Re the intro question, I quote myself, from a while ago:
While the locomotive itself in the game is nothing special, Factorio overall is an act of religious devotion to the train
…and it’s only going to get better when the expansion is released!! Additional train behaviour or logic or whatever is going to be implemented for the expansion and also made available to anyone who just has the base game.
esper Has any game captured the elegant action of Yuen Woo Ping’s fight choreography? (34:34)
Maybe not exactly a response to the question, but, Tim mentioning the whole trick of editing such that a punch is shown connecting with its target twice in two cuts so that the eye has time to register the impact, made me think of how in certain action games, hitting an enemy with a melee weapon produces a nigh imperceptible (but definitely still perceptible) fraction of a second of animation pausing, to make the player more viscerally feel as if the attack has connected, and that it sort of digs in or catches on your target.
It’s one of those things that you don’t realize is happening until you know to look for it, but it makes a huge difference. I’ve always felt that this significantly contributes to the good feeling of playing Monster Hunter, where, if I remember correctly, the pause is ever-so-imperceptibly-yet-perceptibly lengthened proportional to the damage multiplier that is applied when your attacks hit the monster’s weak points (or not). So the feeling of digging in and connecting is heightened when your attacks are more effective.