History OlderThanTheyThink / VideoGames

12th Dec '17 9:12:19 AM LucasRCD
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** Many fans think that "MEGALOVANIA," the music that plays during [[spoiler:the battle with Sans at the end of the Genocide route]], was composed for the game. It was actually first made by Toby Fox in the ''VideoGame/{{EarthBound}} [[VideoGame/TheHalloweenHack Halloween Hack]]'', then used in ''Webcomic/{{Homestuck}}'' before finally being used in ''VideoGame/{{Undertale}}''. Plus, it was heavily based on "Megalomania," the FinalBoss theme from ''VideoGame/LiveALive''. However, the version used in ''Undertale'' is an arranged version; wildly different from ''[=EarthBound=] Halloween Hack'' and ''Homestuck'''s repective versions.

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** Many fans think that "MEGALOVANIA," the music that plays during [[spoiler:the battle with Sans at the end of the Genocide route]], was composed for the game. It was actually first made by Toby Fox in the ''VideoGame/{{EarthBound}} [[VideoGame/TheHalloweenHack Halloween Hack]]'', then used in ''Webcomic/{{Homestuck}}'' before finally being used in ''VideoGame/{{Undertale}}''. Plus, it was heavily based on "Megalomania," the FinalBoss theme [[BattleThemeMusic boss theme]] from ''VideoGame/LiveALive''. However, the version used in ''Undertale'' is an arranged version; wildly different from ''[=EarthBound=] Halloween Hack'' and ''Homestuck'''s repective versions.
7th Dec '17 3:51:22 PM Kadorhal
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* The developers of ''VideoGame/TheForceUnleashed'' spent a lot of time in pre-release interviews for the first game talking about how they'd incorporated a materials-system into their engine like it had never been done before and would revolutionize how objects in the environment react to physical force; ''VideoGame/HalfLife2'' did it four years earlier and to a much greater extent. Although, the material system used in ''The Force Unleashed'' was a refinement of existing material systems - when materials broke apart, they were [[ProceduralGeneration procedurally generated]] and more or less realistically broke, whereas in ''Half-Life 2'', wooden boards would always break into two nearly-symmetrical halves no matter where on the board you hit it.
** In a meta example, ''VideoGame/JurassicParkTrespasser'' featured [[WreakingHavok realistic environment physics]] ''six years'' before ''Half-Life 2''. That said, ''Trespasser'''s physics engine was explicitly an inspiration for the one used in ''Half-Life 2''.

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* The developers of ''VideoGame/TheForceUnleashed'' spent a lot of time in pre-release interviews for the first game talking about how they'd incorporated a materials-system into their engine like it had never been done before and would revolutionize how objects in the environment react to physical force; ''VideoGame/HalfLife2'' did it four years earlier and to a much greater extent. Although, the The material system used in ''The Force Unleashed'' was Unleashed was'' a refinement of existing material systems systems, though - when materials broke apart, break apart in that game, they were are [[ProceduralGeneration procedurally generated]] and more or less realistically broke, break, whereas in games like ''Half-Life 2'', wooden boards would boards, no matter where or with what you hit it, they always break into two nearly-symmetrical halves no matter where on in the board you hit it.
center.
** In a meta example, ''VideoGame/JurassicParkTrespasser'' featured [[WreakingHavok realistic environment physics]] ''six years'' before ''Half-Life 2''. That said, ''Trespasser'''s physics engine was explicitly an inspiration for the one used in ''Half-Life 2''.2'', and like the above ''Half-Life 2''[='=]s was much more refined than its existing inspiration, primarily with the inclusion of friction allowing for items to stack properly (whereas ''Trespasser'' had to resort to freezing physics objects in place on loading the level to keep them from sliding off of each other - several puzzles and even one full level had to be scrapped because of it).



*** Predating any of these "Modern Warfare" themed shooters were [=NovaLogic's=] ''Delta Force'' and Red Storm's ''VideoGame/RainbowSix'', both released in late 1998.

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*** Predating any of these "Modern Warfare" themed shooters were [=NovaLogic's=] ''Delta Force'' ''VideoGame/DeltaForce'' and Red Storm's ''VideoGame/RainbowSix'', both released in late 1998.



* Speaking of ''VideoGame/{{Tekken}}'', while Eddy Gordo was a revolutionary character and is definitely the most popular example of a UsefulNotes/{{capoeira}} fighter in video games, he wasn't the first. Elena from ''VideoGame/StreetFighterIII'' beat him to the punch by a few months, while Richard Meyer and Bob Wilson from ''VideoGame/FatalFury'' predate them both by several years. And if we're talking more general {{Dance Battler}}s, you also had characters like [[VideoGame/FatalFury Duck King]] and [[VideoGame/StreetFighterII Dee Jay]].

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* Speaking of ''VideoGame/{{Tekken}}'', while Eddy Gordo was a revolutionary character and is definitely the most popular example of a UsefulNotes/{{capoeira}} fighter in video games, he wasn't the first. Elena from ''VideoGame/StreetFighterIII'' beat him to the punch by a few months, while Richard Meyer and Bob Wilson from ''VideoGame/FatalFury'' predate them both by several years. And if we're talking more general {{Dance Battler}}s, you also had characters like [[VideoGame/FatalFury Duck King]] King, also from ''Fatal Fury'', and [[VideoGame/StreetFighterII Dee Jay]].Jay from ''VideoGame/StreetFighterII''.



* When ''VideoGame/{{Crysis}}'' came out in 2007, the game was touted on being innovative because you could modify your weapons in real-time. ''VideoGame/GunmanChronicles'', a game using the original ''VideoGame/HalfLife1'' engine back in 2000, allowed you to modify the pistol from single shot, three-round burst, to a sniper rifle; the Rocket launcher could also be modify payload, detonation style, and launch method (rocket, guided missile, or grenade) in real time.
* ''VideoGame/DragonQuest'' was up to ''[[VideoGame/DragonQuestIII III]]'' by the time ''VideoGame/{{Final Fantasy|I}}'' was first released. Due to poor planning, it took ''Dragon Quest'' years longer to make it overseas, thereby cementing ''Franchise/FinalFantasy'' as the beginning of the JRPG to almost everybody outside of Japan. ''Dragon Quest'' often doesn't even get a cursory glance despite codifying and/or making basically every single JRPG trope. [[PunctuatedForEmphasis Every. Single. One.]]

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* When ''VideoGame/{{Crysis}}'' came out in 2007, the game was touted on being innovative because you could modify your weapons in real-time. ''VideoGame/GunmanChronicles'', a game using the original ''VideoGame/HalfLife1'' engine back in 2000, allowed you to modify the pistol from single shot, three-round burst, to a sniper rifle; the Rocket launcher could also be modify payload, detonation style, and launch method (rocket, guided missile, or grenade) in real time.
* ''VideoGame/DragonQuest'' was up to ''[[VideoGame/DragonQuestIII III]]'' by the time ''VideoGame/{{Final Fantasy|I}}'' was first released. Due to poor planning, it took ''Dragon Quest'' years longer to make it overseas, thereby cementing ''Franchise/FinalFantasy'' as the beginning of the JRPG to almost everybody outside of Japan. ''Dragon Quest'' often doesn't even get a cursory glance despite codifying and/or making basically every single ''every single'' JRPG trope. [[PunctuatedForEmphasis Every. Single. One.]]trope.



* Party games, as in collections of multiplayer mini-games. The genre did not start with ''VideoGame/MarioParty'' as some may thing, but Starpath's 1983 ''Party Mix'' for the Supercharger (an obscure Atari 2600 add-on).

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* Party games, as in collections of multiplayer mini-games. The genre did not start with ''VideoGame/MarioParty'' as some may thing, think, but Starpath's 1983 ''Party Mix'' for the Supercharger (an obscure Atari 2600 add-on).
6th Dec '17 10:36:14 PM Steven
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** Around the late 2000s to early 2010s, insurance agency Progressive featured a FakeCrossover with Sonic showing him zipping around the aisles looking for great savings on insurance. As he runs around, the invincibility theme is heard, followed by the 1-UP jingle. Many Sonic fans thought the two themes were made for the commercial, but it was actually lifted from ''VideoGame/SonicTheHedgehog3'' standalone version instead of the locked on ''Sonic & Knuckles'' version, which used different themes for the invincibility and 1-UP tunes.
6th Dec '17 7:19:16 PM Kadorhal
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* The developers of ''VideoGame/TheForceUnleashed'' spent a lot of time in pre-release interviews for the first game talking about how they'd incorporated a materials-system into their engine like it had never been done before and would revolutionize how objects in the environment react to physical force; ''VideoGame/HalfLife2'' did it four years earlier and to a much greater extent.

to:

* The developers of ''VideoGame/TheForceUnleashed'' spent a lot of time in pre-release interviews for the first game talking about how they'd incorporated a materials-system into their engine like it had never been done before and would revolutionize how objects in the environment react to physical force; ''VideoGame/HalfLife2'' did it four years earlier and to a much greater extent. Although, the material system used in ''The Force Unleashed'' was a refinement of existing material systems - when materials broke apart, they were [[ProceduralGeneration procedurally generated]] and more or less realistically broke, whereas in ''Half-Life 2'', wooden boards would always break into two nearly-symmetrical halves no matter where on the board you hit it.



** Although the material system used in ''The Force Unleashed'' was a refinement of existing material systems in that when materials broke apart, they were [[ProceduralGeneration procedurally generated]] and more or less realistically broke. Whereas in ''Half-Life 2'', breaking a wooden board anywhere for example, would result in the same fracture. Like whacking the ends somehow breaks it the middle.
6th Dec '17 11:53:00 AM Pichu-kun
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* Some people feel that ''VideoGame/SimCity'' is a more boring clone of ''VideoGame/TheSims''. Funny thing is, ''VideoGame/SimCity'' is over 20 years old now, and [[SeinfeldIsUnfunny invented the sandbox-simulation genre]].

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* Some people feel that ''VideoGame/SimCity'' is a more boring clone or spinoff of ''VideoGame/TheSims''. Funny thing is, ''VideoGame/SimCity'' is over 20 years old now, and [[SeinfeldIsUnfunny invented the sandbox-simulation genre]].



* ''VideoGame/TheSims1'' is not the first life sim game. It's not anywhere near it. ''Little Computer People'' was released in 1984 and games like ''VideoGame/AlterEgo'' also existed in the 80s.

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* ''VideoGame/TheSims1'' is not the first life sim game. It's not anywhere near it. ''Little Computer People'' ''VideoGame/LittleComputerPeople'' was released in 1984 and games like ''VideoGame/AlterEgo'' also existed in the 80s.
29th Nov '17 4:46:49 PM Malady
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* ''JakeHunterDetectiveStory'' was criticized for being a cheap cash-in on Capcom's ''Franchise/AceAttorney'' series by many professional critics, even though it's actually a localization of the latest installment of an older detective game series known as ''Detective Saburo Jinguji'', which began on the Famicom Disk System all the way back in 1987. Part of the blame can be placed on Aksys themselves for cutting half of the game's content and their arguably unnecessary decision to Americanize the game's storyline (whereas ''Ace Attorney'' is filled with numerous [[PunnyName pun-based names]] that wouldn't had translated well if they were kept in Japanese, the ''Jinguji'' series on the other hand has a decidedly more serious tone, as well as settings that are obviously based on real Japanese locations such as Shinjuku). They later re-released the game with a newer (but still Americanized) translation and all of the missing content restored, but the damage has already been done.

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* ''JakeHunterDetectiveStory'' ''VisualNovel/JakeHunterDetectiveStory'' was criticized for being a cheap cash-in on Capcom's ''Franchise/AceAttorney'' series by many professional critics, even though it's actually a localization of the latest installment of an older detective game series known as ''Detective Saburo Jinguji'', which began on the Famicom Disk System all the way back in 1987. Part of the blame can be placed on Aksys themselves for cutting half of the game's content and their arguably unnecessary decision to Americanize the game's storyline (whereas ''Ace Attorney'' is filled with numerous [[PunnyName pun-based names]] that wouldn't had translated well if they were kept in Japanese, the ''Jinguji'' series on the other hand has a decidedly more serious tone, as well as settings that are obviously based on real Japanese locations such as Shinjuku). They later re-released the game with a newer (but still Americanized) translation and all of the missing content restored, but the damage has already been done.
23rd Nov '17 2:52:19 PM Steven
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Added DiffLines:

* ''VideoGame/FinalFantasyXII'' introduced the Gambit system that allows the player to program a series of "if X, then Y" commands to their party so that battles were more streamlined for repetitive tasks or specific strategies. In other words, the AI would take control of the party. Many people thought it was the first game in the series that had such a feature, but ''VideoGame/FinalFantasyTactics'' did it first with a similar feature where players can have their party either attack aggressively, cover someone, heal others, or running away.
21st Nov '17 11:09:13 AM Steven
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** ''VideoGame/ResidentEvil5'' introduces Uroboros, a parasite that infects the host. If the host's DNA is compatiable with the parasite, the victim gains superhuman strength and speed. If the host's DNA isn't a good match, Uroboros mutates from within and [[ChestBurster bursts out of the victim as a writhing mass of tentacles. While many think the concept was a first for the series, ''VideoGame/ResidentEvil2'' did it first with the G-Virus, albeit in a slightly different way.

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** ''VideoGame/ResidentEvil5'' introduces Uroboros, a parasite that infects the host. If the host's DNA is compatiable with the parasite, the victim gains superhuman strength and speed. If the host's DNA isn't a good match, Uroboros mutates from within and [[ChestBurster bursts out of the victim as a writhing mass of tentacles.tentacles]]. While many think the concept was a first for the series, ''VideoGame/ResidentEvil2'' did it first with the G-Virus, albeit in a slightly different way.
21st Nov '17 11:07:50 AM Steven
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Added DiffLines:

** ''VideoGame/ResidentEvil5'' introduces Uroboros, a parasite that infects the host. If the host's DNA is compatiable with the parasite, the victim gains superhuman strength and speed. If the host's DNA isn't a good match, Uroboros mutates from within and [[ChestBurster bursts out of the victim as a writhing mass of tentacles. While many think the concept was a first for the series, ''VideoGame/ResidentEvil2'' did it first with the G-Virus, albeit in a slightly different way.
2nd Nov '17 6:49:11 PM RacattackForce
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* It has become a trend for people to give Nintendo consoles credit for innovating and coming up with new ideas when in reality, most of those "innovations" and technologies had already been used before by other game systems:

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* It has become a trend for people to give Nintendo consoles credit for innovating and coming up with new ideas when in ideas. In reality, most of those "innovations" and technologies had already been done or used before by other game systems:



** The UsefulNotes/WiiU's controller with the built-in screen and it's ability to play the console's games isn't exactly new. The Sega Nomad could play Sega Genesis/Mega Drive games ''and'' output to a TV at the same time. The UsefulNotes/SegaDreamcast also had a Visual Memory Unit (VMU) which functioned as a second screen and could also act as a handheld game system with additional software.

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** The UsefulNotes/WiiU's controller with the built-in screen and it's ability to play the console's games isn't without a television wasn't exactly new. The Sega Nomad could play Sega Genesis/Mega Drive games ''and'' output to a TV at the same time. The UsefulNotes/SegaDreamcast also had a Visual Memory Unit (VMU) which functioned as a second screen and could also act as a handheld game system with additional software.



** UsefulNotes/NintendoSwitch:
*** Basically a handheld system that can be plugged to a TV and used like a home console. It also supports multiplayer using a single system and screen even on the go, with each player using a separate controller. The Sega Nomad offered all of that over two decades earlier.
*** The basic design of a tablet with detachable controllers on the sides was also done first by the [[https://www.youtube.com/watch?v=Y845oUAxrPY Aikun Morphus X300]].

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** UsefulNotes/NintendoSwitch:
*** Basically
The UsefulNotes/NintendoSwitch is the same case as the Wii U, but even moreso: a handheld system that can be plugged to a TV and used like a home console. It console, while also supports supporting multiplayer using a single system and screen even on the go, with each player using a separate controller. controller? The Sega Nomad offered all of that over two decades earlier.
did it.
*** The basic design of a tablet with detachable controllers on the sides was also done first beat to market by the [[https://www.youtube.com/watch?v=Y845oUAxrPY Aikun Morphus X300]].X300]] about a year prior.



* Wiki/{{Wikipedia}} [[https://en.wikipedia.org/wiki/Quick_time_event proves]] that the [[PressXToNotDie Quick Time Event]] didn't originate with ''VideoGame/{{Shenmue}}'' like many gamers think -- its director merely coined that term for it.

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* Wiki/{{Wikipedia}} [[https://en.wikipedia.org/wiki/Quick_time_event proves]] that the [[PressXToNotDie Quick Time Event]] didn't originate with ''VideoGame/{{Shenmue}}'' like many gamers think -- its director merely coined that term for it. The first game to do it was actually make use of it was ''VideoGame/DragonsLair''.
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