Many of us out there love a good role playing game.
And every once in a while something happens that, mm, it’s just the right thing.
It’s Falcon,and today on “gameranx”,10 things that make RPG gamers go, “Ah, yeah.”
Starting off at number
10, it’s loot explosions.
When it comes to RPGs,
few things are as intentionally satisfying
as getting a good loot pinata.
You know the deal, you beat a boss,
like in a loot heavy
action RPG like “Diablo”.
And when they die a shower of
loot flies outta their corpse.
Where’d they get all that crap,
who knows, but it’s yours now.
Because the random nature of
loot in a lot of these games,
you’re not guaranteed
to get the good stuff
after killing a boss, but when you do,
wow, does it ever feel good?
The “Diablo” games have
really kind of mastered
the art of the loot explosion,
but any decent action
RPG these days will have
some kind of loot to get after
a boss after you kill ’em.
The “Borderlands” games, for instance,
have a really good loot
shower after a boss.
And while other games,
and a lot of Western RPGs
are a little more understated about it,
there’s still a real
sense of accomplishment
after you beat a boss,
and you find yourself in a room filled
with chests for you to loot.
This one is about as simple as it gets.
Loot feels great to get,
so more loot, better loot,
whatever, equals more good feelings, duh.
And number nine is clearing the screen
of enemies with a really overpowered move.
It just feels incredibly
satisfying in an RPG,
when you start to get overpowered,
and you whip out this attack
that just completely clears
the screen of enemies.
Especially when it’s the
first time you’ve done it.
You got your character to a
point where it’s possible,
and you pull it off.
Like some overpowered spell
like Ultima from “Final
Fantasy”, or ridiculous summon,
or just a powerful combination
of skills in an action RPG.
Doesn’t really matter, it
all just feels really good.
At the start of a lot of RPGs,
you kind of just have
garbage on your back,
and that’s about it.
You have to scrape by
and struggle even against the
weakest enemies in the game.
And slowly but surely you
start to increase your power.
It usually takes a while.
RPGs are kind of famous for being long,
but eventually you’ll be stronger
than anything the game can throw at you.
And the first time you
managed to just destroy
your enemies with a single
attack, wow, does it feel good.
And number eight is hitting a wall
and finding a secret passage.
All right, RPGs love to hide secrets.
Sometimes they’re
actually kind of annoying.
Sometimes they’re also nearly
impossible to find naturally.
But when you do find one of
those nearly impossible ones
kind of almost randomly,
wow, does it ever feel good?
The difference between
finding a secret in an RPG,
compared to an action game like “Doom”,
is that in an RPG you usually
find some special loot.
There’s something specific to the secret.
Sometimes the best treasures
in games are hidden away
behind these random breakable
walls, or invisible walls,
or just something that
doesn’t look like anything.
See, when you manage to
stumble on one of these things
through dumb luck, it
almost feels like cheating.
Just the act of revealing a hidden wall
in an RPG is satisfying enough,
but like the sound of a wall breaking,
or the illusion going
away, it just feels right.
Because you looking at a
spy, you thought to yourself,
“Eh, something looks fishy”,
and you ended up being right.
And sometimes feeling right
is the best feeling in the world.
Not all the time, sometimes
feeling right about something
is actually a very bad feeling
because there’s a whole
lot of crappy stuff
to be right about in this whole world.
But here, wow, does it feel good?
Secrets are one of those double
edged sword kind of things,
where they can be really annoying
to deal with if you miss them.
But if you’re one of the lucky
few, just finds ’em randomly,
you’re gonna let out a big, ah yeah.
And number seven is pulling
off a series of perfect dodges.
Now, this might sound like
more of an action game thing,
but the line between RPG and action game
is getting thinner by the day.
I mean, look at the “Souls” series.
Dodge timing is absolutely
essential in those games,
and those are definitely not the only RPGs
where that matters, it
actually goes way back.
I mean, look at the “Mario” RPG games
like “Super Mario RPG”, “Paper Mario”,
they all have timed
hits where you can avoid
almost all damage from an attack
if you press the button at the right time.
Obviously, these things require patience,
but when you manage to perfectly dodge
through a boss’s entire
combo, it just feels good.
Pretty much any well
timed dodge feels good,
but it’s especially
impressive when you manage
an entire series of dodges in a row.
If you wanna feel like an
untouchable badass in a game,
like Neo dodging bullets, then
get the dodge timing down.
Even if something as basic as “Mario”,
managing to completely negate all damage
from an enemy’s attack
never stops feeling good.
And even though it’s basically essential
to beat some of the
toughest “Souls” bosses,
it’s still a good feeling
when you dodge multiple attacks perfectly.
And number six, when you
make an enemy vulnerable,
and doing massive damage.
Like loot pinatas, this
is one of those things
that’s absolutely
designed to be satisfying.
I’m talking about things
like knocking over an enemy
in “Xenoblade”, or pulling
off an all out attack
in “Persona 5”.
There’s a lot of great RPGs
that use some variation of this mechanic,
where you can somehow
exploit an enemy’s weakness
and leave them open to a big attack.
It doesn’t even have to
be the flashiest thing.
Even something like stunning an enemy
in a “Souls” game is satisfying.
Especially when you follow
it up with a visceral attack,
and shred their health bar.
It never stops feeling good
to just destroy an enemy
with an all out attack in “Persona 5”
before the song even
manages to get started.
That game is the absolute
master of the, ah yeah,
at least as far as JRPGs go.
They’ve just got the whole
brain reward thing down.
If you wanna feel good
about yourself as a gamer,
play “Persona 5”,
and get good enough at it
that it starts rewarding you
with animations instead,
you’ll feel great.
And number five, evolving Pokemon,
or getting the perfect fusion.
It’s a little more specific,
but it counts because
while all the leveling up
in a game feels good most of the time,
it’s not even close to as
satisfying as evolving a Pokemon.
There’s a few other games
with similar mechanics,
like unlocking new classes
in class based games,
or fusioning monsters in SMT games.
But the visceral thrill
just isn’t quite the same
as those games compared to a Pokemon game.
And it feels good, no matter what,
to watch a creature
evolve into a new form,
and instantly gain a sometimes
massive increase in power.
But when you view it for the first time,
when you didn’t know what was coming,
or what this new evolution would even be,
wow, is it even better?
That little moment of buildup just before
the new Pokemon’s revealed
is just the most hype thing possible.
And regardless about your
feeling for the Pokemon series,
there isn’t a lot out
there in the RPG world
that is as satisfying as
evolving your Pokemon.
It’s not the only game that does it,
but it’s basically the originator,
so we have to give the
series it’s due here.
And number four,
leveling up at just the right moment
when you’re low on health.
Okay, so there’s actually
something just a little bit better
than evolving a Pokemon.
And it’s something that can
happen in pretty much any RPG.
You’re exploring a dungeon,
but your resources are shot,
and everyone’s on the verge of death.
There’s no safe point in sight.
And a fully powered boss
is in the near future,
and it seems like you don’t
have a chance in hell.
You manage to scrape
through one more battle,
and that’s when the ah yeah happens.
Everyone in the party levels up,
and all of your HP and
MP gets fully restored.
Just a second ago, you
were on the verge of death,
but now you’re maxed out and ready to go.
Leveling up a character
in general feels good,
but when you manage to
strategically level up
when you’re on the verge
of death is incredible.
And not every RPG does this,
there’s some that are
cruelly denying healing you
when you level up.
Still, while others just all
around don’t let you do it
unless you’re at a safe point.
But for the games that just
naturally do the right thing,
and heal you when you level up,
pulling off this trick is amazing.
And number three is catching
an enemy by surprise.
Stealth headshots in “Skyrim”,
like sneak attacks in “Elden Ring”,
hell, even attacking an enemy from behind
in something like “Earthbound”.
This all feels really good in an RPG.
For people who had played
“Final Fantasy VI” or something,
and then tried “Chrono
Trigger”, and were like,
“Oh, the battles aren’t random.
“Wait, that means I can
sneak up on enemies.”
And it made the battle much easier.
It’s not that it’s stealth mechanics,
but it’s kind of stealth mechanics.
It really feels great, whatever it is.
Take a game like “Divinity:
Original Sin II”,
a game that’s pretty challenging
at the best of times.
Certain encounters can be total slogs
if you try to take ’em on normally,
but if you’re careful,
and get all your guys
into the right position
before attacking,
you could turn a fight
that would normally kill
you pretty much every
time into a cake walk.
All it takes is the patience
to set up a good ambush.
There’s a reason why
the stealth archer build
in “Skyrim” is so powerful too.
It really works, and it’s
very satisfying to pull off.
Same thing goes for “Elden Ring”.
It’s simple, but a good
back stab from behind
with a good stealth character
can really neuter some of
the more difficult fights
in the game.
Even in some old school RPGs,
where stealth isn’t really a thing,
getting a back attack on enemies is great.
I mentioned “Chrono Trigger” a moment ago.
It usually makes it so
you can attack twice
before the enemy can
even do anything at all,
which is obviously incredibly helpful.
At number two is critical hits.
Of course, when you’re talking about RPGs,
one thing you’ll always
see are critical hits.
Whether they’re random,
activate because of a special
ability, or meter based,
it doesn’t really matter,
because actually getting a
critical hit always feels good.
Always, that’s just how it is.
Blowing up an enemy in “Fallout 4”
where the V.A.T.S critical is fantastic.
Just like getting critical
hits in old school games
like “Earthbound”, “Final
Fantasy”, or even “Dragon Quest”.
The “Pokemon” games critical
message is a classic too,
but one series that really
does critical hits well
are the “Fire Emblem” games.
Those games all have special animations
for when you get a critical hit,
just to really take home
how specialties attacks are.
Pretty much every RPG out there has
some kind of critical hit system in it.
And even when the game
isn’t as flashy about them,
it’s still great when you’re
lucky enough to get ’em.
And finally,
at number one is completely
breaking the difficulty.
Here is the ultimate RPG, oh yeah.
When your characters become so overpowered
that there’s basically
nothing that can stop you.
One of the great joys of playing in RPGs
is watching the numbers go up.
The stats, the damage, you do, everything.
Working and getting
something for it feels good.
And for certain gamers,
there’s nothing better in the
world than doing everything
you can to basically completely break
the difficulty of a game.
They’re the types who can look at
the various systems going on,
and identify all the vulnerabilities.
The buff combos that are
potentially overpowered,
the possible exploits, and
some random mini games,
stuff like that.
RBGs tend to be really complicated,
and with so much going on,
it would basically be
impossible for a designer
to account for every possible thing.
So usually there’s some way
to completely break a game
over your knee,
even if it’s not exactly
obvious from the get go.
The amount of examples
of this kind of thing
are pretty much endless,
but the results are always the same.
A game that’s supposed to be
at least kind of difficult
becomes a total walk in the park.
And for certain gamers out there,
there’s just nothing better than getting
all the pieces into place,
and becoming a totally
unstoppable chosen one in an RPG.
And that’s all for today,
leave us a comment.
Let us know what you think.
If you like this video click like.
If you’re not subscribing,
now is a great time to do so.
We upload brand new videos
every day of the week.
Best way to see them first
is, of course, a subscription.
So click subscribe.
Don’t forget to enable all
notifications, and as always,
we thank you very much
for watching this video.
I’m Falcon, you can follow me
on Twitter at Falcon the Hero.
And we’ll see you next time
right here on “gameranx”.
Funny role-playing video games
Many of us out there love a good role playing game.
And every once in a while something happens that, mm, it’s just the right thing.
It’s Falcon,and today on “gameranx”,10 things that make RPG gamers go, “Ah, yeah.”
Starting off at number
10, it’s loot explosions.
When it comes to RPGs,
few things are as intentionally satisfying
as getting a good loot pinata.
You know the deal, you beat a boss,
like in a loot heavy
action RPG like “Diablo”.
And when they die a shower of
loot flies outta their corpse.
Where’d they get all that crap,
who knows, but it’s yours now.
Because the random nature of
loot in a lot of these games,
you’re not guaranteed
to get the good stuff
after killing a boss, but when you do,
wow, does it ever feel good?
The “Diablo” games have
really kind of mastered
the art of the loot explosion,
but any decent action
RPG these days will have
some kind of loot to get after
a boss after you kill ’em.
The “Borderlands” games, for instance,
have a really good loot
shower after a boss.
And while other games,
and a lot of Western RPGs
are a little more understated about it,
there’s still a real
sense of accomplishment
after you beat a boss,
and you find yourself in a room filled
with chests for you to loot.
This one is about as simple as it gets.
Loot feels great to get,
so more loot, better loot,
whatever, equals more good feelings, duh.
And number nine is clearing the screen
of enemies with a really overpowered move.
It just feels incredibly
satisfying in an RPG,
when you start to get overpowered,
and you whip out this attack
that just completely clears
the screen of enemies.
Especially when it’s the
first time you’ve done it.
You got your character to a
point where it’s possible,
and you pull it off.
Like some overpowered spell
like Ultima from “Final
Fantasy”, or ridiculous summon,
or just a powerful combination
of skills in an action RPG.
Doesn’t really matter, it
all just feels really good.
At the start of a lot of RPGs,
you kind of just have
garbage on your back,
and that’s about it.
You have to scrape by
and struggle even against the
weakest enemies in the game.
And slowly but surely you
start to increase your power.
It usually takes a while.
RPGs are kind of famous for being long,
but eventually you’ll be stronger
than anything the game can throw at you.
And the first time you
managed to just destroy
your enemies with a single
attack, wow, does it feel good.
And number eight is hitting a wall
and finding a secret passage.
All right, RPGs love to hide secrets.
Sometimes they’re
actually kind of annoying.
Sometimes they’re also nearly
impossible to find naturally.
But when you do find one of
those nearly impossible ones
kind of almost randomly,
wow, does it ever feel good?
The difference between
finding a secret in an RPG,
compared to an action game like “Doom”,
is that in an RPG you usually
find some special loot.
There’s something specific to the secret.
Sometimes the best treasures
in games are hidden away
behind these random breakable
walls, or invisible walls,
or just something that
doesn’t look like anything.
See, when you manage to
stumble on one of these things
through dumb luck, it
almost feels like cheating.
Just the act of revealing a hidden wall
in an RPG is satisfying enough,
but like the sound of a wall breaking,
or the illusion going
away, it just feels right.
Because you looking at a
spy, you thought to yourself,
“Eh, something looks fishy”,
and you ended up being right.
And sometimes feeling right
is the best feeling in the world.
Not all the time, sometimes
feeling right about something
is actually a very bad feeling
because there’s a whole
lot of crappy stuff
to be right about in this whole world.
But here, wow, does it feel good?
Secrets are one of those double
edged sword kind of things,
where they can be really annoying
to deal with if you miss them.
But if you’re one of the lucky
few, just finds ’em randomly,
you’re gonna let out a big, ah yeah.
And number seven is pulling
off a series of perfect dodges.
Now, this might sound like
more of an action game thing,
but the line between RPG and action game
is getting thinner by the day.
I mean, look at the “Souls” series.
Dodge timing is absolutely
essential in those games,
and those are definitely not the only RPGs
where that matters, it
actually goes way back.
I mean, look at the “Mario” RPG games
like “Super Mario RPG”, “Paper Mario”,
they all have timed
hits where you can avoid
almost all damage from an attack
if you press the button at the right time.
Obviously, these things require patience,
but when you manage to perfectly dodge
through a boss’s entire
combo, it just feels good.
Pretty much any well
timed dodge feels good,
but it’s especially
impressive when you manage
an entire series of dodges in a row.
If you wanna feel like an
untouchable badass in a game,
like Neo dodging bullets, then
get the dodge timing down.
Even if something as basic as “Mario”,
managing to completely negate all damage
from an enemy’s attack
never stops feeling good.
And even though it’s basically essential
to beat some of the
toughest “Souls” bosses,
it’s still a good feeling
when you dodge multiple attacks perfectly.
And number six, when you
make an enemy vulnerable,
and doing massive damage.
Like loot pinatas, this
is one of those things
that’s absolutely
designed to be satisfying.
I’m talking about things
like knocking over an enemy
in “Xenoblade”, or pulling
off an all out attack
in “Persona 5”.
There’s a lot of great RPGs
that use some variation of this mechanic,
where you can somehow
exploit an enemy’s weakness
and leave them open to a big attack.
It doesn’t even have to
be the flashiest thing.
Even something like stunning an enemy
in a “Souls” game is satisfying.
Especially when you follow
it up with a visceral attack,
and shred their health bar.
It never stops feeling good
to just destroy an enemy
with an all out attack in “Persona 5”
before the song even
manages to get started.
That game is the absolute
master of the, ah yeah,
at least as far as JRPGs go.
They’ve just got the whole
brain reward thing down.
If you wanna feel good
about yourself as a gamer,
play “Persona 5”,
and get good enough at it
that it starts rewarding you
with animations instead,
you’ll feel great.
And number five, evolving Pokemon,
or getting the perfect fusion.
It’s a little more specific,
but it counts because
while all the leveling up
in a game feels good most of the time,
it’s not even close to as
satisfying as evolving a Pokemon.
There’s a few other games
with similar mechanics,
like unlocking new classes
in class based games,
or fusioning monsters in SMT games.
But the visceral thrill
just isn’t quite the same
as those games compared to a Pokemon game.
And it feels good, no matter what,
to watch a creature
evolve into a new form,
and instantly gain a sometimes
massive increase in power.
But when you view it for the first time,
when you didn’t know what was coming,
or what this new evolution would even be,
wow, is it even better?
That little moment of buildup just before
the new Pokemon’s revealed
is just the most hype thing possible.
And regardless about your
feeling for the Pokemon series,
there isn’t a lot out
there in the RPG world
that is as satisfying as
evolving your Pokemon.
It’s not the only game that does it,
but it’s basically the originator,
so we have to give the
series it’s due here.
And number four,
leveling up at just the right moment
when you’re low on health.
Okay, so there’s actually
something just a little bit better
than evolving a Pokemon.
And it’s something that can
happen in pretty much any RPG.
You’re exploring a dungeon,
but your resources are shot,
and everyone’s on the verge of death.
There’s no safe point in sight.
And a fully powered boss
is in the near future,
and it seems like you don’t
have a chance in hell.
You manage to scrape
through one more battle,
and that’s when the ah yeah happens.
Everyone in the party levels up,
and all of your HP and
MP gets fully restored.
Just a second ago, you
were on the verge of death,
but now you’re maxed out and ready to go.
Leveling up a character
in general feels good,
but when you manage to
strategically level up
when you’re on the verge
of death is incredible.
And not every RPG does this,
there’s some that are
cruelly denying healing you
when you level up.
Still, while others just all
around don’t let you do it
unless you’re at a safe point.
But for the games that just
naturally do the right thing,
and heal you when you level up,
pulling off this trick is amazing.
And number three is catching
an enemy by surprise.
Stealth headshots in “Skyrim”,
like sneak attacks in “Elden Ring”,
hell, even attacking an enemy from behind
in something like “Earthbound”.
This all feels really good in an RPG.
For people who had played
“Final Fantasy VI” or something,
and then tried “Chrono
Trigger”, and were like,
“Oh, the battles aren’t random.
“Wait, that means I can
sneak up on enemies.”
And it made the battle much easier.
It’s not that it’s stealth mechanics,
but it’s kind of stealth mechanics.
It really feels great, whatever it is.
Take a game like “Divinity:
Original Sin II”,
a game that’s pretty challenging
at the best of times.
Certain encounters can be total slogs
if you try to take ’em on normally,
but if you’re careful,
and get all your guys
into the right position
before attacking,
you could turn a fight
that would normally kill
you pretty much every
time into a cake walk.
All it takes is the patience
to set up a good ambush.
There’s a reason why
the stealth archer build
in “Skyrim” is so powerful too.
It really works, and it’s
very satisfying to pull off.
Same thing goes for “Elden Ring”.
It’s simple, but a good
back stab from behind
with a good stealth character
can really neuter some of
the more difficult fights
in the game.
Even in some old school RPGs,
where stealth isn’t really a thing,
getting a back attack on enemies is great.
I mentioned “Chrono Trigger” a moment ago.
It usually makes it so
you can attack twice
before the enemy can
even do anything at all,
which is obviously incredibly helpful.
At number two is critical hits.
Of course, when you’re talking about RPGs,
one thing you’ll always
see are critical hits.
Whether they’re random,
activate because of a special
ability, or meter based,
it doesn’t really matter,
because actually getting a
critical hit always feels good.
Always, that’s just how it is.
Blowing up an enemy in “Fallout 4”
where the V.A.T.S critical is fantastic.
Just like getting critical
hits in old school games
like “Earthbound”, “Final
Fantasy”, or even “Dragon Quest”.
The “Pokemon” games critical
message is a classic too,
but one series that really
does critical hits well
are the “Fire Emblem” games.
Those games all have special animations
for when you get a critical hit,
just to really take home
how specialties attacks are.
Pretty much every RPG out there has
some kind of critical hit system in it.
And even when the game
isn’t as flashy about them,
it’s still great when you’re
lucky enough to get ’em.
And finally,
at number one is completely
breaking the difficulty.
Here is the ultimate RPG, oh yeah.
When your characters become so overpowered
that there’s basically
nothing that can stop you.
One of the great joys of playing in RPGs
is watching the numbers go up.
The stats, the damage, you do, everything.
Working and getting
something for it feels good.
And for certain gamers,
there’s nothing better in the
world than doing everything
you can to basically completely break
the difficulty of a game.
They’re the types who can look at
the various systems going on,
and identify all the vulnerabilities.
The buff combos that are
potentially overpowered,
the possible exploits, and
some random mini games,
stuff like that.
RBGs tend to be really complicated,
and with so much going on,
it would basically be
impossible for a designer
to account for every possible thing.
So usually there’s some way
to completely break a game
over your knee,
even if it’s not exactly
obvious from the get go.
The amount of examples
of this kind of thing
are pretty much endless,
but the results are always the same.
A game that’s supposed to be
at least kind of difficult
becomes a total walk in the park.
And for certain gamers out there,
there’s just nothing better than getting
all the pieces into place,
and becoming a totally
unstoppable chosen one in an RPG.
And that’s all for today,
leave us a comment.
Let us know what you think.
If you like this video click like.
If you’re not subscribing,
now is a great time to do so.
We upload brand new videos
every day of the week.
Best way to see them first
is, of course, a subscription.
So click subscribe.
Don’t forget to enable all
notifications, and as always,
we thank you very much
for watching this video.
I’m Falcon, you can follow me
on Twitter at Falcon the Hero.
And we’ll see you next time
right here on “gameranx”.
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