiple melee/shotgun/explosive enemies can close in. Usually they're far enough away that you can prepare but occasionally it just dumps you in the shit.


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 Post subject: Re: Game Mechanics you always love, and always hate
PostPosted: Mon Jan 04, 2021 5:19 pm 


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BulletMagnet wrote:
Not sure if this one's come up before, but one thing I like to see is on the rare occasions a game makes you fight two bosses at once they're treated as separate entities, i.e. they have two independent life meters and you can take one out before the other.


The first time I saw this pop up in Stage 4 of Rolling Gunner it was a delight. It's such a rare thing to happen in a bullet hell shmup where you're ambushed during a boss by yet another boss and have to duke it out with both.

BIL wrote:
^^^ GUN-DEC (FC) is bad for that in a couple stages. Especially galling, as it's otherwise solid on its fundamentals.


It's unfortunate that an otherwise solid game falls apart completely at a handful of moments. The last stage is a mess as far as I'm concerned, especially the last room where you have to make blind jumps against projectile attackers who spawn mid-jump and will hit you unless you know they're there and bait them or pre-emptively toss a grenade that's well timed.
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 Post subject: Re: Game Mechanics you always love, and always hate
PostPosted: Mon Jan 18, 2021 12:00 pm 


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Springs where you have to time your jump to get more height. Varies from game to game, because of course it does.
I always hate this.
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 Post subject: Re: Game Mechanics you always love, and always hate
PostPosted: Mon Jan 18, 2021 12:14 pm 


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Donkey Kong Jr. does it one better: How about the same thing, except the timing for the high jump is frame perfect, and also random?


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 Post subject: Re: Game Mechanics you always love, and always hate
PostPosted: Mon Jan 18, 2021 3:53 pm 


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Eeeeeeeew. That sounds awful. Springs where you easily get max height automatically if jump on them, or if you hold jump to get max height are fine, but the ones where you have to tap at a precise time can definitely be a pain as the timing varies a lot from game to game.
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