I was recently discussing Farcry 2 with some friends and how cool the fire spread system was - And how it essentially was never used again after that title.
Is there a cool feature or mechanic you’ve seen in a game and hope to see more of?
Vehicle combat games. Which I guess is more like a genre than a mechanic.
Right now it’s basically Mariokart or nothing.
Grip came out in 2018, but the physics were really unforgiving (clipping a corner could cost you like 10 seconds as you tumble) and there weren’t enough players online.
Which is a real shame because it’s gorgeous, fast paced, with effective power ups, and amazing tracks. And a hell of a sound track.My friend made this top down racing game with guns. It’s free to play in the epic store: https://store.epicgames.com/en-US/p/auto-drive-c2db17
Dodge offset from Bayonetta, boost from Vanquish, and make your own moveset from God Hand.
Arcade racers that aren’t just… Bad.
Burnout Revenge was a beloved game of my childhood. You had bonuses from wrecking your foes, got bonuses for creating wrecks, and for near death experiences. And there was an awesome mode where you would launch your car into a scene to cause as much damage as possible.
Midnight Club 2 where you could customize your cars and race them on fun tracks, but could also just beep around the open world.
Maybe it’s nostalgia, but I would love a fun racing game that doesn’t have a GTA attached to it.
Try ‘Wreckfest’: it’s similar to ‘Burnout’, but with better physics. Also ‘Circuit Superstars’ for a top-down racer with decent physics, pit stops, and multiplayer.
There are also ‘The Crew 2’ and ‘The Crew Motorfest’, ‘Tokyo Xtreme Racer’, ‘Asphalt Legends’, ‘Formula Legends’, ‘iRacing Arcade’, and of course ‘Forza Horizon’ 4/5 — but I haven’t played any of these, so ymmv.
Check out Trail Out.
This is literally why people spend $500 on a switch 2; it has the only arcade racer on the market worth playing. If you don’t want a single-game console or Mark Kart isn’t whst you’re looking for, tough luck.
SuperTuxKart is alright, from what I understand. They’re also making a new version apparently. Though I’m not into karting arcades, so dunno for sure how it compares.
It didn’t really take off to begin with but dual screen support like Supreme Commander had with the real-time map overview on the 2nd monitor. It could be a skirmish map or live track map for a racing game, live scoreboard, player status or inventory system.
Racing sims typically support telemetry that can be used to display info for the driver or overall race info. E.g. a dashboard on a phone mounted to the wheel stand, or a realtime online display and timing. People even make devices like wind simulator or ass-shaker for immersion.
Check out SimHub for customizable widget software that supports many games.
Yeah I do all that myself with ETS2 but wanted to give another example.
Actually, when I played ‘OpenTTD’, i.e. the remake of ‘Transport Tycoon’, I wanted the game to broadcast telemetry of my enterprise’s economy, so I could dump it into a spreadsheet and gawk at the numbers. This indeed could’ve also been a second-monitor activity (or rather, second computer since I played on a tablet).
I think you’re describing the Nintendo DS.
Yeah I guess I am. Just give it to us in a bigger form.
Oh, you mean the WiiU?
Yeah I guess I am. Just give it to us in a bigger form…
Oh you mean a Jumbotron?
I would love if Civilization or Crusader Kings implemented this.
Wasn’t there a game 5 years or so ago that you used your phone to play it as well I’m xbox or playstat?
I want to see puzzles that are implemented using the physics engine. And I don’t mean “toss the axe in the proper arc to trigger the gate” physics. I mean “stack the bricks on one end of the seesaw to balance it long enough to make the jump to the next platform”. Or “use the blue barrels’ buoyancy to raise the platform out of the water”.
Yesss and more destruction physics. I miss watching cars crumple and get torn apart like in the burnout games. There was a really old ww2 dogfighting game where the plane wings could get sawn off and you’d see this smoking plane spiralling into the ground while the wing flew off in the opposite direction before the plane exploded on the ground.
Red Faction was great for that. You could go around, sure. Or just bust through the damn wall.
Check out Wreckfest. It’s mostly basically rallycross with plenty of damage. The physics is better than in Burnout, afaik. The sequel game was just recently either released or announced.
Ohh I totally forgot about that one, thanks!
I think those were mind blowing when I first played hl2, just because real time physics and destruction was novel, but now I think they grind the pacing to a halt. I think they just don’t work in an action shooter IMO.
My opinion is the exact opposite. Narrative games, even action shooters, need to have high action and low action parts in balance. If high action segments are excessive, it can lead to combat fatigue. If low action parts are excessive, the player gets bored and the pacing dies.
Half-Life 2 E1, the “Low Lives” chapter, has probably the most stressful combat in the game because the player has to balance so many things. Shooting the zombies attacking Gordon versus helping Alyx fight. Helping Alyx versus keeping the flashlight charged. Firearms versus explosive props. All of that in oppressive darkness. Combat fatigue sets in. The short puzzle segments, even as simple as crawling through a vent to flip a switch, are opportunities to take a breath, absorb the environment, and prepare for the next segment – especially at the end of that particular chapter, when the player escapes the zombies and has a chance to wind down.
At the same time, puzzles, by their slower nature, are excellent for delivering narrative and player training, and to let the player absorb the atmosphere. Alyx’s first encounter with the stalkers in “Undue Alarm” wouldn’t have had the same emotional impact if the player could just pop them in the head and move on.
In contrast, most of “Highway 17” is just a prolonged vehicle-based puzzle. By the time the player reaches the large railway bridge, they might be sick of driving. I know I was. It’s a relief to finally engage in some platforming and long-range combat while traversing the bridge.
So what are the narrative values of my two examples? The cinderblock seesaw in “Route Kanal” is just player training. A show, don’t tell method to let the player know that physics puzzles will be a factor. It’s also a short break after the on-foot chase, before the encounter with the hunter chopper. In “Water Hazard”, the contraptions serve a larger narrative purpose: they’re the tools of the rebels’ refugee evacuation effort. The player utilizes them like one of the refugees would have.
The best bits of the Half-Life games are the more slow parts. Just taking in the environmental storytelling, solving simple puzzles, etc. Helps to make the more action sequences feel more impactful and intense.
When I was replaying ‘HL2’ around ten years ago, I ran around the whole map looking for where I can get outside of the plot course, especially in the slower parts of the levels. This culminated in me driving the hoverboat up a three-meter-high wooden platform, falling from that platform myself, and not being able to climb up again to get the boat. After which I had to run from the attack helicopter on foot, and swim by myself later on that level.
I use about the same approach in the original ‘Deus Ex’, which I’ve been replaying recently: investigating every nook and cranny, being 100% stealthy, trying to go where the game shouldn’t allow me to be. I actually found an exit from a scripted part of a level where only one path is normally possible — though there was nothing to do outside of that part. The game also gives experience points for getting into some remote or secret places.
Tanking with shields (force/kinetic shields in sci-fi games, not physical shields)
I liked when games let you face-tank damage with your shield (like in Mass Effect, before Andromeda where they made shields weak af and even removed shield gating) and not having to care for healing (unless you lose all your shields)
I don’t know if it’s due to the souls-like trend, but it feels like game developers need to make punitive games nowadays
Battlezone II had force shields. They used your vehicle’s weapon energy. The shields used energy, and also taking hits would drain your energy. You needed a ship with fast energy regen to make the most use out of them. One ship from the X-Mod mod, the Jade Falcon, could actually regenerate faster than the shields drained. So you could keep them on all the time, and still shoot some. It wasn’t invincible by any means, but that regen speed plus the fact that the radar ping twice as frequently made it my absolute favorite ship.
Destructible buildings like in Red Faction: Guerilla.
That’s the thing I miss the most. We have such insanely powerful hardware now and yet we never exceeded 2009 in destruction tech.
Teardown scratched that itch a little bit but it lacks proper building physics.
The vehicle damage modelling from GTA 4. The fact that it hasn’t been surpassed is tremendously disappointing to me.
In an open world game that isn’t about racing*
Games like wreckfest have pretty great damage modeling. BeamNG too.
I couldn’t be bothered to come up with a neat way to say “GTA-like games” and decided to hope that the reader could intuit that context.
Not the same genre, but have you tried BeamNG? That tech should be in every game with cars.
For me this is more about open world games losing cool features than wanting to play a game with that feature. In GTA 4 it affected the choices I’d make whilst driving as it was entirely possible to make a vehicle nearly impossible to drive without coming close to blowing it up.
A Spider-man game with the swinging mechanics of the PS2 Spider-man 2 game. Or just a remake of that game. The new ones are fine and fun but the older game absolutely nailed the web swinging.
Cross game integration. I was recently playing Last Command B-Side, and in a certain part, the game picked stages themed around the games I have installed and it blew me away.
Whoa, that does sound cool. Psycho Mantis-y.
Fun unlockables by doing some cheat.
Imagine telling a FIFA player that you used to be able to have a dog as referee by doing the Konami code. And it was not behind a fucking paywall.
International Super Star Soccer for SNES had this: https://www.youtube.com/watch?v=sYaHPm-yDl8&t=63
I miss cheats too, I remember my friend at school had cheat codes for gta vice city and I copied them down and took it home.
Dude I miss unlocking fighting game characters. Now they’re all purchaseable… Like you literally can’t just earn them from beating the arcade mode - that is if the game has an arcade mode to begin with these days
I think the last game I played that did it was Smash Bros Ultimate, and that’s barely a fighting game imo
It’s a platform fighter.
The number of “cheat codes” that were actually just bonus content. Like I remember there were codes in Diddy Kong Racing where you could change all the power-up balloons to any color, like all red or all blue. I also remember there were codes in Mechwarrior II that unlocked a few mechs. Like, there were NPCs in a few missions that were a Tarantula, a Battlemaster, and there were elementals in one level. You could cheat to play as them, but the Battlemaster crashed the game.
Good times.
I really want to see a god game with gestures, like black&white, make the jump to VR
I’ve tried some indie attempts at it, all either so buggy as to be unplayable, terrible controls, or both
Maybe one day there’ll be a good one
NFL 2K5 gameplay in a newer football game
Magicka 2 combat in some 3rd/1st person action RPG
The Fiend’s Cauldron from Kid Icarus Uprising. At the start of a stage, you have to wager currency on how high of a difficulty you want to attempt, on a sliding scale from 0.0 to 9.0. Higher difficulties cost more to play, and if you fail, you lose your bet and the difficulty drops if you choose Continue. It’s an interesting system for how it forces you to check your ego and self-evaluate just how much you think you can handle.
Goddamn this game is just so good that that cauldron is a really fun little mechanic for it
- an absence of quick-time events (I hate those things in cut-scenes, parry systems, etc.)
- a mode that allows the player to destroy the environment, NPCs, etc. including, when on, making the game unable to be completed potentially. I think having that be a toggle will still allow people to relive older RPGs where you could easily ruin your life without knowing for hours.
- Off-the-wall weapons. I think Blood 2 had a few and even halflife 2
- Counting beyond 2, speaking of the above.














