example1 : Mario in Mario 64 has a dedicated animation for when a moving platform squishes him
Amazing (Attention to) Details in games
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Goldeneye and Perfect Dark have these contextual death animations for enemies sliding down walls that always seem to line up properly.
yea and for guard explosion animations, they would yank the mocap guy with a rope right before the count of 3 to surprise him
And hitting their legs or arms actually matter, severely limiting their movement, instead of zero flinch until insta ragdoll at 0hp.
perfect dark was full of that stuff
its the benefit of rare literally owning the n64 and being able to take as long they want making a game
In Dark Souls, if you equip the Orange Charred Ring (ostensibly used for walking through lava with reduced damage) and kick an enemy, you will deal fire damage with your kick, and a flame animation will play.
I always thought this was a great touch, since most players will use the ring just to navigate Lost Izalith and forget about it.
In Resident Evil 2 Remake, if an undetonated flash grenade is in a zombies mouth, Mr X will punch the zombie causing the flash grenade to detonate and blinding him.
Normally, if a flash grenade blows up in a zombies mouth, it doesn't blind Mr. X
It also works if you fall on top of an enemy without doing a plunge attack (mario style)
I didn't know that. Nice!
In Conker’s bad fur day, if you stand still next to some butterflies, Conker will eventually burn them, saying “I hate butterflies” after doing so