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* In the point-and-click adaptation of ''Literature/TheDeathGateCycle'' (simply called ''VideoGame/DeathGate''), spells consist of individual runes. Normally, you just select the right spell from a menu, but you can also assemble runes manually one-by-one. This may seem like a potential way to stumble into new spells, but a linear point-and-click adventure is not exactly the right kind of genre for such shenanigans, so this never actually happens. This ability to assemble rules manually is used ''once'' in the entire game, in an admittedly beautiful one-off puzzle. [[spoiler: While mirroring a spell does not create any new spell, it WILL cause your magical double to mirror your rune motions, therefore casting the spell. This allows you to defeat your double by tricking him into casting Self-Immolation.]]
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* [[UsefulNotes/GraphicsAPI DirectX]] has had a lot of different components added and deprecated through the years, with some getting more mileage than others:

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* [[UsefulNotes/GraphicsAPI [[MediaNotes/GraphicsAPI DirectX]] has had a lot of different components added and deprecated through the years, with some getting more mileage than others:



** The HDD itself was largely not used to its full potential on the original Xbox. Most games used it to store only paltry amounts of save data, or to cache data on in order to speed up load times. Only a handful of games supported meaningful downloadable content, and the console didn't have a UsefulNotes/DigitalDistribution service, both of which would be come more prominent during the following console generation.

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** The HDD itself was largely not used to its full potential on the original Xbox. Most games used it to store only paltry amounts of save data, or to cache data on in order to speed up load times. Only a handful of games supported meaningful downloadable content, and the console didn't have a UsefulNotes/DigitalDistribution MediaNotes/DigitalDistribution service, both of which would be come more prominent during the following console generation.



*** Custom Moves are alternate moves that you can give your character in place of their standard specials. For a majority of characters, these are unlocked at random through normal gameplay. Only the UsefulNotes/{{Mii}} Fighters and [[VideoGame/KidIcarus Palutena]] have all of them available at the start, with all the specials they have being radically different. The nature of custom moves and Mii Fighters meant that they weren't allowed in online play unless with friends, and the competitive scene completely rejected them. The [[DownloadableContent DLC]] characters didn't have Custom Moves, and come ''Ultimate'', custom movesets for any character outside the Miis were completely abandoned, with Miis also now being allowed for online play in any mode.

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*** Custom Moves are alternate moves that you can give your character in place of their standard specials. For a majority of characters, these are unlocked at random through normal gameplay. Only the UsefulNotes/{{Mii}} MediaNotes/{{Mii}} Fighters and [[VideoGame/KidIcarus Palutena]] have all of them available at the start, with all the specials they have being radically different. The nature of custom moves and Mii Fighters meant that they weren't allowed in online play unless with friends, and the competitive scene completely rejected them. The [[DownloadableContent DLC]] characters didn't have Custom Moves, and come ''Ultimate'', custom movesets for any character outside the Miis were completely abandoned, with Miis also now being allowed for online play in any mode.
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* ''VideoGame/{{XenoGears}}'': If not preserved correctly, main party Gears will run out of fuel, which almost every action consumes some of. Using the "Charge" command can help regain it, but it'll only restore 30 fuel out of literally thousands of the original amount.

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* ''VideoGame/{{XenoGears}}'': If not preserved correctly, main party Gears will run out of fuel, which almost every action consumes some of. Using the "Charge" command can help regain it, but it'll only restore 30 fuel out of literally thousands of the original amount.amount by default: using it during [[SuperMode Hyper Mode]] multiplies the amount of fuel gained by 10, but doing so wastes a turn of Hyper Mode on a non-offensive action, which only lasts for 3 turns by default and is hard to trigger outside of special ways to trigger it on command.
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* The Platform/GameBoyPlayer is a peripheral for the Gamecube that can Play any games from the Game Boy family. One feature it has however is some GBA games have rumble support if played on the Game Boy Player. Only Seven games ever used this feature.

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* The Platform/GameBoyPlayer is a peripheral for the Gamecube [=GameCube=] that can Play play any games from the Game Boy family. One feature it has however is some GBA games have rumble support if played on the Game Boy Player. Only Seven games ever used this feature.



** One very Rare feature the DS could do was closing the console and opening it back up to solve certain puzzles. Very few games (such as VideoGame/TheLegendOfZeldaPhantomHourglass, VideoGame/AnotherCode and VisualNovel/HotelDuskRoom215) utilized this.

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** One very Rare rare feature the DS could do was closing the console and opening it back up to solve certain puzzles. Very few games (such as VideoGame/TheLegendOfZeldaPhantomHourglass, VideoGame/AnotherCode ''VideoGame/TheLegendOfZeldaPhantomHourglass'', ''VideoGame/AnotherCode'' and VisualNovel/HotelDuskRoom215) ''VisualNovel/HotelDuskRoom215'') utilized this.
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* The reputation in ''VideoGame/ShatteredUnion'' changes too little over the course of the campaign to have much impact. Reputation can only change by 5 points per mission, while moving to a new tier requires ''130'' (that's at least 26 missions to move one tier). A side effect was that firebombing an entire city had the same effect as torching a few fields. One [[LetsPlay Let's Player]] upped it to 50 per mission in the game files to have at least some impact, and still had to cause some indiscriminate destruction just to get the numbers up.
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* ''VideoGame/DeadAheadZombieWarfare'': Among 100+ missions in the game, negative weather effects are used in less than 10 missions total, and almost all of those take place during the first half of the game.

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