Goose Se7en

Banned
Oct 25, 2017
1,002
Back on topic, I've always wondered why more games haven't implemented some form of Active Reload like Gears of War. Back in 2006 I thought that every shooter from then on would have copied it; it's fun little risk reward minigame within the game.

Darn it you beat me to it. Soon as I saw the thread title Active Reloads in the Gears series came to mind immediately.
 
Oct 27, 2017
6,411
Games are copying Valkyrie Profile's combat system, like Indivisible and Exist Archive.

Exist Archive is made by the same people that made VP, so I don't really like the idea of saying they "copied it." I mean, it's their battle system, hahaha.

But a ton of games copied VP combat. Mostly low budget JRPGs made by shit developers like Idea Factory and the like.
 

Deleted member 7051

User requested account closure
Banned
Oct 25, 2017
14,254
I am quite a fan of the encounter rate manipulation in Bravely Default. If you were super close to death and had no healing items left or if you were backtracking or even just trying to beat a puzzle, being able to shut off encounters was amazing.

That should really be a jrpg staple at this point.
 

Jessie

Member
Oct 27, 2017
9,921
Radiant Historia's time travel system was fantastic. It's cool how you can play multiple timelines at once, and they interact with each other as you change history.
 
Oct 27, 2017
6,411
I am quite a fan of the encounter rate manipulation in Bravely Default. If you were super close to death and had no healing items left or if you were backtracking or even just trying to beat a puzzle, being able to shut off encounters was amazing.

That should really be a jrpg staple at this point.

I think what was best was turning encounter rate to max, speeding up the combat by a billion and turning on auto battle. It made grinding so good.
 
Oct 29, 2017
3,610
I am fairly certain Remember Me has the dodge during a combo mechanic.

If I had to bet I would say most every mechanic mentioned so far has appeared in multiple other games.
 

Popcicle

Unbroken Studios
Verified
Oct 26, 2017
95
My favorite one is The World Ends With You's encounter system where you could chain multiple battles together into an endurance test to get EXP bonuses and better item drop rates.
Totally agree with this and all the Earthbound related ones.

I've been on an FFVI kick this week, there are so many cool things that game did I rarely if never see:
- Splitting parties and jumping between them in storylines
- Splitting parties for multiple path battles and coordinated dungeon play
- Sabin's button press combo for special moves
- Combo spells that give crazy results (even if its a bug)
- "Meanwhile" style fights that take place during a major cinematic (yet interactive) event ::coughmaria::opera::coughdraco::
- Gau's Veldt and its growth through encounter system
- transforming castles...

MAN!
 

DarkFlame92

Member
Nov 10, 2017
5,775
Majoras Mask groundhog day mechanic,I dont remember it getting repeated in any other game,at least the ones I have played
 

Novel Mike

Member
Oct 25, 2017
2,608
Phantasy Star IV's Macro system. You had up to 5 playable characters at a time so going into and giving direct commands for each one was a pain so the Macro system helped with that. Outside of battle you can setup up to 15 different macros choosing what each character does and the order they attack. This enables you to get through many battles extremely quickly making combat much less of a chore then pretty much every other JRPG out there. On top of that it felt somewhat like additional customization, you'd always have an 'everyone attacks' macro by default but you could make macros for healing, buffing, every members best attack, specific skills to trigger a combination attack, ect.

It's such a great system and unless I'm mistaken no one else has ever tried even doing something like that, certainly not any games I've played.
 

Deleted member 11413

User requested account closure
Banned
Oct 27, 2017
22,961
Exist Archive is made by the same people that made VP, so I don't really like the idea of saying they "copied it." I mean, it's their battle system, hahaha.

But a ton of games copied VP combat. Mostly low budget JRPGs made by shit developers like Idea Factory and the like.
Yeah I know Tri-Ace made both but it's still another game using that combat style.

What are these other games you mention?
 

Skux

Member
Oct 26, 2017
2,942
Killzone 2 - Multiple game modes rotating live on a single map. One minute it's TDM, the next it's CTF.
 
OP
OP
Clay

Clay

Member
Oct 29, 2017
8,797
Kid Icarus: Uprising and Smash 4's difficulty slider should be more common

Yeah, those are really great.

IIRC The World Ends With You has a similar system where you can increase the difficulty of random encounters and they harder you up the difficulty the more likely you are to receive rare drops.
 
Oct 27, 2017
204
Merging with the walls in A Link Between Worlds. Odyssey kinda does this, but the implementation was different.

In ALBW you're constantly looking at the landscape in a strategic way. Can I use that wall to get past that gap? To hide from enemies? Find a collectible? Usually the background is merely a layer for aesthetic purposes.
 
Dec 30, 2017
251
Shadow of Memories - arguably the best solo concept ever made:
- open spatial world mechanics
- open time world mechanics (free time travel)
- Shenmue-like
- anxious race against his own death by unknown treats.

Never been imitated, never been matched.
 
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Sensei

Avenger
Oct 25, 2017
7,322
Why do giant enemies still have such shallow interaction after Shadow of the Colossus? I feel like we should be further ahead on this. I know Dragon's Dogma is kinda sorta similar but the monsters aren't nearly as big in that game.
 

Randy Solo

Member
Oct 27, 2017
54
Z-targetting in first person shooters. Nothing else feels like the metroid prime games. I love how they play.
 

Eros

Member
Oct 27, 2017
10,050
Like some have said, Grandia's entire battle system.

Level 5 or somebody needs to copy the whole shit. Do it.
 

Renmyra

Banned
Oct 27, 2017
681
Earthbound's auto-win battles when you're overleveled.

It still baffles me how JRPGs never copied this after all these years.
I don't know how it works in Earthbound, but Berseria basically has this.
My favorite one is The World Ends With You's encounter system where you could chain multiple battles together into an endurance test to get EXP bonuses and better item drop rates.
Berseria had this one too.
Totally agree with this and all the Earthbound related ones.

I've been on an FFVI kick this week, there are so many cool things that game did I rarely if never see:
- Splitting parties and jumping between them in storylines
- Splitting parties for multiple path battles and coordinated dungeon play
- Sabin's button press combo for special moves
- Combo spells that give crazy results (even if its a bug)
- "Meanwhile" style fights that take place during a major cinematic (yet interactive) event ::coughmaria::opera::coughdraco::
- Gau's Veldt and its growth through encounter system
- transforming castles...

MAN!
I'm fairly sure all of these are in at least one of the following FFs.
 
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Lork

Member
Oct 25, 2017
845
After playing Dark Souls I don't ever want to see a system where stun or status effect are governed by random chance in a new game ever again. There's no excuse for leaving these things up to a die roll now that it's been proven that they can be done in a robust and intuitive way without one.
 

Lime

Banned for use of an alt account
Banned
Oct 25, 2017
1,266
Games are copying Valkyrie Profile's combat system, like Indivisible and Exist Archive.

One hasn't come out yet and the other was by the same studio. And this is in the course of the last 20 years, so not exactly a very wide use of such game mechanics.
 

RalchAC

Member
Oct 27, 2017
825
Earthbound's auto-win battles when you're overleveled.

It still baffles me how JRPGs never copied this after all these years.

As other poster pointed out, Persona 5 does this, it's a perk that affects Mementos. On top of that, I remember Tales of Berseria having a similar mechanic as long as you used the Hoverboard, and some Atelier games having it too.
 

Syril

Member
Oct 26, 2017
5,895
After playing Dark Souls I don't ever want to see a system where stun or status effect are governed by random chance in a new game ever again. There's no excuse for leaving these things up to a die roll now that it's been proven that they can be done in a robust and intuitive way without one.
Monster Hunter had that system for a while beforehand, and Cosmic Star Heroine uses it too, though those use it more for inflicting them on enemies.
 

Ryuhza

Avenger
Oct 25, 2017
11,739
San Diego County
Max Payne 3's gunplay.

Shooting from every position.

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Using the weight of your own body to knock over enemies.

Kr80vM.gif


Diving to prone and sliding down slopes.
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Plus all the ways you can stagger enemies, use the environment, mix-and-match weapons... various games have attempted some of these elements before and after Max Payne 3, but none have accomplished it so smoothly and seamlessly.

I swear, if RDR2 plays like GTAV, I'm gonna blow a gasket.
 

SirNinja

One Winged Slayer
Member
Earthbound's auto-win battles when you're overleveled.

It still baffles me how JRPGs never copied this after all these years.
Final Fantasy XIII-2 had something like that. There was a skill you could unlock where you could instakill weak enemies that appeared in the field rather than fighting them in a battle. Unfortunately you needed to get a bunch of difficult Fragments (including the one for finishing the entire bestiary...ugh) to obtain it, and I don't think it awarded any EXP/CP either.

I think Blue Dragon had something like this as well, though it's been ages since I played through it.