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I was reading ye olde Forum Posts from Yore, and it had completely lapsed my mind that the Wolf Link Amiibo could summon a buddy/partner in Breath of the Wild.

I've never seen it come up in discussions, in time it completely lapsed from my mind. But for a while, Nintendo was pushing static figurines as a way to On Disc DLC, but worse.

They still sell them, but I can't recall the last time there was a big hoopla about them. Before that, it was the eReader, but that died so quickly that they didn't even get a chance to make a fad out of it.

I'm sure there's been technologies, "innovations", and "unique ideas" that were touted in this way in other games. I'd like to hear them.
Motion controls obviously. I mentioned Killzone somewhere on Discord and my friend said she remembers it when Sony was experimenting with motion controls (it did not go well). That instantly brought to mind the Killzone 3 box which included a fair bit of "WORKS WITH PS MOVE."

And you know, the Wii heavily leaned on the motion controls, and PlayStation controllers starting from the DualShock 3 introduced the SixAxis feature and even went as far as build a game exclusively around it before updating it to use regular analog sticks for most but not all movement (Lair) and straight up requiring it to progress through an otherwise fairly normal fare (PS3 Uncharted, The Last of Us's flashlight). Nowadays, not even Nintendo is proudly showing it off, whose strategy has been to sell its consoles through unique features.
I wouldn't know - I forgot about it! xP

Jokes aside, the ones I can remember that started to be a success on arcades back then was the guns with lasers.
Correct me if Im wrong, but it seems there are no more games being developed for current gen with "buy this joystick shaped as a gun and shoot your screen pixels!".
This is probably a sub category of motion controls that @Pooka talked about, but motion controls are pretty much still being used a lot on Nintendo Switch and VR, or would it not be categorized as the same thing?

I remember there was one specific kind of arcade machine that had a big screen and two beefy heavy joystick-guns normally collored in blue and red, obviously for two players, and games like House of the Dead, that Resident Evil people forgot about too, then later Dino Crisis 4 (the rail shooter one which I can't recall the name).

The first game with joystick guns I remember playing was a SNES game (?) where you had to shoot on ducks flying.
A big dog would 'talk' to you on the screen, make a countdown or something like it and then bark or jump at the ducks for you to shoot when they fly. So much time though, I can't remember the details.

[Images randomly selected from search engine.]

Edit:

A bit of research and found the term for this technology, huh!
"Light Gun Shooter", had no idea about this.
The game where you shoot ducks was called... "Duck Hunt", for the NES.

Wikipedia has a whole page dedicated to this:

https://en.wikipedia.org/wiki/Light-gun_shooter

Really interesting stuff.

[After edit: The game I most have memories playing was called Time Crisis I, II, III, IV on arcades. It was quite fun. :)]
Here's a description on Time Crisis:

Time Crisis is a light gun shooter arcade game released by Namco in December 1995. It was later ported for the PlayStation in 1997, bundled with the Guncon light gun controller. Time Crisis is a three-dimensional first person rail shooter similar to Virtua Cop and The House of the Dead installments, in which the player holds a light gun and goes through the motions of firing at on-screen enemies. Time Crisis is best known for its cover system, in which players can duck behind cover to avoid enemy fire and reload his weapon.

There are three stages, each consisting of three areas and a boss battle. Unique features are described here in: A foot pedal which performs multiple functions: when the pedal is released, the player takes cover to conserve hit points while reloading the gun. While the pedal is released, the player cannot attack. In console conversions, a button command replicates the foot pedal's functions. The player loses a life if he/she is hit by a direct bullet or obstacle whilst not taking cover, with the game ending if he/she loses all lives. A light gun (introduced in Point Blank) which utilized a special memory chip to synchronize areas of the screen's image as the player rotates the gun around.

The light gun also features a blowback function which simulates real-life gun recoil. A countdown timer, recharged by clearing an area of enemies. As running down the clock causes an instant game over, the player must take risks, shooting enemies rapidly and hiding only when necessary. A time extension is rewarded when an area is passed and there are also time bonuses awarded for shooting certain enemies quickly. The PlayStation port features an exclusive side-story mode, in which the player's performance, such as how quickly he can clear an area, affects the path he takes through the game, resulting in multiple possibilities.
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Post edited 4 days ago by .Keys
Not something I have first hand experience with, but it immediately brought to my mind this old Spoony video in which he mentions the "innovation" of the Gold Box games including most of the plot in a physical book to save disk space.
Post edited 4 days ago by Breja
I feel like this thread could focus almost entirely on Nintendo and Sega with all the hardware add-ons they developed for their consoles in the 80's-90's, but I'll focus on just one that I feel has been forgotten, yet is everywhere still today:

the N64 Rumblepack

Among its many oddities, the N64 featured controllers that hardware, such as memory cards, could plug into. Then came the release of a new controller plug-in, the Rumblepack which vibrated according to in-game events (Ocarina of Time even incorporated a specific item that represented the Rumblepack, the Stone of Agony which caused vibrations when near secrets). It was even bundled with Starfox 64 initially which is how I imagine most people got it.

Now-a-days, I don't know that anyone thinks about this innovation since rumble/vibration has been built directly into most controllers ever since the Rumblepack released and caught on. So remember when you're cursing your low battery from the controller shaking too much in your game, it was (as far as I know anyway) the Nintendo Rumblepack and its replaceable AAA batteries that started the trend.
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gamingrn: -snippo-
Interesting twist on the expected premise, but I think it does count.
Post edited 4 days ago by dnovraD
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Breja: Not something I have first hand experience with, but it immediately brought to my mind this old Spoony video in which he mentions the "innovation" of the Gold Box games including most of the plot in a physical book to save disk space.
So you're saying supplemental materials were meant to be a big way, and are a lost art now?
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Breja: Not something I have first hand experience with, but it immediately brought to my mind this old Spoony video in which he mentions the "innovation" of the Gold Box games including most of the plot in a physical book to save disk space.
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dnovraD: So you're saying supplemental materials were meant to be a big way, and are a lost art now?
I think those are two different things. "Suplemental materials" would be the kind of goodies like a cloth map or a poster or other gadgets. Those also mostly went the way of the dodo, but this wasn't really "supplemental" (if I understand correctly), it was an integral part of the game presented separately because of the technological limitations of the day. Right then and there it might have seemed like a great solution and the way RPGs should be made if they are to have a proper story, but obviously the problem of such limited space quickly disappeared and the "innovative solution" is now a quaint dead end.
Post edited 4 days ago by Breja
To Breja's point, the Gold box games did deliver a lot of the story, dialogue, clues, and maps at times in the game's print-book journal. At specific events, the game would indicate for the player to read a particular journal entry for what was happening/being said. They even made sure to place them out of order so you couldn't just read the plot, and they included some phony journal entries just in case you thought you could skip the game itself and know what really happened.

They also had the infamous code wheels which were sort of copy protection, sort of plot device (they were 'translators' and gave in game passwords).

The other essential material was that all the rules and so on (weapon damage, armor rating, etc) were in a printed rule book, which saved space from having to make them all findable in the game.

And, thanks dnovraD for counting my earlier post, I knew it was a little off from your original premise but hoped it was still close enough!
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gamingrn: I feel like this thread could focus almost entirely on Nintendo and Sega with all the hardware add-ons they developed for their consoles in the 80's-90's, but I'll focus on just one that I feel has been forgotten, yet is everywhere still today:

the N64 Rumblepack
You're right that it's everywhere, to the point that the first thing I do when playing a new game for the first time is look for the option setting that lets me turn the damned thing off. I hated force-feedback style controllers from the moment I first used one, and I have never changed in that regard. I haven't forgotten them, but I would like to! ;)

As for the topic, I remember a time when anyone playing games on a computer probably had a flight stick/joystick somewhere that they probably only used on one or two games (or series, hello Wing Commander). That's now all but forgotten. I'm pretty sure I still have one somewhere. In a box. In the basement.
Remember "optional" phone apps that connected to your game and did meaningless things that probably don't even function anymore?
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Warloch_Ahead: Remember "optional" phone apps that connected to your game and did meaningless things that probably don't even function anymore?
Sure do! Second screen gaming! Even though the Wii U's sales were in freefall, idiot execs surely thought they'd be the one to get it right!
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.Keys: Here's a description on Time Crisis
Oh daaaaaaaaaamn

I have a Guncon in my possession but of course the trigger doesn't actually, you know. Trigger. It's loose. I also have two CRT TVs we could use, and the PS2 for it. (I still need to get my PS1 to actually boot huh?)

But yeah, I did play Time Crisis as a kid. It was a fun time.
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PookaMustard: Motion controls obviously. I mentioned Killzone somewhere on Discord and my friend said she remembers it when Sony was experimenting with motion controls (it did not go well). That instantly brought to mind the Killzone 3 box which included a fair bit of "WORKS WITH PS MOVE."

And you know, the Wii heavily leaned on the motion controls, and PlayStation controllers starting from the DualShock 3 introduced the SixAxis feature and even went as far as build a game exclusively around it before updating it to use regular analog sticks for most but not all movement (Lair) and straight up requiring it to progress through an otherwise fairly normal fare (PS3 Uncharted, The Last of Us's flashlight). Nowadays, not even Nintendo is proudly showing it off, whose strategy has been to sell its consoles through unique features.
If i had any space left in house i would have deployed an omni
https://virtuix.com/omni-one
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Warloch_Ahead: Remember "optional" phone apps that connected to your game and did meaningless things that probably don't even function anymore?
I don't miss those, but I'm under the impression they're kinda still around?

I actually have at least two PS3 games that would use these apps, Watch_Dogs and GTA V, but, you know. "Probably don't even function anymore" is how it is for GTA V at least.

On that note: PS3/PS2 games that feature PS Vita/PSP connectivity, remember those? As an owner of all the previously mentioned consoles exceeeeeeeeept the PSP, I even went to a PS Vita homebrew dev server to request that Adrenaline, the PSP eCFW for PS Vita, be able to communicate with the PS3/PS2, because it wasn't originally programmed to. This meant that until they actually got it working, I couldn't get a bunch of extra content available in Assassin's Creed II when you link it up with the PSP game AC Bloodlines through the Vita, or content in the PS2 Jak X Racing when hooked with Daxter. There's also GBA/GC which I remember being famously used with the Chao Garden in the Sonic Adventure games.

It just felt more like an excuse to get you to buy a separate console just to get a specific game to get all the content you already have on disc. Some of these games however used them in a better way, like OutRun 2 SP outside of the Japanese version using it to more or less "sync" your save file across the PS2 and PSP versions of the game, but that also came with a downside that I can't recall atm. Maybe cars locked to this feature.
Post edited 3 days ago by PookaMustard