History Main / NoticeThis

6th Apr '17 11:05:07 AM JohnnyHuang
Is there an issue? Send a Message

Added DiffLines:

* Objects in most of the ''FatalFrame'' series appear as shimmering dots of light that must be picked up, in order to learn what they are. Averted in the fifth game, where healing items are shown in their actual form.
18th Mar '17 8:30:45 AM Morgenthaler
Is there an issue? Send a Message


* Sparkles in ''GliderPRO'', though sometimes just for show, often indicated an otherwise invisible bonus, switch or transport.

to:

* Sparkles in ''GliderPRO'', ''VideoGame/GliderPRO'', though sometimes just for show, often indicated an otherwise invisible bonus, switch or transport.



* In the Wii ''ABoyAndHisBlob,'' any pathway covered in fireflies (Or their Bloblonian equivalent, fluttery rainbow... [[BuffySpeak thingamabobs]]) is very, very likely to have a treasure chest at the end.

to:

* In the Wii ''ABoyAndHisBlob,'' ''VideoGame/ABoyAndHisBlob,'' any pathway covered in fireflies (Or their Bloblonian equivalent, fluttery rainbow... [[BuffySpeak thingamabobs]]) is very, very likely to have a treasure chest at the end.
21st Feb '17 5:55:27 PM nombretomado
Is there an issue? Send a Message


* CrisisCore uses either a dialogue window or a small glow for objects you need to collect on some side missions.

to:

* CrisisCore ''VideoGame/CrisisCore'' uses either a dialogue window or a small glow for objects you need to collect on some side missions.
3rd Feb '17 10:34:20 PM Stealth
Is there an issue? Send a Message

Added DiffLines:

** Fallen weapons of the same class as yours now have a yellow outline when you hover your cursor over them. This indicates that you can swap your current weapon with the one on the ground, which can sometimes provide a tactical advantage...or just net you a pretty-looking gun for one life.
** Teammates now have outlines for the first few seconds after you respawn. This lets you see where they are in order to move towards the action. Incidentally, this also applies to spies disguised as teammates--this lets you see if you're at risk of getting spawn camped and take the appropriate steps to avoid it.
14th Jan '17 1:31:31 AM __Vano
Is there an issue? Send a Message


* In the DS remake of ''VideoGame/FinalFantasyIV,'' Augments appear as golden sparklies on the ground.

to:

* 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
Is there an issue? Send a Message


*** 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.

to:

*** 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
Is there an issue? Send a Message


* 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.

to:

* 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
Is there an issue? Send a Message

Added DiffLines:

* ''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
Is there an issue? Send a Message


** 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.

to:

** 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
Is there an issue? Send a Message


* ''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.

to:

* ''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.
This list shows the last 10 events of 219. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.NoticeThis