History Main / NoticeThis

9th Apr '18 8:33:01 PM nombretomado
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* ''[[RedFaction Red Faction: Guerrilla]]'' highlights scrap with a prominent shine that moves in a synchronised wave from left to right. The effect can be jarring: target arrows look like HUD symbols, but this is "in-world". Fallen guns are also highlighted this way.

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* ''[[RedFaction Red Faction: Guerrilla]]'' ''VideoGame/RedFactionGuerrilla'' highlights scrap with a prominent shine that moves in a synchronised wave from left to right. The effect can be jarring: target arrows look like HUD symbols, but this is "in-world". Fallen guns are also highlighted this way.
31st Mar '18 12:52:28 PM nombretomado
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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.

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* Objects in most of the ''FatalFrame'' ''VideoGame/FatalFrame'' series appear as shimmering dots of light that must be picked up, in order to learn what they are. Averted in the [[VideoGame/FatalFrameVMaidenOfBlackWater fifth game, game]], where healing items are shown in their actual form.
5th Jan '18 2:01:08 AM Cryoclaste
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** The Infinity Engine D&D games (''IcewindDale 2'', ''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.

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** The Infinity Engine D&D games (''IcewindDale (''VideoGame/IcewindDale 2'', ''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.
16th Nov '17 8:11:45 AM ShinyManaphy
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** Using Joker's Third Eye ability will cause important things around him to start glowing. Gold indicates treasure, while blue indicates something that he can use to progress. In the real world, available Confidants will have huge glowing blue cards above their heads, and yen signs will appear at any shops. [[spoiler:This becomes extremely useful in the sixth Palace, because the party find themselves in a pitch-black labyrinth they must escape in order to progress. By using Third Eye, Joker can easily navigate the labyrinth, surprising the hell out of the Shadows guarding it since it isn't meant to be possible to beat.]]
1st Nov '17 8:15:10 AM case
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* In ''VideoGame/SuperMarioOdyssey'', rays of light shine gold on areas hiding coins, and in a rainbow of colors on areas hiding power moons.
16th Oct '17 6:13:28 AM Ulrik54
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* ''VideoGame/{{Riven}}'' uses Moiety daggers to get the players attention, particularly in two scenarios.
** The first one has you arrive at a wooden door sealed with a padlock. There are no keys to be picked up in the game. However, a dagger is visible on the ground. You click it, and- [[spoiler: surprise! You could just crawl under the door!]]
** The second one has a gigantic dagger engrained in a rock in the jungle. This, combined with the fact that your view is centered towards it instead of 90 degrees off the path, [[spoiler: leads you to discover a path towards it that nets you another animal eyeball.]]
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.
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