Views : 833,283
Genre: Gaming
Date of upload: Feb 26, 2021 ^^
Rating : 4.965 (381/42,743 LTDR)
RYD date created : 2022-04-09T19:58:07.82404Z
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Top Comments of this video!! :3
I love how some games implement movement differently, though that is exactly why mainline Sonic games have been struggling so much as Sega needs to find that balance between having the player feel like they're running at super fast speeds, but not like the game is completely holding their hand or that the level is constantly interrupts their sense of movement via the stage or the enemies.
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Surprised not to see Journey mentioned here. That game was basically Joy of Motion: The Game. I love the way freedom of movement and increasing mastery of the game's controls, which you express with increasingly speedy and graceful traversal of the environment, is tied to the storyline. The midgame point underground, which has you sneaking around and deprived of your movement abilities due the scarf being torn, feels gut-wrenching and terrifying as you know you can't fly away from danger. An absolute masterpiece of game design.
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I love the movement systems in TF2. They're all different for each class, some have more focus on movement, like the scout, soldier and demo while others have less e.g. heavy and sniper. They merge the weapons into the movement perfectly which is the thing i love, you can put countless of hours into mastering them and still have stuff to learn
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07:49 Jooooo that's me in a GMT video. Wtf hahahaha. I made it mom. P.S: If you are into Momentum and Indie Games. Try out The King's Bird
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For me, "Katana Zero" has an absolutely thrilling movement system. It isn't big and explosive like some of the games mentioned in the video, but it defined the gameplay for me. Being able to precisely control when to roll, jump, or swing the sword became tools in increasingly elaborate puzzles as the game progressed, and I feel that these tools are what kept me engaged and consequently made me love the game.
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Favorite movement system is still Spiderman 2 for the PS2. That was such a good game. The web-slinging incorporated two mechanics that when used together made you move fast and felt complex to execute (though thinking about it it's just the timing of 3-4 button presses): 1) a speed swing to make you go faster that acted just like how a person swings on a real swingset (but you couldn't stop at just that or you'd stall out between swings) and 2) the fact that you could charge up your jump while swinging and release right at the end for a big boost. You would chain speed swings into jump boosts and zoom around New York City like a crazy person, and then on top of that when you were going fast your wall crawl became a momentum-based wall run so you could improvise your routes by running up, down, and along buildings in addition to your swings. It was great
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There is also another way of "turning movement into a game mechanic": instead of making it fluid and fast, make it slow and limiting, for example in Elite: Dangerous. Combat, especially in larger ships, is not a frantic reaction showdown, but a slow and deliberate dance, trying to get your ship out of your enemies' crosshairs and them into yours, with any tricks possible. It is also very free, with full three-axis rotation and thrusters (if you have a HOTAS to control them all). And if that's too easy, then you can turn off flight assist, which removes the normal alignment help and even makes it a challenge to not move, but makes for a nice trick up your sleeve in combat.
Overall, with few control inputs, but many interactions between them, it's fun to even just fly around in an asteroid belt, throwing the momentum of your ship around and seeing how narrowly you can avoid the rocks (similar to JC3's wingsuiting... maybe this is another point: giving opportunities for showing off movement mastery). And nothing beats blowing up a Federal Corvette in my Anaconda without even getting hit, by dodging all its PA rounds :)
(A similar, though afaik much less deep movement would be the tanks in War Thunder)
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I think there’s one thing you didn’t touch about movement in games. And its that movement not only for moving from point A to B. but also for combat and battle mechanics. I love Gravity Rush 2’s movement. it doesnt have much of what you’ve listed, but the game uses its movement for battle. theres a particular boss fight that forces you to fight an enemy with similar ability as you in the air. you really need to master your movement if you’re to beat the boss. GR2’s movement mechanics is fairly simple on its own, but it throws you boss fights, numerous enemy ads while flying through the air. And I think thats awesome. oh and on top of that there’s gyroscope controls. not a lot of games utilise it much.
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@danielrhouck
3 years ago
11:02 For the inverse coyote time thing, one mechanic I like is that you don't land on the ledge, but you grab onto it with your hands and pull yourself up if you get close. That way you're still rewarded for actually making the landing, but you are only slightly punished for failing and you can tell it was close because you have a couple second animation instead of just sticking the landing.
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