History Main / NoticeThis

17th Jun '17 8:48:23 PM WarriorsGate
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** The game subtly uses red lighting to draw the player's attention towards cracks in walls the player is supposed to hang from and shimmy across.
29th May '17 8:49:42 PM nombretomado
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* Every {{Sierra}} adventure game ever. The most memorable example being: at the beginning of ''VideoGame/KingsQuestVIHeirTodayGoneTomorrow,'' you can see Alexander's tiny signet ring in the sand only because it's '''really''' sparkly and animated.

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* Every {{Sierra}} {{Creator/Sierra}} adventure game ever. The most memorable example being: at the beginning of ''VideoGame/KingsQuestVIHeirTodayGoneTomorrow,'' you can see Alexander's tiny signet ring in the sand only because it's '''really''' sparkly and animated.
14th May '17 5:01:11 PM nombretomado
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* ''[[{{Traveller}} MegaTraveller]] 2: Quest for the Ancients''. When you entered an area, the NPC characters worth interacting with were colored differently from the filler characters.

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* ''[[{{Traveller}} ''[[TabletopGame/{{Traveller}} MegaTraveller]] 2: Quest for the Ancients''. When you entered an area, the NPC characters worth interacting with were colored differently from the filler characters.



* ''VampireTheMasqueradeBloodlines'' offers a gameplay implementation of how observant a character is, often highlighting an intractable object (with poly-chromatic floating particles) only if the relevant stats are high enough. In addition, the Auspex power makes the character more observant for a spell.

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* ''VampireTheMasqueradeBloodlines'' ''VideoGame/VampireTheMasqueradeBloodlines'' offers a gameplay implementation of how observant a character is, often highlighting an intractable object (with poly-chromatic floating particles) only if the relevant stats are high enough. In addition, the Auspex power makes the character more observant for a spell.
7th May '17 1:43:35 PM Jake18
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* In ''VideoGame/GrandTheftAuto'', weapons glow and float in the air, and collectibles glow as well.

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* In ''VideoGame/GrandTheftAuto'', weapons glow and float in the air, and collectibles glow as well. ''VideoGame/GrandTheftAutoIV'' does away with the floating in favor of a red glow.
5th May '17 5:12:04 AM Cryoclaste
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* ''{{Pokemon}}'' both subverts and plays this trope straight. Items found on the ground use a Poké Ball sprite (usually called an item ball), but quite a few items aren't represented at all, or are found in scenery. Some of the latter cases are easy to spot (such as being located under a rock in a cave or within a patch of tall grass on a square without tall grass in outdoor areas), while the rest rely on an item specifically for finding them, called the Itemfinder [[DubNameChange in the first three generations' English translations]] and the Dowsing Machine in the Japanese versions and the English translations of Generation IV and on.

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* ''{{Pokemon}}'' ''Franchise/{{Pokemon}}'' both subverts and plays this trope straight. Items found on the ground use a Poké Ball sprite (usually called an item ball), but quite a few items aren't represented at all, or are found in scenery. Some of the latter cases are easy to spot (such as being located under a rock in a cave or within a patch of tall grass on a square without tall grass in outdoor areas), while the rest rely on an item specifically for finding them, called the Itemfinder [[DubNameChange in the first three generations' English translations]] and the Dowsing Machine in the Japanese versions and the English translations of Generation IV and on.
6th Apr '17 11:05:07 AM JohnnyHuang
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* 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
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* Sparkles in ''GliderPRO'', though sometimes just for show, often indicated an otherwise invisible bonus, switch or transport.

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* 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.

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

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* 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
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** 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
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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.
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