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PostPosted: August 20th, 2011, 2:38 pm 
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Great games are great, but sometimes an overall bad game has a shining feature that is overlooked/underplayed because of what it was packaged with. Regardless of how you liked the game itself, how about we list some great features or systems included with games that deserve to be remembered? I'll start:

Mechwarrior Series: Salvage Feature. Beating enemies and getting random junk is okay, but getting what is actually left on them after the battle is great. Not only does it make sense, it also adds a layer of strategy to battle. Do I want to go for the easy hits on his large torso, try to knock out that shoulder cannon to take out the most dangerous weapon he has, or maybe take out a leg and out manouever him afterwards (if he is still standing)?

Monster rancher: CD-->monster feature. Traveling the world to find remote patches of grass filled with monsters is fine, but tracking down cds in the real world to see what it gives you is great. At the time, many people already had large CD collections and there was plenty of variations of monsters to go around.

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PostPosted: August 22nd, 2011, 9:30 am 
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Final Fantasy X-2

It has a horrible storyline that not only made no sense but was boring as hell and almost as linear as Final Fantasy XIII. It was nothing short of shameless fan service.... but that battle system was amazing. I've always been a huge fan of the job class system ever since the NES Final Fantasy III. And the only other examples it was done to the extent like that was V, Tactics, and X-2. But in X-2 they had the twist that you could switch your jobs mid-fight. Which added a whole 'nother layer of depth to the combat. And it was good. Real good. It's just too bad the rest of the entire game was garbage.

Oh, and it still has one of the best title screen themes in the series:


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