BabyHeadCrab
The Freeman
- Joined
- Dec 2, 2003
- Messages
- 23
- Reaction score
- 602
Haha, alright, I'll just edit the original post, I suppose the first line was a bit over the top.
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I was being tongue n' cheek, sir, but I appreciate the heated response. I don't actually think anyone who enjoys FEAR is a peon. If you'd read any post I've made on this forum since 2003, you'd know that I was just being silly.
I do, however, think a developer like Monolith is capable of something much, much better than a game like FEAR 2. And what's this about games costing a lot of money being the excuse to push the same tired concept out twice? Monolith has incredible publisher support and a team that's taken risks, and succeeded in taking risks -- your point is nil.
Let's have a look at the best selling First Person Shooter game franchises in the last few years, you know the lineup before I even finish this sentence: Halo, Call of Duty, Rainbow Six, and the outliers such as Bioshock and Half-Life 2: Episodes 1&2. When is the last time you played a well narrated, beautifully executed, atmospheric and deep thinking first person shooter? Dues Ex perhaps? Half-Life? Bear in mind in not talking about free-roaming shooters which lack any kind of genuine narrative coherence like STALKER and Boiling Point or even glazed over turds like Far Cry 2 which masquerade over minor immersion advances like the lack of a screen-transitioning GUI or objective system (I must say though, that there are ways in which Far Cry 2 has been the most progressive shooter to come around in quite some time, which is somewhat sad).
I do! One of my favorite ingredients in a first person shooter is how fun it is to shoot things. I know that sounds primitive, but if I didn't want to shoot something, I'd play something else. I only played the demo for F.E.A.R. 2, but it did put targets in my crosshairs and scared me in the meantime, so I'm good to go. Bioshock put a nice variety of targets on deck, gave me interesting ways of shooting them, and included a fun storyline to boot.First Person Shooters. Some people just like to blow shit up.
The FPS as a pure genre experience (where the solution to every challenge is a bullet in the head) is kind of played out now tbh.
The FPS as a pure genre experience (where the solution to every challenge is a bullet in the head) is kind of played out now tbh.
I totally agree.
Ultimately as we all (should) know the SP FPS experience pails in comparison to the MP FPS experience as a pure combat event.
That shouldn't be the case. There is so much scope for scenarios and gameaply mechanics that simply wouldn't work in multiplayer.
I do! One of my favorite ingredients in a first person shooter is how fun it is to shoot things. I know that sounds primitive, but if I didn't want to shoot something, I'd play something else. I only played the demo for F.E.A.R. 2, but it did put targets in my crosshairs and scared me in the meantime, so I'm good to go. Bioshock put a nice variety of targets on deck, gave me interesting ways of shooting them, and included a fun storyline to boot.
In a good shooter you should find yourself behind cover as the bullets come whizzing by and thinking 'what the ****ing **** am I going to do now'! Each encounter should be a challenge and play out differently - if only slightly - each time, and there should be a learning curve and balanced difficulty settings that give real scope for improving your game. The problem with virtually every shooter released these days - HL2, Far Cry 1 & 2, Fear, CoD, Quake, Doom, Crysis etc - is that they all fail to include what should by now be the most basic of fps elements. These games let you rely on your experience of decade old fps game mechanics and point and click your way out of any situation - no thinking required.
There are so many cool elements - each one building upon the coolness that the headshot introduced - that current fps could be delivering, but aren't.
Better to enrich your SP game though other means.
The problem with virtually every shooter released these days - HL2, Far Cry 1 & 2, Fear, CoD, Quake, Doom, Crysis etc - is that they all fail to include what should by now be the most basic of fps elements. These games let you rely on your experience of decade old fps game mechanics and point and click your way out of any situation - no thinking required.
ISo much more room for improvisation than a game like Halo, where you run around spraying everyone with your aim-assist.
Anyways, rather than me saying the same shit I always do, why don't we discuss what we want from fps. Surely I can't be alone in being sick to death of the gameply 90% of fps give us?
Halo Threeeeeeeeeee
While I agree with most of your point your description of Legendary mode on Halo 3 does not sound fun or interesting at all, but in fact quite dull and tedious and anal, like memorising levels in old Mario games.
What i'd love to see developers do, is what the Ninja Gaiden (black and up) series does with its difficulty. Tougher enemies with each increment of difficulty. That gives you a reason to go back and play it again, and it makes you a better player. That would be ace.
The 'spraying with aim-assist' part shows that you haven't a clue what you're talking about in regards to Halo, though I'd like to see how far you get in Halo 3 on Legendary, especially with a few skulls added, with that approach.
I refuse to be drawn into this debate with you, Warbie.
All the suit stuff in Crysis is great, but there has to be a foe worthy of matching it. Where's the fun in being able to do all this cool shit when you're fighting the most generic of bad guys.
Yours is more suited to the casual crowd, Warbie's for people who are less of a weekend gamer.
For me it's what you actually have to do in a game.
I think that valve's games could benefit from a 'beyond hard mode'. I'm currently playing through both PC Halos on legendary (because since I first played them, I've apparently got a lot better) and there is certainly something rewarding about seeing entire chapters through, thinking on your feet and getting those flukey action-hero moments...Quite the contrary - this isn't gaming with hindsight, it's the opposite. That's the beauty of it. It's not something for everyone, but more an example of what fps can offer us beside the norm.
No, mine are not more suited for the 'casual crowd' -- don't dish out the condescension, Mik. I find my gameplay perspective to be far more sophisticated than that; and, ironically, more so than Warbie's. But I don't mean that in a bad way, and I'm pretty sure Warbster knows it.
Company of heroes was the most innovative RTS to come out since Dune 2. It took almost every aspect of the game and turned it on its head. Spamming would never help you. Gameplay/economy evolved based on what units you kept in the field. Being the best in the ladder had little to do with your CPM. Resources were not something you hid away and turtled, they were on the frontlines: they were the frontlines. And the biggest change of all: random damage/accuracy modifiers. No two encounters were ever the same. You could never confidently predict the outcome of unit X vs unit Y (unless hard counters were involved). You had to lay everything on the line and then some. Every encounter was a calculated risk.strategy games are almost all the same and few
Yes, the genre is enduring a washing machine effect - it is spinning endlessly and derivatively through the same old, same old, and unfortunately, people are lapping it up. Games like FEAR 2 and Call of Duty 4 exemplify what is so very wrong with the state of things; it is pure regression. Make no mistake, there is nothing significantly good about these games, bar illustrating that, really, you're a moron willing to indulge in the brainless. We are seldom rising above the Michael Bay types of the market. The quality, the innovation, the intelligence - it just isn't there. Valve have honed these to a point, but even their most recent, Episode 2, does little to raise the bar in the context of Half-life games. Among the pack it has perfected a kind of game design very few developers seem capable of comprehending, but when we've seen this in Half-life 2, and when we've experienced the slew of quality seeping out of the likes of Portal and Team Fortress 2 and L4D, we're just that little bit underwhelmed.
The problem is nestled within this Neanderthal thinking most developers seem caged by. The videogame thinking. Never transcending the barriers of, shoot the bad guys, or, how can we make this gun bigger and better. There's this refusal -- or inability -- to explore the countless, far more innovative, thought-provoking avenues we've seen only touched upon here and there. And you know, there's also the non-linear problem. We have incoherent, unpolished, fractured turds like STALKER and Far Cry 2 that seem to think opening up is the key forward. On the contrary. It's not.
Let's start with FEAR 2, it seems Monolith has perfectly exemplified the retrogression of the FPS genre into a slobbish, repetitive cliched rubbish I've come to expect with every single player FPS released since the post HL2-era. Where are the innovative AAA titles? They quite simply don't exist. People are doing interesting things with the third person perspective (Drake's Fortune, Gears of War, and even to some extent MGS4 - but the major publisher/developer uprisings have lead to little to no intriguing titles in one of my most beloved genres. (Epic, Id, and even Valve to some extent seem to have abandoned the concept of major AAA titles with full featured MP/SP components).
note: this can also be partially attributed to the rise of the digital distribution / web 2.0 era, but there's quite a lot of things to take a look at first. The way gamers are communicating is rapidly changing, let's slow down for a minute and discuss both what this means to the FPS genre and the video games industry in it's entirety.
Let's have a look at the best selling First Person Shooter game franchises in the last few years, you know the lineup before I even finish this sentence: Halo, Call of Duty, Rainbow Six, and the outliers such as Bioshock and Half-Life 2: Episodes 1&2. When is the last time you played a well narrated, beautifully executed, atmospheric and deep thinking first person shooter? Dues Ex perhaps? Half-Life? Bear in mind in not talking about free-roaming shooters which lack any kind of genuine narrative coherence like STALKER and Boiling Point or even glazed over turds like Far Cry 2 which masquerade over minor immersion advances like the lack of a screen-transitioning GUI or objective system (I must say though, that there are ways in which Far Cry 2 has been the most progressive shooter to come around in quite some time, which is somewhat sad).
So what in particular is holding developers back from even slightly risky projects? What is keeping developers from investing heavily in games with solid MP AND SP components (remember those days: SOFII, Jedi Knight series, the original Red Storm Rainbow Six titles, etc?) There's a lot of factors that could be contributing, namely the cost risk analysis in an economy that doesn't support risky development practices -- but primarily we're seeing what the movie industry saw not too many years ago -- very few studios remain independent from major conglomerates which spark projects purely based on assumed demographic interest and to please major investors. Case and point; the rise of Activision Blizzard, and their dropping of Schafer's latest project and now attempting to claim that they still somehow own publishing rights to the IP.
I've digressed severely here and you're probably not still reading -- but I dearly miss the days of well crafted, story driven FPS. You know, games like No One Lives Forever. While interesting franchises do exist, and games like Bioshock, Far Cry 2 and Half-Life 2 + episodes have been intriguing genre highlights, they do very little in the way of innovation, replay ability or balancing / integrating community involvement (modding), or co-op game play and significant narratives, things I feel the gaming community has reached out for and even constructed themselves out of dire situations developers have left us with. (UT3, FC2, Crysis) and so forth -- wonderful communities rising out of little to no developer support seems to be a trend amongst online gaming communities.
I totally agree. Make the combat more involved, more visceral. I honestly found HL2 and the episodes a chore to play through simply because the combat didn't at any point ask any tricky questions. It didn't have any 'wtf are you going to do now moments' becasue all you had to do was pick the biggest gun and point and click faster than the bad guys. Much older games had done this much better. Compared to everything else HL2 does so amazingly well this tired gunplay is such a contrast it grates on me whith each play through. Many other games are just as guilty, but the contrast isn't there.