Fun Stuff > CLIKC
Lesser known games you like
bryanthelion:
Psychonauts, Space Channel 5, Shin Megami Tensei games, Disgaea, Oddworld, Bust A Groove
wraithzero:
Since someone mentioned Psygnosis, I'm going to throw G-Police out there.
I loved a lot about that game, especially the style and the fact that it had changing objectives to deal with (not especially common on the PS1).
I never completed it through, due to the fact I could never survive one level where it was impossible to dodge a ton of incoming fire, and the horrible draw distance stemming from trying to make the console do too much.
If they'd just lasted a little longer, a G-Police game for the PS2 would have been awesome.
MusicScribbles:
Well, first off, I haven't played Rez, but it looks amazing, and I want to play it badly.
What about Tales of Phantasia for the SNES? I loved the combat system in that game. It seemed to me to be one of the first games to ever do none turn based combat in RPG's right, if the first at all.
Another is Eternal Darkness: Sanity's Requiem. Has anyone heard of this? It is heavily inspired by Lovecraft's Cthulhu mythos, and it came out for the Gamecube. I loved the game's story-telling, how there were so many ways to change the game completely, and how the insanity system worked. I loved how it made it look like the tv was malfunctioning, with the volume turning up and such.
Also, a game that's a bit more recent in the same vein, but not as great, while still fun, is Call Of Cthulhu: Dark Corner Of The Earth. That also had an insanity system, since it's based off the table-top roleplaying game.
MusicScribbles:
The game was still fun, but have you played Eternal Darkness? It had a fun sanity system that worked.
--- Quote from: Wikipedia ---The game's standout concept, patented by Nintendo (US patent 6,935,954 [1]), is the "sanity meter", a green bar on screen which is depleted under various conditions, generally when the character is seen by an enemy. It can be restored under various conditions, such as performing a "finishing move" on an enemy. As the bar becomes low, various effects occur, reflecting the character's slackening grip on reality. If the bar remains empty, further damage to sanity decreases the player character's health.
One effect which is consistently used is a skewed camera angle accompanied by whispers, cries, and other noises. The lower the sanity meter, the more skewed the camera angle and the louder the sound effects. Fourth-wall breaking effects include simulated displays with messages apparently produced by the TV or the GameCube; this does not affect gameplay unless the player misconstrues them as actual technical malfunctions and turns off or resets his or her system, thereby losing all progress since his or her last save. Though some of these affect the character as hallucinations or muscle control issues, and others break the fourth wall, being aimed at the player directly, all are temporary.
--- End quote ---
Roblucci:
Personally I thought that Ultimate Spiderman for the PS2 was a great game. It had a good combat system, nice chase scenes, and a well thought out story.
It never was honestly a bestseller though.
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