Praise an obscure thing about a game you love.

Dont ask.me why but I f*cking love how the menus control in Final fantasy Tactics A2... I dont even know why but everything feels perfect when moving the cursor to the next menu item.

I also love the consistent ui of ffxiv.
Nah man I hear you, FFTA2's menu felt so snappy and responsive.
 
Tactics Ogre: LUCT's menu. It's just so aesthetically pleasing with the background texture, portraits, icons, typography and pixel perfect stuff where applicable.

NIRE2yO.png

That's a fine RPG UI right there. If Squeenix ever made a new FFTactics, they should definitely look back at LUCT as reference. Better yet, just give us a PC port of it!

Also been playing Shadow Complex and I love how when you get an item upgrade, it shows the capacity of your item being upgraded in real time with a nice pulsating sound.
 
The noise the Sōzu (think that's what it's called) makes in Ryo's garden in Shenmue. I found it very relaxing for some reason.
 
Mount & Blade - Chamber Blocking.
It is a bit hard to explain this with words. Each attack has two motions. From the neutral stance you bring your weapon above your head (1) and then chop downwards (2). Or you bring your weapon out to the right (1) and then swing it to the left in a slash (2). Guarding is usually based on direction of attack.
To chamber guard is to read the enemy's attack and use your own attack animation to guard against it by deflecting the blow as you raise your own weapon to attack to attack. In practice it means as you move into the swinging stage of your attack the enemy is recovering from having their attack blocked which leaves them open. This technique while very difficult to perform and time correctly can let slower weapons beat faster ones.

Tactics Ogre: LUCT's menu. It's just so aesthetically pleasing with the background texture, portraits, icons, typography and pixel perfect stuff where applicable.

NIRE2yO.png

I also want to point out that you can pretty much select any bit of information there and get a little tooltip though not always as useful as it could be it is still very nice. I don't know how many hours I played until I discovered this. I think you had to press Select or Start to bring out the cursor.
 
In Dragon's Dogma, I love that the player is able to grab object ledges if the angle is not too obtuse. It opens up exploration in a lot of ways most games miss for me, and I simply love being able to scale the environment with hands instead of just feet (jumping, etc.).

By extension, I really enjoy the way secret areas are hidden in the environment. Some are more obvious than others, but there's almost always more to find if you look for places to climb.

Dead Rising (at least 1 and 2) operates in a very similar manner, and I appreciate it there as well.
 
If you try to enter a wrong code twice in Conkers Bad Fur Day you get a unique line from the fire guy:

"didn't work the first time, not gonna work a second time, dipshit"

My friends and I still quote this lmao theres quite a few unique phrases he says depending on what you write.
 
It's old but I still freaking love the way zerglings die in the first starcraft. It is ever so satisfying, like popping bubblewrap.
 
In all Blizzard RTS games, unites give reactions when you issue commands to them. The obscure thing is that if you spam click them they will get increasingly annoyed and have voiced lines for it as well. To go one further, DotA 2 went bonkers with the concept and implemented unique lines for characters getting certain items and when they kill/were killed by other characters they had lore connections to. It's a subtle thing, but pretty entertaining.
 
Dont ask.me why but I f*cking love how the menus control in Final fantasy Tactics A2... I dont even know why but everything feels perfect when moving the cursor to the next menu item.

422750-final-fantasy-tactics-a2-grimoire-of-the-rift-nintendo-ds.png

I was actually thinking of posting this, believe it or not, except with more emphasis on the sounds. In A2, even little things like going up/down menu items, opening/closing windows, and selecting stuff...it all sounds so good. They picked some really great sound effects for the menus, which is good considering the game is like 150+ hours and a lot of it is spent selecting stuff.
 
Shin Megami Tensei: Nocturne takes place in a land of chaos known as the Vortex World, and so spirals are seen throughout such as in a painting in the hospital's lobby, the zen garden ripples over the desert sand, and as a structural element. It's a pretty neat visual motif.
 
Tactics Ogre: LUCT's menu. It's just so aesthetically pleasing with the background texture, portraits, icons, typography and pixel perfect stuff where applicable.
NIRE2yO.png

That's a fine RPG UI right there.
I also want to point out that you can pretty much select any bit of information there and get a little tooltip though not always as useful as it could be it is still very nice. I don't know how many hours I played until I discovered this. I think you had to press Select or Start to bring out the cursor.
That last point about the tooltip is actually a great one. Tactics Ogre on Vita has one of the best menus around, and it really does have a pretty good description for literally almost everything.

I like a lot of the obscure comments in the game. Apparently the character Rudum (from Deep Dungeon) has a death quote in Japanese that actually reveals that he's Albeleo (one of the bosses from the game, a doll master about halfway through). Just for some reason the English quote is different. But in general, in both TO and FFT, I always enjoyed the random comments. "Life is short...Bury! Steady Sword!."

One of the best two are... not really obscure in their reference, just obscure to maybe notice or find:
- In TO, one of the death quotes is: ""I blame myself... and God."
- In FF XII, in one scene where Ashe and Basch are discussing what they're fighting for, Vaan, Panelo, and Larsa are being used symbolic in the background having youthful banter to represent that which they're fighting for. If you listen, Panelo, referencing the Jobs quote from FFT, says "I got a good feeling."
 
In Street Fighter Alpha 2, I love the wide variety of "round won" icons that represent how you ended that round (by throw, chip, time over, etc). Even better are all the character-specific ones for custom combo finishes. It's a level of attention to the little things that is unusual for Capcom, & they've never done anything to this extent since AFAIK.

 
In Baldur's Gate Dark Alliance, there are enemy rats (big, slightly dangerous) and normal crittersized rats Who just scutter around. You can kill those guys buy walking over them, creating a satisfying munch and puddle of blood. Even though I seriously adore rats and would only hurt flies, It's just such a great Feature I always test out with animated useless critter. Barely ever Workshops.

Also i love all those bugs in Sonic 1 Master System. Couldn't live with out them.
 
Super metroid - all the crazy stuff speed boost and charge beam let you do. They really went all out with those things, and makes speed running so fun.
 
In Baldur's Gate Dark Alliance, there are enemy rats (big, slightly dangerous) and normal crittersized rats Who just scutter around. You can kill those guys buy walking over them, creating a satisfying munch and puddle of blood. Even though I seriously adore rats and would only hurt flies, It's just such a great Feature I always test out with animated useless critter.

Blizzard has had that in a few games since then. I know Diablo 3 has it and I think WoW has some critters that you can squish when you walk over them.
 
Some 15-20 years ago when games started to get large 3D levels, I really enjoyed stalking NPCs. Like playing the original Deus Ex and use the binoculars and watch some NPC on the other side of the level patrolling or whatever.

I thought this was very cool, the enemies doing their own thing regardless of what I was doing, and made the game feel more "alive" than before.

Instead of having a bunch of enemies spawned when you enter a room, cross an invisible line or whatever. There was no such thing here, the enemies were always there.
 
The scattered TV screens in Gravity Rush 2 show clips of the Battle Nurse movie you do the stunt work for during side quests. You barely look at them but they have some cool stuff going on.
 
In Dragon Quest 8 When youre walking on foot, you hear the sound of your horse and wagon instead of footsteps when in the overworld. Its crazy silly but I love it for some dumb reason.

In Persona 3 you can enter ~95% of the dorms even though they all look the same, there are no items to find, no objects to interact with and no reason to enter whatsoever.
with one exception!

I love it cause I love to explore.
 
In Final Fantasy X I loved that the game didn't wait til the character is back in line to do the next attack, making the battles go just a bit smoother.
 
This isn't true at all. Pretty sure there was even a large thread of all the small details in Zelda games
I played every Zelda game except BotW and i can say that so far OOT has the most little details and little secrets that you could easily miss.

It makes sense though knowing it was probably the one that had the longest development in the series.
 
In Uncharted 2, during a later section of the game, Nate and Flynn are forced to go ahead and open up the way to Lazarevic and co. Nate is stripped of all weapons in this part and if you try to punch Flynn he'll deflect your attacks. Do it enough times and you'll piss him off to the point where he just shoots you dead.
 
When you can see Samus' eyes reflected in her helmet in Metroid Prime.

gbKOEFP.gif


The cave floor texture in Skyrim. My favorite texture in all of gaming history.

 
Phantasy Star IV: The Dungeon music of this game includes "re-orchestrations" of tracks from the original. These tracks are used whenever you go places that are direct references to the earlier games.

https://www.youtube.com/watch?v=qBAdzxLvOmc

https://www.youtube.com/watch?v=HIx7Z-LMeV4

https://www.youtube.com/watch?v=ebmbdIGcWW8

https://www.youtube.com/watch?v=VlGHPDBba7A

Similarly, in Phantasy Star Online, the music in the VR Spaceship areas:

https://www.youtube.com/watch?v=6gXFCQjSB_U

https://www.youtube.com/watch?v=xMPGLKqfLRQ
 
In Fire Emblem: Path of Radiance, Ike has an exclusive dialogue with every single boss in the game. Most of them are worthy of reading (especially Bryce's).
 
In Rakuen there is a button dedicated to "talk to Mom". The dialogue often changes at different times and locations. She has some dad mom jokes that made me chuckle.

Similarly, perhaps my favorite thing about Earthbound is that you can get hit with a "Homesick" status effect that can only be cured by calling your mom.

I suspect that was the inspiration!
 
In Rakuen there is a button dedicated to "talk to Mom". The dialogue often changes at different times and locations. She has some dad mom jokes that made me chuckle.

Similarly, perhaps my favorite thing about Earthbound is that you can get hit with a "Homesick" status effect that can only be cured by calling your mom.
 
I really like how Yuzuriha walks towards the enemies and she has musical notes coming out of her like she is whistling or humming.
I also really hate her feet/shoes.

Found a gif that sort of shows it.
zdHoNmG.gif
 
I was actually thinking of posting this, believe it or not, except with more emphasis on the sounds. In A2, even little things like going up/down menu items, opening/closing windows, and selecting stuff...it all sounds so good. They picked some really great sound effects for the menus, which is good considering the game is like 150+ hours and a lot of it is spent selecting stuff.

I never thought that there are other people as crazy as me who can appreciate this :D

I never beat the game though but I remember loving the snappy UI.
 
The menus in Persona 5 are lovely and dripping with style. Hell, the transitions and loading screens are also awesome - it's why I don't mind waiting, even on my PS3 version.
 
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