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Bits In Games That Are Always AWESOME!


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When you land a Sniper Rifle headshot, and the head explodes like a ripe watermelon. So much more fun than simple ragdolls!

Also any game where you follow the bullet to it's target, e.g the sniper rifle in both Max Payne games, the seeker rifle in Singularity :)

Anything that involves a judicial use of fire effects, eg napalm strikes are always epic. BOOOOOOOOOOMMMM!!!

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Also any game where you follow the bullet to it's target, e.g the sniper rifle in both Max Payne games, the seeker rifle in Singularity :)

The Redeemer nuke launcher in Unreal Tournament was especially nice in this regard as you could guide it to the target. :D

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Sudden changes of scale to match the story are always impressive. The Hyrule Field moment is one, and the GTA games do it beautifully. Shadow of the Colossus stays pretty large-scale all the way through, and makes it work.

Most Studio Ghibli films totally nail that feeling. Oh for a Laputa or Nausicaa game.

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The bit where you get to kill the last boss/difficult boss with your most awesome of moves, either having the choice hinted at you through design or bluntly forced upon you yet you love it! Omnislash...

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The 'wayfinding' button (as seen in games such as Dead Space). I appreciate that some people hate this and think it makes games too easy. But I like it, not because it shows you where to go, but because of the paths it doesn't highlight. Too many games hide goodies down a path, but if choose the main one first it advances the story and locks you out of going back. With this mechanic at least every junction doesn't feel like a multiple choice quiz.

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Knife kills in BFBC2. Ridiculously satisfying to pull off.

Formulating a plan in a turn-based strategy game and it coming off perfectly.

Shmups where you hoover up coins/powerups that are close to your ship/man.

Driving through a pretty open world with the radio on.

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Well-selected licensed/classical music that kicks in during a significant section to great effect. Think the first level of Hitman: Blood Money (where your target plays the cello), the Brayko fight from Alpha Protocol ("Turn up... the radiooo!"), or almost any section you could mention from Brutal Legend.

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The bit where you don't actually have to do anything. These days I enjoy playing games where I'm not actually required to do anything. The best examples I can give of this is going on a train ride in either GTAIV or Red Dead Redemption. Or just taking a long drive in TDU2.

No missions, no challenge, no chance of failure. No game over, no backtracking and no restarts. If the game allows me to progress in some manner while technically not progressing, e.g. earning money while free roaming in TDU2, then all the better.

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The calm after the storm. That bit of quiet after a massive battle with plenty of enemies where you survey the aftermath. Especially if you can point to an area of destruction and be able to say to yourself "that was where I pulled of that awesome move, and there's the proof".

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The bit where you don't actually have to do anything. These days I enjoy playing games where I'm not actually required to do anything. The best examples I can give of this is going on a train ride in either GTAIV or Red Dead Redemption. Or just taking a long drive in TDU2.

No missions, no challenge, no chance of failure. No game over, no backtracking and no restarts. If the game allows me to progress in some manner while technically not progressing, e.g. earning money while free roaming in TDU2, then all the better.

Arguably, most games these days are just a funfair ride that do everything in their power to usher you over the finish line. That's probably why you get so many people whining about timed sections or other difficult bits that you (shock horror!) might fail and fave to repeat, at most, several times.

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