History Main / NoticeThis

14th Jan '17 1:31:31 AM __Vano
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* In the DS remake of ''VideoGame/FinalFantasyIV,'' Augments appear as golden sparklies on the ground.

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* In ''VideoGame/MightAndMagic VII'', when a character with a high enough Perception skill is selected, parts of the scenery containing secrets are highlighted in red. A more subtle clue in the series is "special" ornamental items (like torches in walls) having capitalized names (due to the sublety, this is often LostInTranslation).
* In the DS remake of ''VideoGame/FinalFantasyIV,'' Augments appear as golden sparklies sparkles on the ground.
2nd Jan '17 4:22:31 PM nombretomado
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*** The commentary also notes how, when playing the "falling rooms" (where you must use falling to get flung forward), most test players thought that going through a portal while falling would cause you to go back to normal speed. For this reason, they added in the advice that GLaDOS gives.

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*** The commentary also notes how, when playing the "falling rooms" (where you must use falling to get flung forward), most test players thought that going through a portal while falling would cause you to go back to normal speed. For this reason, they added in the advice that GLaDOS [=GLaDOS=] gives.
12th Dec '16 8:37:24 AM erforce
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* In the [=PS2=] games ''VideoGame/ClockTower 3'', ''VideoGame/HauntingGround'' and ''VideoGame/{{Kuon}}'', items appear as shining objects, much like the ''Resident Evil'' series. ''Kuon'' even throws in head-turning ala ''Franchise/SilentHill'', though this is often misleading as apparently doors qualify for head-turning as much as items do.
* In ''ObsCure'', items do nost stand out from regular pre-rendered graphics. Instead you rely on character Josh's special ability, which allows him to tell the player if there're any items left to pick up in the room you're currently in.

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* In the [=PS2=] games ''VideoGame/ClockTower 3'', ''VideoGame/ClockTower3'', ''VideoGame/HauntingGround'' and ''VideoGame/{{Kuon}}'', items appear as shining objects, much like the ''Resident Evil'' series. ''Kuon'' even throws in head-turning ala ''Franchise/SilentHill'', though this is often misleading as apparently doors qualify for head-turning as much as items do.
* In ''ObsCure'', ''VideoGame/ObsCure'', items do nost stand out from regular pre-rendered graphics. Instead you rely on character Josh's special ability, which allows him to tell the player if there're any items left to pick up in the room you're currently in.
14th Nov '16 12:22:35 PM ashlay
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* ''VideoGame/{{Persona 5}}'': {{Quest Giver}}s have a red speech bubble with an exclamation mark over their head. [=NPCs=] with general dialogue have a black speech bubble or 3 white sound lines popping out from around their heads.
25th Jun '16 10:01:17 PM nombretomado
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** The Infinity Engine D&D games (''IcewindDale 2'', ''BaldursGate'') did something very similar with the left alt key, highlight dropped loot, door and containers. A loading screen tip recommended keeping one's left pinky over the key while exploring and pressing it whenever nothing else was happening. There were also a handful of secret stashes that were flagged not to light up this way, the only clue to their existence being the mouse cursor changing to the 'loot' icon if you happened to cross the couple-pixel hotspot.

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** The Infinity Engine D&D games (''IcewindDale 2'', ''BaldursGate'') ''VideoGame/BaldursGate'') did something very similar with the left alt key, highlight dropped loot, door and containers. A loading screen tip recommended keeping one's left pinky over the key while exploring and pressing it whenever nothing else was happening. There were also a handful of secret stashes that were flagged not to light up this way, the only clue to their existence being the mouse cursor changing to the 'loot' icon if you happened to cross the couple-pixel hotspot.
25th Jun '16 10:00:39 PM nombretomado
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* ''BaldursGate II'' lights up all dropped items and lootable areas if you hold down the Tab key. The first game didn't have this at all, which meant lots of pixel-hunting, even for common stuff like looting the bodies after a random encounter.

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* ''BaldursGate II'' ''VideoGame/BaldursGateII'' lights up all dropped items and lootable areas if you hold down the Tab key. The first game didn't have this at all, which meant lots of pixel-hunting, even for common stuff like looting the bodies after a random encounter.
4th Jun '16 5:48:58 PM nombretomado
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* In PS2 games ''VideoGame/ClockTower 3'', ''VideoGame/HauntingGround'' and ''VideoGame/{{Kuon}}'', items appear as shining objects, much like the ''Resident Evil'' series. ''Kuon'' even throws in head-turning ala ''Franchise/SilentHill'', though this is often misleading as apparently doors qualify for head-turning as much as items do.

to:

* In PS2 the [=PS2=] games ''VideoGame/ClockTower 3'', ''VideoGame/HauntingGround'' and ''VideoGame/{{Kuon}}'', items appear as shining objects, much like the ''Resident Evil'' series. ''Kuon'' even throws in head-turning ala ''Franchise/SilentHill'', though this is often misleading as apparently doors qualify for head-turning as much as items do.
14th Jan '16 4:35:25 PM nombretomado
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** Also present in the DS titles of SquareEnix's other flagship series: ''VideoGame/DragonQuest''. Notable in that certain items hidden and marked in this way were originally marked on the NES or SNES by way of signs pointing to them or dogs guarding their spots; these original hints still remain in the DS versions.

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** Also present in the DS titles of SquareEnix's Creator/SquareEnix's other flagship series: ''VideoGame/DragonQuest''. Notable in that certain items hidden and marked in this way were originally marked on the NES or SNES by way of signs pointing to them or dogs guarding their spots; these original hints still remain in the DS versions.
8th Jan '16 2:24:35 PM Cifer
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* ''VideoGame/MadMax'' uses the colours yellow and (to a lesser degree) red. Climbable ladders are yellow, ledges you can balance on are marked with a yellow streak, doors that can be kicked open have a yellow frame and a small red spot in the center, doors that can be opened via an explosion have a larger red splash in the middle, exposed fuel tanks are always red and so on. In general, yellow means "Go there", while red is "destory this".
4th Jan '16 9:53:11 PM DragonQuestZ
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A SisterTrope to ModelingPoses (when one's stance is meant to make people notice a thing).
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http://tvtropes.org/pmwiki/article_history.php?article=Main.NoticeThis