d21lewis said: In Metroid Prime you're supposed to be inside of Samus's helmet. Sometimes, it would fog up. Other times, you could see her reflection. A very nice touch, in my opinion. |
That was so crazy back in the day. It's just a great touch and it's still great today.
Also, Wind Waker Link's eyes following interesting things in the surroundings.
Having a pokemon follow you in HG/SS.
Anytime NPCs in RPGs tell you different things every time you talk to them, or at least have dialogue that changes often over the course of the game.
I loved when tech finally developed enough to let game characters stand with staggered footing on stairs and slopes, etc.
Being able to swing my sword while I run in Twilight Princess. Such an improvement.
Not accidentally using up fairies I run into while at full health in Twilight Princess. (why did you drop this, Skyward Sword?)
When sound changes dynamically from one space to another, like a good score, for example the timeshift stones in the desert in Zelda SS and also in SS's bazaar.
Shooting birds with my cannon in Phantom Hourglass.
Things in Shadow of the Colossus like controlling the rider instead of the horse while riding, the slow degradation of your character, and the adding of pillars of light where colossi fall. Lizard and fruit dynamic, etc.
The method of changing wind direction in the original Wind Waker, compared to the HD remake.
GAMES THAT DON'T HAVE LIVES. Honestly Nintendo is way behind on this I think, in their platformers. What purpose do lives serve? I'm never going to let them run out. If I get low the game is just forcing me to give up on a hard part and go back to grind some easy level for lives. It's an annoyance and doesn't help me have fun. I guess it just makes lives serve as another collectable or type of currency to collect. I guess they feel a 1-UP rewards you for doing well.