this post was submitted on 15 Oct 2024
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Gaming

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[–] [email protected] 0 points 2 days ago (1 children)

Earliest game I can think of would be Super Metroid, with it's X-Ray Scanner, which is an upgrade you get partway through the game. It's not 100% necessary, but some of the game's secrets are designed with it in mind.

The Metroid Prime games implemented an FPS version of this pretty well. Really contributed to the atmosphere in some places. Also, while the visors let you see otherwise invisible things, they also made other things harder to see (or, in the case of the scanning visor, you couldn't shoot while it was on.)

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[–] [email protected] 0 points 2 days ago

I’m replaying Baldurs Gate for the first time in, what, 20 yrs? EE. As old and basic as the game is, I can either tap the tab key once to flash a silent light up of everything lootable in the room and leave it at that. Or. There’s a button to click on the side bar that just leaves it on all the time.

This is the way. I don’t want to go all Witcher or do that god awful Dragon Age 3 search with that pulse noise. No annoyance. No sprained pinky. Just one click and done.

[–] [email protected] 0 points 2 days ago

Assassin's Creed? I mean, it wasn't the button but it did have the "vision".

[–] [email protected] 0 points 2 days ago

subnautica does this and it's awesome

[–] [email protected] 0 points 2 days ago (1 children)

Does holding Alt in Baldur's Gate 3 fall under this? It doesn't have any kind of visual effect, but I do often find myself needing to use it to see what can be picked up or interacted with in the area.

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[–] [email protected] 0 points 2 days ago

Peter tingle.

[–] [email protected] 0 points 2 days ago

Counterpoint:

P I N G

[–] [email protected] 0 points 2 days ago (5 children)

I actually love this in videogames. It's a really cool way to interact with the environment and literally see the world through a different lense with a level of control that no other medium of storytelling can achieve.

Maybe this dude should go watch a movie if he doesn't want to interact with things.

[–] [email protected] 0 points 2 days ago* (last edited 2 days ago) (1 children)

Like most things, there are good and bad implementations and seeing it too frequently can make it become annoying. I love it for things like Alien/Predator style games that are using something from the movies, or maybe a Batman game if used in moderation.

It does get to be tedious when you can only interact with certain objects by using it first and that kind of game play can be annoying. No, I can't think of an example off the top of my head but I'm certain I've run into that kind of thing before.

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[–] [email protected] 0 points 2 days ago

I hate picking up items. Oh I always stacked the pull in ability in kingdom hearts.

[–] [email protected] 0 points 2 days ago (4 children)

If you don't like it, don't press that button

As I'm getting older, I'm definitely starting to appreciate that I just can't see shit. If the game's going for an ultra-realistic environment, then there's just so much more visual clutter that I need help picking things out.

In my opinion, it's just an accessibility feature. Those are always nicer to have than to not. But if you're a purist, or you don't have any problem finding things, then I'd also hope you'd be able to disable it.

[–] [email protected] 0 points 2 days ago (2 children)

You actively choose not to use it but if you didn't know about such a mechanic, sometimes you might end up like this.

[–] [email protected] 0 points 2 days ago

Recently started a replay of the PS5 BioShock collection (1&2). In 1 the items shimmer to let you know they're there to interact with, in 2 that setting is off/disabled by default and you don't realize it until you go digging through the settings after wondering where all the stuff is/went because you sit 15ft/3m from your TV. Utterly frustrating dev choice on normal mode play defaults.

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[–] [email protected] 0 points 2 days ago (1 children)

The problem is that games are designed for it to be used. I hated using Witcher senses in Dying Light 2, but good look finding lootables without it. It’s a cop out solution.

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[–] [email protected] 0 points 2 days ago (1 children)

Like in Hogwarts Legacy? Or your Witcher senses in TW3? Oddly I've only noticed it really with AAA games

[–] [email protected] 0 points 2 days ago

That's because it's the easy way out for those studios. Can't design the macguffins so they're interesting to find no sir. They've got to be well hidden, but that makes it too difficult for the player and we can't have that! Better implement the Macguffin Highlighter Pulse™ to lead them right to it!

[–] [email protected] 0 points 2 days ago

I think No Man's Sky was my first brush with it. In that game the feature is entirely necessary, especially when starting out on survival, but that was ground zero for me.

[–] [email protected] 0 points 2 days ago

Looking at you Horizon ZD/FW.

[–] [email protected] 0 points 2 days ago (1 children)

Idk halo odst did this and I thought it was pretty cool. Assassin's creed also did it pretty well (I've only played 1, 2, brotherhood, and 3)

It's cool if it's done right imo

[–] [email protected] 0 points 2 days ago* (last edited 2 days ago) (3 children)

The only game where I ever found this to be cool, is the one where you literally do that to see because you're playing as something that has no eyes and has to use echolocation.

[–] [email protected] 0 points 2 days ago (2 children)

That actually sounds pretty interesting. Do you remember the name of it?

[–] [email protected] 0 points 2 days ago

I believe one of the Arkham games had a sonar mapping feature that did something like that.

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