Game "gimmicks" - Fez, Braid, Max Payne even. - by SubJeff
Malf on 1/8/2013 at 11:52
Just Cause 2's zipline, which while to a certain degree owes a lot to Bionic Commando's bionic arm, is different and flexible enough to have its own identity. And when combined with the game's OTHER gimmick, the parachute, it makes for your primary means of transportation.
And of course, I mention it up there, but the arm from Bionic Commando (all of its variations).
The game gets a lot of hate, but I especially loved the arm in the full 3D one. People rag on the story or the lack of an open world without realising there's a brilliant game underlying it that's all about the arm.
Edit: Perhaps the word we're looking for instead of "gimmick" should be "conceit"?
svs on 1/8/2013 at 12:00
Quote Posted by Kuuso
Severance: Blade of Darkness - limbs and violence (waaaaay before Dead Space :p), I would like to place it's lightning here as well, but I think that is just fucking great work instead of a gimmick.
Now THAT was a great game! I remember one of the local gaming magazines praising the "realistically" spreading pools of blood. :D EDIT Although, Die by the Sword had limbs way before Blade of Darkness. It also had one of the most infuriating combat systems, which happened to be its "gimmick" as well /EDIT
Prince of Persia - Sands of Time. Obviously, the reversal of time. Also, the fluid movement and navigation.
EDIT2
Just recalled another gimmick from Blade of Darkness, which was more subtle: the game would remark on your usage of save games. If you saved sparingly, it would note something like "Awesome" or "Heroic" beside the savegame's description slowly starting to belittle the player if one saved too much.
Shadowcat on 1/8/2013 at 12:14
There have been several games with some kind of 'character transfer' mechanic, which is often neat. Sometimes it's absolutely central to the gameplay (e.g. Messiah), other times it's mostly an optional choice (e.g. Omikron), but it can be good fun. I suppose it's similar to the appeal of replaying a game with a significantly different character than before, but without the replaying the game bit.
How about Trespasser's highly-influential method of interacting with the world? :)
Rainbow Six's tactical planning phase?
Elite's 3D graphics, enormous procedurally generated universe, and just leaving you to do whatever the hell you felt like? (the game broke so much ground, I think just about everything it did qualifies :)
Volitions Advocate on 1/8/2013 at 12:40
Painkiller - Stake launcher.
enter copycats. (FEAR, I'm lookin' at you)
faetal on 1/8/2013 at 12:48
Pacman - the ghosts fear you when you take the pills.
Malf on 1/8/2013 at 14:17
Quote Posted by Shadowcat
How about Trespasser's highly-influential method of interacting with the world? :)
...or the health monitor.
Al_B on 1/8/2013 at 15:24
I enjoyed (
http://www.seewithperspective.com/) Perspective's gimmick - switching between controlling a character stuck in a 2D plane and changing your viewpoint to alter the available level geometry.
(
http://www.antichamber-game.com/) Antichamber is another recent example that has lots of examples of twisting normal expectations although it also contains quite a few "normal" puzzles as well.
Renault on 1/8/2013 at 15:35
(
http://www.andyetitmoves.net/) And Yet It Moves is another game that has a sort of gimmicky perspective change.
As long as we're talking about gimmicks, you can also include hardware like the Wii and Oculus Rift.
june gloom on 1/8/2013 at 20:01
Quote Posted by Volitions Advocate
Painkiller - Stake launcher.
enter copycats. (FEAR, I'm lookin' at you)
To be fair, Half-Life 2's rebar crossbow did it first.
Briareos H on 1/8/2013 at 20:22
You mean the Half-Life 2 that came out 7 whole months after Painkiller?