The individual environments of Yo-Kai Watch are designed to be as reminiscent as possible of real locations. While the player is definitely directed through them depending on how they’re presented, the game tries to make this direction feel natural at every turn. This is in contrast to the bizarre and often out-of-place Yo-Kai the player encounters, and thus they are made that much more interesting when placed against their environment.
Mazda Auto Adapt Concept, 2013. Mazda’s entry in the LA Design Challenge for a car from the year 2025 proposed a semi-autonomous sports car which could be driven when desired but switch to autonomous mode when conditions required
The characters of Namco High are all representatives from various game series, many of them from wildly different points in game history. Rather than try to mix these together with a shared art style or personification, the game rather opts to maintain its surreal tone by just presenting each character in a different art style that best matches their game and personality. In doing so, it makes it’s own bizarrely presented cast part of the joke.
The combat in Metal Gear Rising: Revengeance is greatly defined by how delicate the player character of Raiden really is. Even against simple enemies, unless he’s constantly dodging and weaving his way through the carnage, he will fall fairly quickly. This is meant to reflect the enemies (and even bosses) who, if struck with a high level of skill and timing, can be struck down with relative ease. Destructive but delicate construction in everything is a major pillar of this game, and by including that in the main character, it prevents it from becoming exclusively a power fantasy, and more a testament of difficulty and skill.