One of my favorites is being able to write something and have it appear in Scribblenauts. What is/are your favorite(s)?
This topic is locked from further discussion.
One of my favorites is being able to write something and have it appear in Scribblenauts. What is/are your favorite(s)?
[QUOTE="lazyathew"]
I'd say the concept of Heavy Rain is the most creative thing I've seen this generation.
nottu
Second
It was done with Indigo Prophecy. Not to mention the plethora or interactive FMV movies in the 90's.One the creative idea for games is the ability to choose different classes to do different things in multiplayer mode
[QUOTE="lazyathew"]
I'd say the concept of Heavy Rain is the most creative thing I've seen this generation.
nottu
Second
It was done with Indigo Prophecy. Not to mention the plethora or interactive FMV movies in the 90's. I was just going to say Indigo Prophecy.. but some of these guys are too young. :Pit was great, but the gameplay setup was first utilized in Indigo Prophecy a few years ago on last gen consoles, same developer thoughI'd say the concept of Heavy Rain is the most creative thing I've seen this generation.
lazyathew
Portal
Limbo
Stacking
Thief Series- what started the stealth genre...and still is at the top...
Deadly Premonition - for its astonishing story
Elder Scrolls games ( i consider them to be the ones that started open world, exploration-type RPGs, amazing games from Bethesda)
Quake 2 and Counter Strike (for their role in online multiplayer FPS games)
Being able to create your own levels in Lode Runner, spent hours just creating my own levels. Its map editor is far outshined by the likes in Little Big Planet and especially Starcraft 2, but the map editor will always have a place in my heart.
ACB multiplayer. Definitely something unique
francisoc
Assassin's Creed Brotherhood's multiplayer was neither unique or new, it was a dumbed down copy of The Ship's multiplayer.
Psychonauts with the milkman level being the jewel in the crown.
The shark gun from Armed and Dangerous. Play it and you'll see why.
Planescape: Torment - mainly for not having the usual save the world story.
Playing three characters in Dreamfall and controlling two of the characters during a conversation between them.
Guild Wars - for breaking the MMO mold and doing it well.
Thief for perfecting stealth gameplay.
Deus Ex for weaving elements from several genres and doing an excellent job.
Indiana Jones and the Fate of Atlantis for having three fully formed paths through the game that were nothing alike.
My favorite recent creative ideas in games have been:
--The universe in the Mass Effect series. Complex and sprawling with themes of politics, religion and faith, ethics, diplomacy, genocide, and war.
--Light-based fighting in Alan Wake. To kill enemies, you have to use light before you shoot them.
--Strategic dismemberment in Dead Space. It trains you off of "aim for the head."
Strategic dismemberment in Dead Space. It trains you off of "aim for the head."MathMattS
Both of these :DWrite anything, solve everything.
turtlethetaffer
Yeah, I've never heard of Indigo Prophecy, but I'm looking into it. It doesn't seem to have branching paths like Heavy Rain from what I've gathered. But it seems to be similer style. But the branching paths is a pretty major part of Heavy Rain's design.
The game does look interesting though...
It DOES have branching paths. Decisions with consequences...multiple endings. And it's not like Indigo Prophecy was the first non linear adventure game.Yeah, I've never heard of Indigo Prophecy, but I'm looking into it. It doesn't seem to have branching paths like Heavy Rain from what I've gathered. But it seems to be similer style. But the branching paths is a pretty major part of Heavy Rain's design.
The game does look interesting though...
lazyathew
There were non-linear adventure titles in the 1990's .
It DOES have branching paths. Decisions with consequences...multiple endings. And it's not like Indigo Prophecy was the first non linear adventure game.[QUOTE="lazyathew"]
Yeah, I've never heard of Indigo Prophecy, but I'm looking into it. It doesn't seem to have branching paths like Heavy Rain from what I've gathered. But it seems to be similer style. But the branching paths is a pretty major part of Heavy Rain's design.
The game does look interesting though...
GeneralShowzer
There were non-linear adventure titles in the 1990's .
Yeah, I read the description on the X-Box online store and read about branching paths actualy. Game seems quite interesting, sinceI really liked heavy rain.Please Log In to post.
Log in to comment