History GrowingTheBeard / VideoGames

13th Nov '17 9:13:25 AM Isaac_Heller
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** ''VideoGame/PokemonRubyAndSapphire'' revamped the data structure of the Pokémon themselves so they can be more "diverse" for example, attributes like genders or shinies are now determined by a different value rather then be tied to stats directly. They also introduced natures and abilities, which increased the depth and strategy of battles.
** ''VideoGame/PokemonDiamondAndPearl'' introduced online functionality, which was a huge game changer that allowed people to trade and battle online.
12th Nov '17 9:29:51 PM babyhenchy1
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* ''VideoGame/{{Metroid}}'' and ''VideoGame/MetroidIIReturnOfSamus'' were good. ''VideoGame/SuperMetroid'' was '''[[EvenBetterSequel awesome]]'''. It created a massive, easy-to-get-lost-in, atmospheric world. The SequenceBreaking and SelfImposedChallenge potential are incredible, especially with stuff such as the [[GoodBadBugs mockball]] and WallJump. In addition, it built off of the environmental storytelling really established in ''Return'' and perfected with an extremely simple but masterful example of [[ShowDontTell visual storytelling]] that led to its famous climax, something that would be further utilized in the ''VideoGame/MetroidPrimeTrilogy'' to a lesser extent.

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* ''VideoGame/{{Metroid}}'' and ''VideoGame/MetroidIIReturnOfSamus'' were good. ''VideoGame/SuperMetroid'' was '''[[EvenBetterSequel awesome]]'''. It created a massive, easy-to-get-lost-in, atmospheric world. The SequenceBreaking and SelfImposedChallenge potential are incredible, especially with stuff such as the [[GoodBadBugs mockball]] and WallJump. In addition, it built off of the environmental storytelling really established in ''Return'' and perfected with an extremely simple but masterful example of [[ShowDontTell visual storytelling]] that led to its famous and beloved climax, something that would be further utilized in the ''VideoGame/MetroidPrimeTrilogy'' to a lesser extent.
12th Nov '17 7:08:58 PM babyhenchy1
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* ''VideoGame/{{Metroid}}'' and ''VideoGame/MetroidIIReturnOfSamus'' were good. ''VideoGame/SuperMetroid'' was '''[[EvenBetterSequel awesome]]'''. It created a massive, easy-to-get-lost-in, atmospheric world. The SequenceBreaking and SelfImposedChallenge potential are incredible, especially with stuff such as the [[GoodBadBugs mockball]] and WallJump. In addition, it built off of the environmental storytelling really established in ''Return'' and perfects with an extremely simple but masterfully executed example of [[ShowDontTell visual storytelling]], something that would be further utilized in the ''VideoGame/MetroidPrimeTrilogy'' to a lesser extent.

to:

* ''VideoGame/{{Metroid}}'' and ''VideoGame/MetroidIIReturnOfSamus'' were good. ''VideoGame/SuperMetroid'' was '''[[EvenBetterSequel awesome]]'''. It created a massive, easy-to-get-lost-in, atmospheric world. The SequenceBreaking and SelfImposedChallenge potential are incredible, especially with stuff such as the [[GoodBadBugs mockball]] and WallJump. In addition, it built off of the environmental storytelling really established in ''Return'' and perfects perfected with an extremely simple but masterfully executed masterful example of [[ShowDontTell visual storytelling]], storytelling]] that led to its famous climax, something that would be further utilized in the ''VideoGame/MetroidPrimeTrilogy'' to a lesser extent.
12th Nov '17 7:07:42 PM babyhenchy1
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* ''VideoGame/{{Metroid}}'' and ''VideoGame/MetroidIIReturnOfSamus'' were good. ''VideoGame/SuperMetroid'' was '''[[EvenBetterSequel awesome]]'''. It created a massive, easy-to-get-lost-in, atmospheric world. The SequenceBreaking and SelfImposedChallenge potential are incredible, especially with stuff such as the [[GoodBadBugs mockball]] and WallJump.

to:

* ''VideoGame/{{Metroid}}'' and ''VideoGame/MetroidIIReturnOfSamus'' were good. ''VideoGame/SuperMetroid'' was '''[[EvenBetterSequel awesome]]'''. It created a massive, easy-to-get-lost-in, atmospheric world. The SequenceBreaking and SelfImposedChallenge potential are incredible, especially with stuff such as the [[GoodBadBugs mockball]] and WallJump. In addition, it built off of the environmental storytelling really established in ''Return'' and perfects with an extremely simple but masterfully executed example of [[ShowDontTell visual storytelling]], something that would be further utilized in the ''VideoGame/MetroidPrimeTrilogy'' to a lesser extent.
1st Nov '17 7:58:07 PM DPsycho
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* In a hardware example, the UsefulNotes/PlayStation3 started out as a laughing stock with a ridiculous price point, very few quality exclusive titles for well over a year after launch, and a fair amount of meme-generating idiocy (RealTimeWeaponChange, GiantEnemyCrab and AttackItsWeakPoint) by Sony's PR department. It was also notoriously difficult to make games for, keeping away third-party support. Things began improving in 2008 with the release of ''VideoGame/MetalGearSolid4GunsOfThePatriots'', which demonstrated what the system was capable of. By holiday 2009, they had launch a new slimmer model, dropped the price in half, and started a new campaign of genuinely funny advertisements featuring Sony's fake Vice President of Whatever-The-Hell-He-Wants-To-Be-VP-Of Kevin Butler. The fact that the [=PS3=] had finally developed a very respectable game lineup didn't hurt either. By the end of the generation, Sony managed to close the gap with Microsoft's Xbox 360, each with around 80 million units sold.

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* In a hardware example, the UsefulNotes/PlayStation3 started out as a laughing stock with a ridiculous price point, very few quality exclusive titles for well over a year after launch, and a fair amount of meme-generating idiocy (RealTimeWeaponChange, GiantEnemyCrab and AttackItsWeakPoint) by Sony's PR department. It was also notoriously difficult to make games for, keeping away third-party support. Things began improving in 2008 with the release of ''VideoGame/MetalGearSolid4GunsOfThePatriots'', which demonstrated what the system was capable of. By holiday 2009, they had launch launched a new new, slimmer model, dropped the price in half, and started a new campaign of genuinely funny advertisements featuring Sony's fake Vice President of Whatever-The-Hell-He-Wants-To-Be-VP-Of Kevin Butler. The fact that the [=PS3=] had finally developed a very respectable game lineup didn't hurt either. By the end of the generation, Sony managed to close the gap with Microsoft's Xbox 360, each with around 80 million units sold.
1st Nov '17 7:25:04 AM DPsycho
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* The first ''VideoGame/GuildWars'' campaign, Prophecies, is generally considered to have long, monotonous levels compared to the other games. It also had very little max-level content and was almost completely [[SlidingScaleOfSillinessVersusSeriousness serious]], when reaching max level early on in the game and having a slightly dry sense of humor would later become part of the games signature style. Factions, the second, solidified many ideas that would be re-used in the next installments, including henchmen with distinct stories who talked to the player, a "starter island" that the character generally leaves around max level, and several pacing adjustments. It doesn't hurt that the Factions era is still widely regarded as the most balanced PvP environment in Guild Wars history.

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* The first ''VideoGame/GuildWars'' campaign, Prophecies, is generally considered to have long, monotonous levels compared to the other games. It also had very little max-level content and was almost completely [[SlidingScaleOfSillinessVersusSeriousness serious]], when reaching max level early on in the game and having a slightly dry sense of humor would later become part of the games game's signature style. Factions, the second, solidified many ideas that would be re-used in the next installments, including henchmen with distinct stories who talked to the player, a "starter island" that the character generally leaves around max level, and several pacing adjustments. It doesn't hurt that the Factions era is still widely regarded as the most balanced PvP environment in Guild Wars history.



* ''VideoGame/HitmanCodename47'', while praised for it's originality, is often criticized for being incredibly unforgiving, with missions that can take over 20 minutes to finish without any save points as well as Agent 47's small health bar which often meant you were dead the second you were detected. Then ''VideoGame/Hitman2SilentAssassin'' came out with the brilliant idea of giving the player a limited amount of saves they could use in each level wherever they want. This encouraged more experimentation since you knew if your plan didn't work out you could go back to a previous save which you placed just where you needed it, but also prevents save-scumming by giving you a finite amount of saves, helping the series find a more balanced difficulty level that still challenged it's player but was never quite as punishing. The game was significantly more well received than its predecessor.

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* ''VideoGame/HitmanCodename47'', while praised for it's its originality, is often criticized for being incredibly unforgiving, with missions that can take over 20 minutes to finish without any save points as well as Agent 47's small health bar which often meant you were dead the second you were detected. Then ''VideoGame/Hitman2SilentAssassin'' came out with the brilliant idea of giving the player a limited amount of saves they could use in each level wherever they want. This encouraged more experimentation since you knew if your plan didn't work out you could go back to a previous save which you placed just where you needed it, but also prevents save-scumming by giving you a finite amount of saves, helping the series find a more balanced difficulty level that still challenged it's its player but was never quite as punishing. The game was significantly more well received than its predecessor.
1st Nov '17 7:12:16 AM DPsycho
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* In 2008, Korean game developer Pentavision took their ''VideoGame/{{DJMAX}}'' series of {{Rhythm Game}}s to the arcade environment under the name ''DJMAX Technika''. Drastically different in gameplay from its predecessors, the game was already well received, although hints of FakeDifficulty, ObviousBeta and general needless complications were present. Come 2010, the sequel, ''DJMAX Technika 2'' improves on the previous game by being more streamlined in every way, adding new songs (half of which are revivals of classic songs in the franchise) and new modes such as the every popular Crew Race.

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* In 2008, Korean game developer Pentavision took their ''VideoGame/{{DJMAX}}'' series of {{Rhythm Game}}s to the arcade environment under the name ''DJMAX Technika''. Drastically different in gameplay from its predecessors, the game was already well received, although hints of FakeDifficulty, ObviousBeta and general needless complications were present. Come 2010, the sequel, ''DJMAX Technika 2'' improves on the previous game by being more streamlined in every way, adding new songs (half of which are revivals of classic songs in the franchise) and new modes such as the every ever popular Crew Race.
1st Nov '17 7:09:37 AM DPsycho
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* ''VideoGame/{{Destiny}}'' started as a fairly standard shooter MMO with some fairly interesting, if poorly explained, enemies.... then come The House of Wolves expansion where a Fallen with delusions of [[Main/AGodAmI Godhood]] who managed to be a recurring enemy. And then there's [[Main/HolyShitQuotient The Taken King]]. Not only did The Taken King add a massive new zone with an unsettling design, but it also added a new enemy faction that were challenging and memorable in spite of being palette swaps of pre-exsisting enemies, as well as new story content that put an emphasis on character dynamics between between members of your MissionControl.

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* ''VideoGame/{{Destiny}}'' started as a fairly standard shooter MMO with some fairly interesting, if poorly explained, enemies.... then come The House of Wolves expansion where a Fallen with delusions of [[Main/AGodAmI Godhood]] who managed to be a recurring enemy. And then there's [[Main/HolyShitQuotient The Taken King]]. Not only did The Taken King add a massive new zone with an unsettling design, but it also added a new enemy faction that were challenging and memorable in spite of being palette swaps of pre-exsisting enemies, as well as new story content that put an emphasis on character dynamics between between members of your MissionControl.
30th Oct '17 8:44:54 PM DPsycho
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* The ''VideoGame/{{Burnout}}'' series started out poor, with the initial game being not very well received. Its [[VideoGame/Burnout2PointOfImpact second installment]] was better, though it was really the [[VideoGame/Burnout3Takedown third title]] that could be considered the beard-growing moment, with the games addition of the Takedown maneuver.

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* The ''VideoGame/{{Burnout}}'' series started out poor, with the initial game being not very well received. Its [[VideoGame/Burnout2PointOfImpact second installment]] was better, though it was really the [[VideoGame/Burnout3Takedown third title]] that could be considered the beard-growing moment, with the games game's addition of the Takedown maneuver.
29th Oct '17 7:39:01 AM Jake
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* The ''VideoGame/DarkForcesSaga'' started off as a standard FPS clone of ''VideoGame/{{Doom}}'' with a ''Franchise/StarWars'' theme, but its sequel ''VideoGame/JediKnight'' introduced Force powers and lightsabers. It eclipsed its predecessor and set the flavor of the series from there, to the point that "Dark Forces" isn't even used in the title anymore (and creating one of best known cases of ColonCancer ever).

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* The ''VideoGame/DarkForcesSaga'' started off as was a standard FPS clone of well-received but fairly unremarkable ''VideoGame/{{Doom}}'' clone with a ''Franchise/StarWars'' theme, but its sequel ''VideoGame/JediKnight'' introduced Force powers and lightsabers. It eclipsed its predecessor and set the flavor of the series from there, to the point that "Dark Forces" isn't even used in the title anymore (and creating one of best known cases of ColonCancer ever).
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