I liked how in the Silent Hill games (2 and 3 anyway) you could choose the difficulty of the fighting and the puzzles independent of each other. Other games may have that too but nothing I've played.Yeah, this is a good, and important distinction.
The nemesis system in the Shadow of Mordor games. Idk if anyone else has done it since then
The unique mechanic from the Effect and Cause level in Titanfall 2
a device which instantly transports you between two versions of the same level - a destroyed present, and the past when the base was operational.
the campaign is great the whole way through, but even if it wasnt, its worth playing just to see the level of game design mastery on display for that level
WB has that system copyrighted so no one else can.how is that system even copyrighted?
In Metal Arms: Glitch In the System, it was possible to literally shoot a robot's arm off its socket, but in a such way that the arm remained connected to the robot by its wires. That meant that when the robot fired its weapon, its shots would go flying in whatever direction the loosely hanging arm would be pointed at that given moment.Loved this as well. I like the idea of the Nemesis system too. Probably about to play that game for the first time
A robot's arm flailing in every direction by the gun's recoil and the robots movements meant that none of the shots would ever land on you; however, since one arm held a gun and the other was reserved for lobbing grenades, a precise shot to that arm would guarantee hilarious but very beneficial friendly fire incidents!