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10 game concepts that have vanished

10 game concepts that have vanished

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Rating: 4.5; Vote: 2
10 Game Concepts that have VANISHED Alex: Most games that have squad commands, they don't really do anything. Usually AI characters are as useful (or useless) as they're gonna get, by just leaving them on their own and telling them to go weapons free. (Mass Effect comes to mind) I think the only game I've played where squad commands legit mattered is Republic Commando, and a lot of work went into that game to make you use the squad. Your various party members could do things you could not, (like open doors faster than you) hard points were coded into the map that would drastically change an encounter, like turrets or sniping points. The healing system was built around the squad, taking turns healing at a bacta tank, or reviving eachother. And many of the enemies were extremely spongy without focus fire from the whole squad.
I think if a game isn't going to be completely built around squad tactics having meaningful impact on the gameplay, it's probably fine to leave it out and let the ai do whatever it wants, or even just take bullets and die, since usually games are balanced around the player doing everything themselves anyway.

Date: 2023-02-16

Comments and reviews: 14


Unfortunately a lot of these are gone because of modern gaming and the pivot for inclusivity. Things like different things in different difficulty or branching path ways means some gamers are gonna miss out on something on their first play through. God forbid. This argument always frustrated me because people who make this argument more than likely aren't 100% every game they play so they're going to miss something regardless. Let the developers make something interesting and different and maybe just make a separate save and play through that part a second time. I like more people playing games but everything will never be for everyone so I'd rather something be original and different that I can't get into than something watered down and boring that fits my play style more.
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Concerning the squad-commands type of gameplay, I think it was something utilized pretty well in Ratchet: Deadlocked! Wherein you have two combat bots; Merc & Green. That you can give various commands to aid in missions & combat. Whether it's unlocking doors, activating room-clearing attacks, or temporarily disabling certain weapons to create an extra advantage. The game also takes away these advantages at certain points for an extra challenge. With these two bots even being replaced when a 2nd player joins in for the Co-op campaign.
Deadlocked was a really combat, tactical focused game, and Insomniac took it to the next level for the series! Even on the hardest difficulties it can get pretty brutal, regardless of if it's a Challenge Mode run or not.

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As a fan of the series, traversal in Prince of Persia was only risky because it was frustrating and clunky, i would have that aspect of the game changed to a more blend one from modern games at any day, that being said, i understand how easy It is to get too nostalgic and forget how things really were, a lot of those features were not necessarily forgotten, they were just improved and optimized. I recently replayed the original main trilogy and all of the moments that I died were simply because the controls didn't respond well, not because of the dangerous obstacles or anything like that.
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I'm so glad squad-based stuff is gone. I like to make a jack-of-all-trades type of character, mediumish damage against all types. I hate making squads and having the wrong skills, or the one with the skills I need are under levelled, it's just so annoying trying to micromanage everything.
Monster Hunter is the only game where I like to worry about using the right element types or whatever, because it's just my one character and some quick menu time. I don't have to level up a fire hunter, and a thunder hunter, and an ice hunter, etc, I just swap my weapon in a quick menu.

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Bad guy campaigns are best when they're part of the narrative flow, where you switch between good and bad guys as the story progresses.
The Starcraft series and War/Fall of Cybertron did this perfectly.
For the C&C type where the good and bad campaigns are basically alternate timelines (one side has absolute global victory by the end, I feel this approach is not as as good.
Because basically one of the campaigns will have to be non-canon by the time a DLC or sequel is released, which invalidates the story in that campaign.

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Just thought of a new racing game concept on the way home
It s a need for speed style game with cops and everything
But you are an outlaw that sources, drives, races, and sells ICE cars when the world around you has banned them and switched to fully electric cars
You are fighting the laws that limit your freedom to own what you want
Not to mention the electric only society is using up the worlds natural resources causing even more damage to the planet
Basically your saving the world for your own personal gain

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For #1, the old Thief games come to mind when giving more objectives based on difficulty. I love Thief and Thief 2 back in the day. Hitman had variable objectives to hit as well based on how difficult you wanted to make the game for yourself rather than a pre-set difficulty, so maybe those don't count since they were more like Challenges than difficulties (Suit only was a popular one. Older Hitman games were definitely a proponent of the #4 Limited Saves portion of this vid though.
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I tried to do a replay on Forbidden West on New Game Plus, Ultra Hard Mode and it was fun at first but so much is the same, why bother? I know what happens and now I have to go get some crappy bow that isn t even worth selling. It s just tedious. Skip skip skip skip
Once I ve done the story (and all the side missions etc if it s a great game, I m done.
Screw this replay to get additional stuff concept. I hate it. I bought the game, I expect all the content dammit lol

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I had completely forgotten about games that poked fun at you if you played on an easier difficulty. Definitely agree that it can be considered harsh due to accessibility but I also think that if it fits the games history/personality (i. e. Wolfenstein) than it s totally fine. But if I was to boot up the The Last of Us and it called me a baby for playing on easy mode, I think it would feel pretty out of place.
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0: 12 Number 10 Permanently lost content
1: 46 Number 9 Realtime squad commands
3: 06 Number 8 Risky traversal mechanics
4: 11 Number 7 Insulting easy mode players
5: 53 Number 6 Evil campaign
6: 45 Number 5 Town building minigame
7: 43 Number 4 Save limits
8: 46 Number 3 Creature raising minigames
10: 18 Number 2 Intentionally useless allies
11: 22 Number 1 Difficulty based objectives

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I think that Limited Saves is a nice optional feature. One example of this is actually Fallout 4 Survival mode. You can only save when you're at a bed (plus a dirty bed gives you a decent chance of getting diseases. Considering how often Fallout 4 crashes on some platforms, it highlights some of the reasons why this isn't more common, mind you. Oh no, I saved two hours ago and the game crashed!
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12: 03 Arguably Hitman is like that, although it isn't linked with a difficulty selection. There is a huge difference in complexity and difficulty between playing the guided missions, going for the SASO completion, or attempting some of the really out there challenges.
Come to think of it. maybe cool achievements are the modern version of this concept in general.

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I hate when games try to mix tactical and action combat if I have my character, that s the only one I really want to be directly responsible for in an action setting I m fine with basic commands like go there, focus on this enemy, whatever but I don t want to be micromanaging each character s individual actions like, use this ability, or go heal now.
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#10 Have you played any FromSoftware games? Items (even weapons or spells, whole quests and entire levels/maps/regions are hidden behind very obscure ways to obtain/reach them. And this makes the games even better!
It's my 4th run of Elden Ring, and I'm still discovering new things, and still haven't finish every quest completely.

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