Eyestabber
Arcane
Haven't been playing RPGs or strat games in the last couple months. What matters is that I'm mostly doing FPS'es (due to their "memory-free" state) and I think I broke their "core". What makes a good FPS? What makes the shooting "feel right", something everyone argues but rarely elaborates on? Weapon impact.
From the very beginning, really. Doom improved upon Wolf3d precisely with its more impact arsenal and a simple-yet-effective "pain stun" system that was mostly absent in Wolf. Sound design also plays a major role in this (eg: Counter-Strike).
How to fuck a good FPS? Replace impactful guns with nerf guns. Prime example: FEAR 2. Good example: Doom 3/Quake 4
Actually, what is it with this duo? I never climbed the hate wagon, but nowadays I clearly see there is something "off" about those games. Enemies remain unfazed for most of your shooting, until the time where they unceremoniously drop dead. There isn't much of a back and forth between player attacks and enemy reaction. Shotgun feels underpowered (except it isn't, it just "feels" like that). Even Doom 2016 managed to pull better core-shooting mechanics.
IMO the "best" implementation of gun impact in a vidya, to this date, remains F.E.A.R + Extraction Point. Killing multiple enemies with the shotgun in slow-mo usually results in one jizzing his pants. Nailing dudes to walls, removing limbs with a surgical laser, GODDAMN how the fuck did nobody ever managed to improve upon that formula and it was mostly just tossed aside? Understandably, FEAR 2 is my "most hated shooter of all time".
Crazy ragdolls and GIBZ also play a role, IMO. DUSK uses both to great effect. FEAR2 reduced ragdoll flying effects to make it more "realistic" and thus made the game even more castrated. Actually, from CS to CS:GO you see a consistent effort towards toning down crazy ragdoll effects, doing away with the old and fun "HEAAAAAAAAAAAADSHOOOOOOOOOOOOT" * dude flies over backwards * and replacing it with a sterile animation.
Quake 3/UT delivered in that department with their mutiple gory ways of killing someone and seeing his gibz flying around, or a body missing a couple limbs. Amazing how modern "shooters" need a big flashing "YOU KILLED RANDOMFAGGOT420BLAZEIT" popping every now and then, to make up for the lack of proper animations.
Oh, and whoever thought shooters should be about slow movement speed, ADS cancer and basically "playing hide &seek with guns" should eat a double barrel shotgun blast to the face. Enemy Territory was the most ridiculous and most FUN mutiplayer FPS I played to this date.
From the very beginning, really. Doom improved upon Wolf3d precisely with its more impact arsenal and a simple-yet-effective "pain stun" system that was mostly absent in Wolf. Sound design also plays a major role in this (eg: Counter-Strike).
How to fuck a good FPS? Replace impactful guns with nerf guns. Prime example: FEAR 2. Good example: Doom 3/Quake 4
Actually, what is it with this duo? I never climbed the hate wagon, but nowadays I clearly see there is something "off" about those games. Enemies remain unfazed for most of your shooting, until the time where they unceremoniously drop dead. There isn't much of a back and forth between player attacks and enemy reaction. Shotgun feels underpowered (except it isn't, it just "feels" like that). Even Doom 2016 managed to pull better core-shooting mechanics.
IMO the "best" implementation of gun impact in a vidya, to this date, remains F.E.A.R + Extraction Point. Killing multiple enemies with the shotgun in slow-mo usually results in one jizzing his pants. Nailing dudes to walls, removing limbs with a surgical laser, GODDAMN how the fuck did nobody ever managed to improve upon that formula and it was mostly just tossed aside? Understandably, FEAR 2 is my "most hated shooter of all time".
Crazy ragdolls and GIBZ also play a role, IMO. DUSK uses both to great effect. FEAR2 reduced ragdoll flying effects to make it more "realistic" and thus made the game even more castrated. Actually, from CS to CS:GO you see a consistent effort towards toning down crazy ragdoll effects, doing away with the old and fun "HEAAAAAAAAAAAADSHOOOOOOOOOOOOT" * dude flies over backwards * and replacing it with a sterile animation.
Quake 3/UT delivered in that department with their mutiple gory ways of killing someone and seeing his gibz flying around, or a body missing a couple limbs. Amazing how modern "shooters" need a big flashing "YOU KILLED RANDOMFAGGOT420BLAZEIT" popping every now and then, to make up for the lack of proper animations.
Oh, and whoever thought shooters should be about slow movement speed, ADS cancer and basically "playing hide &seek with guns" should eat a double barrel shotgun blast to the face. Enemy Territory was the most ridiculous and most FUN mutiplayer FPS I played to this date.
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