
10 Game Mechanics That Are SIMPLY SUPERIOR
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Date: 2024-11-03
Comments and reviews: 20
Ashadar_Resouley
gotta disagree on number 9 after playing breath of the wild since for the most part perfect dodging and parrying is optional in that game and you can just run around to avoid getting hit which is what i did when playing, with the game only forcing you to use it for a single shrine and one of the big boss fights and as someone who never does it and usually forgets about parrying in games i found that boss fight to be super annoying since you have to parry or perfect dodge to actually deal damage to it, this type of shit in games needs to stop, having a mechcanic that is largely option for the whole game be randomly forced in order to move on in the game is the worst, if you're gonna have a part of a game where you force players to do something like perfect dodge or parry then have the player be forced to do it trough out the whole game not just randomly having it be forced on them later in the game especially like in breath of the wild's case where the game doesn't tell you you have to use this mechanic that has been up to this point been optional and you may have forgotten and just never use
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gotta disagree on number 9 after playing breath of the wild since for the most part perfect dodging and parrying is optional in that game and you can just run around to avoid getting hit which is what i did when playing, with the game only forcing you to use it for a single shrine and one of the big boss fights and as someone who never does it and usually forgets about parrying in games i found that boss fight to be super annoying since you have to parry or perfect dodge to actually deal damage to it, this type of shit in games needs to stop, having a mechcanic that is largely option for the whole game be randomly forced in order to move on in the game is the worst, if you're gonna have a part of a game where you force players to do something like perfect dodge or parry then have the player be forced to do it trough out the whole game not just randomly having it be forced on them later in the game especially like in breath of the wild's case where the game doesn't tell you you have to use this mechanic that has been up to this point been optional and you may have forgotten and just never use
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gameranx
Kind of have to disagree with how you presented the grapple hook here. Not arguing that grapple hooks aren't amazing, but that many games shove a bad grapple hook into their game just to say they have one. A point and shoot, straight pull, grapple to just get from point a to point b with no in between is a bad implementation and leads to it being a crutch instead of a fun way to move, in my opinion. My best example of a good grapple, which I'm surprised you didn't mention, is Titanfall 2. It has the ability to be a straight pull if you just let it take you, but it also gives you the freedom to swing and launch yourself if you want to. It creates new and interesting ways for you to move, and takes skill to get the most effectiveness out of it. Obviously, this implementation isn't perfect for every kind of game, but the main idea is that it opens up new ways to move, instead of making old ones obsolete.
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Kind of have to disagree with how you presented the grapple hook here. Not arguing that grapple hooks aren't amazing, but that many games shove a bad grapple hook into their game just to say they have one. A point and shoot, straight pull, grapple to just get from point a to point b with no in between is a bad implementation and leads to it being a crutch instead of a fun way to move, in my opinion. My best example of a good grapple, which I'm surprised you didn't mention, is Titanfall 2. It has the ability to be a straight pull if you just let it take you, but it also gives you the freedom to swing and launch yourself if you want to. It creates new and interesting ways for you to move, and takes skill to get the most effectiveness out of it. Obviously, this implementation isn't perfect for every kind of game, but the main idea is that it opens up new ways to move, instead of making old ones obsolete.
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SeniorCharry
I also like sprinting and other speed enhancement mechanics, but I also think it's important to take your time and enjoy a game. Saying every game is better with a grappling hook is wrong in my opinion. Sure, flying around as the Chief in Halo Infinite was cool, but that hook replaced all the vehicles, all the strategies to engage an enemy/base and worst of all the hook made every other tool irrelevant. The original Halo trilogy didn't have sprint or a hook, but it didn't really matter because the game wanted you to look around and take your time. The game wanted you to use the sandbox and get creative.
The same with the first Assassins Creed games. Yes, it took time to climb up buildings but when you got to the top and the music kicks in and camera pans around it gives the player a sense of accomplishment.
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I also like sprinting and other speed enhancement mechanics, but I also think it's important to take your time and enjoy a game. Saying every game is better with a grappling hook is wrong in my opinion. Sure, flying around as the Chief in Halo Infinite was cool, but that hook replaced all the vehicles, all the strategies to engage an enemy/base and worst of all the hook made every other tool irrelevant. The original Halo trilogy didn't have sprint or a hook, but it didn't really matter because the game wanted you to look around and take your time. The game wanted you to use the sandbox and get creative.
The same with the first Assassins Creed games. Yes, it took time to climb up buildings but when you got to the top and the music kicks in and camera pans around it gives the player a sense of accomplishment.
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Krypto1211
The perfect dodge mechanic was near perfect in its presentation in Darksiders 3 since it was a fast counter attack that had different effects depending on which weapon was equipped when doing it. I hated it in BOTW since it lasted too long and became annoying due to that.
The parry in Jedi Survivor was great since you could usually slice off an enemy limb or two when their stamina bar was depleted. Super satisfying. Lost Crown had one of the flashiest parry mechanics since a short but super stylish scene would play each time that just added so much character to the mechanic. Blasphemous's parry is short and simple, but really well done with timing and could have the duration increased with upgrades.
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The perfect dodge mechanic was near perfect in its presentation in Darksiders 3 since it was a fast counter attack that had different effects depending on which weapon was equipped when doing it. I hated it in BOTW since it lasted too long and became annoying due to that.
The parry in Jedi Survivor was great since you could usually slice off an enemy limb or two when their stamina bar was depleted. Super satisfying. Lost Crown had one of the flashiest parry mechanics since a short but super stylish scene would play each time that just added so much character to the mechanic. Blasphemous's parry is short and simple, but really well done with timing and could have the duration increased with upgrades.
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Exmotable
the first point is interesting because i lowkey hate when anime games have those low-budget anime cutscnes done by some studio not under the publisher, and thus the characters all look a little off and shit, or in the case of say fire emblem games (like three houses) they sometimes use these cinematic like 15fps cutscenes instead of the assumedly much cheaper to use in-engine cutscenes that use the ingame models and stuff. or like the gamecube era sonic games, sonic heroes and shadow, have those beautiful high definition cutscenes, but it's so jarring to go from the ingame style to the prerenders, that i'd vastly prefer they would just use the in-engine cutscenes exclusively.
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the first point is interesting because i lowkey hate when anime games have those low-budget anime cutscnes done by some studio not under the publisher, and thus the characters all look a little off and shit, or in the case of say fire emblem games (like three houses) they sometimes use these cinematic like 15fps cutscenes instead of the assumedly much cheaper to use in-engine cutscenes that use the ingame models and stuff. or like the gamecube era sonic games, sonic heroes and shadow, have those beautiful high definition cutscenes, but it's so jarring to go from the ingame style to the prerenders, that i'd vastly prefer they would just use the in-engine cutscenes exclusively.
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gameranx
To me, the fact that Bravely Default actually lets you set the enemy encounter rates in the game is a great game mechanic as someone who doesn't want to be bothered with enemy encounters every 5-10 seconds in RPGs. I also love games that has the mechanic like you would see in Etrian Odyssey with the FOEs where you can see how strong an enemy is depending on what level you are. If you're level is high enough the FOEs won't give you any trouble but if you're underlevel, you'd have to try and avoid it so that you don't get destroyed by that enemy. I also like any game that lets you listen to the music from the game because I love listening to video game music.
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To me, the fact that Bravely Default actually lets you set the enemy encounter rates in the game is a great game mechanic as someone who doesn't want to be bothered with enemy encounters every 5-10 seconds in RPGs. I also love games that has the mechanic like you would see in Etrian Odyssey with the FOEs where you can see how strong an enemy is depending on what level you are. If you're level is high enough the FOEs won't give you any trouble but if you're underlevel, you'd have to try and avoid it so that you don't get destroyed by that enemy. I also like any game that lets you listen to the music from the game because I love listening to video game music.
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ninjapirate47
Yes. let's turn reloading into a quick time event. Hooray. Why don't we make the jump button into a quick time event Press the button at the wrong time and you won't just sufficiently high. Or perhaps that campers paradise cough improvement. prone. perhaps if you don't perfect quick-prone your knee can buckle and you have to stand up and shake your leg for a bit.
As for cut scenes. 4 words: Resident Evil 2: William Birkin. (Nope. that's a number, try again)
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Yes. let's turn reloading into a quick time event. Hooray. Why don't we make the jump button into a quick time event Press the button at the wrong time and you won't just sufficiently high. Or perhaps that campers paradise cough improvement. prone. perhaps if you don't perfect quick-prone your knee can buckle and you have to stand up and shake your leg for a bit.
As for cut scenes. 4 words: Resident Evil 2: William Birkin. (Nope. that's a number, try again)
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ttm77777
oh my god i hate having to manage inventory. the tetris thing is the main tbing that turns me off from Resident Evil games. just making an extra annoying step to what would be a 5 second thing.
and i agree overall with the parry mechanic, but its so overused now, like why is the new Doom gonna have a parry the whole point of Doom is to keep moving. or are they gonna double down on that one poorly designed enemy from eternal that belonged in a different game.
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oh my god i hate having to manage inventory. the tetris thing is the main tbing that turns me off from Resident Evil games. just making an extra annoying step to what would be a 5 second thing.
and i agree overall with the parry mechanic, but its so overused now, like why is the new Doom gonna have a parry the whole point of Doom is to keep moving. or are they gonna double down on that one poorly designed enemy from eternal that belonged in a different game.
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yukmsacierzorro
Disagree with the sprint one. On console, when you have analogue control over your movement speed, by adding sprint instead of just increasing the normal max speed you are actually taking away control from the player (and in the case of shooters) are detaching the shooting from the movement which can ultimately lead to less player expression and mechanical depth.
Greetings,
A person who is kind of salty they ever added sprint to Halo
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Disagree with the sprint one. On console, when you have analogue control over your movement speed, by adding sprint instead of just increasing the normal max speed you are actually taking away control from the player (and in the case of shooters) are detaching the shooting from the movement which can ultimately lead to less player expression and mechanical depth.
Greetings,
A person who is kind of salty they ever added sprint to Halo
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Realunmaker
I actually loved the hyper realistic fmv cutscenes of the late 90s and early 00s in video games.
I was big into strategy games and because of the technology, the monitor size and the resolution, most units looked like a bunch of pixels where you had to let your imagination run wild to interpret them. The first time you saw one of those units wreaking havoc in a cutscene chills man, hair standing chills. I loved them, miss them dearly
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I actually loved the hyper realistic fmv cutscenes of the late 90s and early 00s in video games.
I was big into strategy games and because of the technology, the monitor size and the resolution, most units looked like a bunch of pixels where you had to let your imagination run wild to interpret them. The first time you saw one of those units wreaking havoc in a cutscene chills man, hair standing chills. I loved them, miss them dearly
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hoofhearted4
Oh man, I couldnt disagree more with your Number 1. I HATE Inventory Tetris. I'm a hoarder. I pick up everything. Inventory Tetris is never fun. doing that is never something I want to do in a game. It doesnt make it more interesting, and its a large reason, maybe the biggest reason, I dont bother with the survival type genre. The only time its acceptable, is when there's an auto sort, like in most ARPGs.
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Oh man, I couldnt disagree more with your Number 1. I HATE Inventory Tetris. I'm a hoarder. I pick up everything. Inventory Tetris is never fun. doing that is never something I want to do in a game. It doesnt make it more interesting, and its a large reason, maybe the biggest reason, I dont bother with the survival type genre. The only time its acceptable, is when there's an auto sort, like in most ARPGs.
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fataldragon69
Cheers for another Great Video!
Regarding Number 1 - Inventory Tetris - I agree with everything you said about this segment because Both of the Ghostrunner games have a similar system for setting-up your characters abilities, which I thought worked great, and definitely made the whole thing more fun and interesting that's for sure!
Anyway, Thanks again Falcon,
Keep Up the Great Work!
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Cheers for another Great Video!
Regarding Number 1 - Inventory Tetris - I agree with everything you said about this segment because Both of the Ghostrunner games have a similar system for setting-up your characters abilities, which I thought worked great, and definitely made the whole thing more fun and interesting that's for sure!
Anyway, Thanks again Falcon,
Keep Up the Great Work!
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blackdoc6320
It actually blows my mind when certain Halo fans complain about being able to sprint in the modern games. Like are they out of their damn minds Do they not remember how slow and clunky movement was before Halo 4 Granted Reach had a special sprint ability but if you weren't using it you were slow af. Not to mention that if they were real halo fans they'd know spartans can run at like 30 mph.
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It actually blows my mind when certain Halo fans complain about being able to sprint in the modern games. Like are they out of their damn minds Do they not remember how slow and clunky movement was before Halo 4 Granted Reach had a special sprint ability but if you weren't using it you were slow af. Not to mention that if they were real halo fans they'd know spartans can run at like 30 mph.
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marybdrake1472
Oh, I loved my grappling hook in the Tenchu games. It made getting around so much more efficient, and could get you out or trouble in some instances.
And going prone is one of the best ways to remain undetected. Yeah, it's slow, but very useful.
Also, we had same braincell moment Falcon. I was think of the decades part at the same moment you said it dude. XD
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Oh, I loved my grappling hook in the Tenchu games. It made getting around so much more efficient, and could get you out or trouble in some instances.
And going prone is one of the best ways to remain undetected. Yeah, it's slow, but very useful.
Also, we had same braincell moment Falcon. I was think of the decades part at the same moment you said it dude. XD
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xizar0rg
FMV is the superior option when live action stuff is available. Whether it's the camp of the original RE or the utter cheese of Phantasmagoria, live action is the way to go. Various '90s games like Wing Commander (Rhys-Davies, McDowell, Hamill) and SW: Dark Forces 2 did fun things with it. Having CGI there would have been forgettable, but live action made it memorable.
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FMV is the superior option when live action stuff is available. Whether it's the camp of the original RE or the utter cheese of Phantasmagoria, live action is the way to go. Various '90s games like Wing Commander (Rhys-Davies, McDowell, Hamill) and SW: Dark Forces 2 did fun things with it. Having CGI there would have been forgettable, but live action made it memorable.
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gameranx
While it is a very good game Nier: Automata's cutscenes looked like they would be in ingane graphics, but anyways if you equipp a wig (for red hair in my case) the cutscenes will still have the normal white hair. To me that was the biggest flaw of that game, it made me never use wigs or the flower in the hair even though I liked their looks.
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While it is a very good game Nier: Automata's cutscenes looked like they would be in ingane graphics, but anyways if you equipp a wig (for red hair in my case) the cutscenes will still have the normal white hair. To me that was the biggest flaw of that game, it made me never use wigs or the flower in the hair even though I liked their looks.
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DalazG
Not exactly a game mechanic but i want more atmosphere!
I remember the spectacle of Killzone 2 for the first time. It was incredible, the background enemy hovercrafts, the dust effects, the gritty grounded explosions, environmental effects were incredible.
Very few games today can compare to the atmosphere in killzone 2
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Not exactly a game mechanic but i want more atmosphere!
I remember the spectacle of Killzone 2 for the first time. It was incredible, the background enemy hovercrafts, the dust effects, the gritty grounded explosions, environmental effects were incredible.
Very few games today can compare to the atmosphere in killzone 2
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thinkingprole1
The best mechanics are those that are logical in the reality of the game. Last Of Us 2's map makes sense and becomes a key part of the story, and its prone function during battles is great. It's Inventory system is dumb because the 17th bullet should not over-encumber me. Also, grappling to the ground is ridiculous
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The best mechanics are those that are logical in the reality of the game. Last Of Us 2's map makes sense and becomes a key part of the story, and its prone function during battles is great. It's Inventory system is dumb because the 17th bullet should not over-encumber me. Also, grappling to the ground is ridiculous
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PsychicPsycho0
Good lord, my guy, you ramble so much. It takes you less than a minute to make a point and then you go on rambling and repeating yourself for 5 minutes. I love your videos, but listening to you go on and on about the same thing, I just get disengaged and skip to another video. Make your point and move on.
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Good lord, my guy, you ramble so much. It takes you less than a minute to make a point and then you go on rambling and repeating yourself for 5 minutes. I love your videos, but listening to you go on and on about the same thing, I just get disengaged and skip to another video. Make your point and move on.
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gameranx
Vault/mantle vs crouch jump, Free aiming vs camera fixed aiming, leaning vs sidestrafing/peeking, Variable Fov vs fixed Fov, Animated hit reactions vs physics based procedural reactions, Footstep surface sounds vs none, sound propagation/sound portals vs euclidean distance sound falloff, 3d Reverb vs 2d Reverb.
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Vault/mantle vs crouch jump, Free aiming vs camera fixed aiming, leaning vs sidestrafing/peeking, Variable Fov vs fixed Fov, Animated hit reactions vs physics based procedural reactions, Footstep surface sounds vs none, sound propagation/sound portals vs euclidean distance sound falloff, 3d Reverb vs 2d Reverb.
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