Citizen
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First person shooters are unable to take equilibrium into account.
Mirrror's Edge 1 had rolling camera and it looked good
First person shooters are unable to take equilibrium into account.
Speaking of John Woo, I'm currently watching Windtalkers with Nick Cage, directed by John Woo. Should I be afraid? John Woo is overrated and Nick Cage is- well, Nick is Nick. But damn, I'm such a WWII Japan Get's Whooped buff!
ADS slows the gameplay, if you want Woocrobatics gameplay it's not necessary.Looks nice, but is this in a universe where aiming down sights is illegal?
Any modern "FPS" that doesn't let you use sights is ROFL levels of decline.
You know what's retarded? Having your movement glued to the direction of your vision, like some robot. Being unable run in one direction while looking in another. (How many first person shooters disable running if you're not pressing W or going forward?) The crappy rolling up there is just one symptom. I like good first person shooters, but third person shooters (Good ones, which no one wants to make.) could potentially do things first person shooters can't.
Why does the actual shooting have to be better in first person? Because the gun is much closer? Please. Either way, first person or third, you're mostly still aiming with that magic dot or reticle. The moving mechanisms of the gun, the smoke and flash are still visible in third person view. The impact on organic and inorganic objects is still the same.You know what's retarded? Having your movement glued to the direction of your vision, like some robot. Being unable run in one direction while looking in another. (How many first person shooters disable running if you're not pressing W or going forward?) The crappy rolling up there is just one symptom. I like good first person shooters, but third person shooters (Good ones, which no one wants to make.) could potentially do things first person shooters can't.
First person shooters will awlays do one thing better than third person shooters: the actual shooting part.
Who gives a shit about rolling?
Why does the actual shooting have to be better in first person?
Why does the actual shooting have to be better in first person?
Because it's a straight line between your line of sight and the target.
Third person disembodies your perspective making it much more difficult to get a sense of where you are shooting, not to mention your own character being in the way.
Almost nothing about shooting games is natural, if we're talking realism. Much of what you're arguing for is robotic/mechanical.It's like shooting a gun attached to one of those sticks retards use for selfies. It's not natural.
Magic dot? Try playing it without crosshair and see how you like it. I actually do that with most of my shooters 'cause muh realism.
As for peripheral vision, that shit only matters in melee. And rolling i guess lmao which like i said who gives a shit.
FEAR is the only FPS besides ArmA series where the AI wasn't completely dead retadred. ArmA simulates large encounters well, but quite bad small ones, and FEAR simulated small ones pretty well.Fear: graphicwhore edition?
You know what's retarded? Having your movement glued to the direction of your vision, like some robot. Being unable run in one direction while looking in another. (How many first person shooters disable running if you're not pressing W or going forward?) The crappy rolling up there is just one symptom. I like good first person shooters, but third person shooters (Good ones, which no one wants to make.) could potentially do things first person shooters can't.
Most.You know what's retarded? Having your movement glued to the direction of your vision, like some robot. Being unable run in one direction while looking in another. (How many first person shooters disable running if you're not pressing W or going forward?) The crappy rolling up there is just one symptom. I like good first person shooters, but third person shooters (Good ones, which no one wants to make.) could potentially do things first person shooters can't.
I dunno. Not many?
None of the classics do, for sure. Doom, Quake, Unreal, Build engine games... they all have speedy side-strafing and backpedaling. Circlestrafing is a common tactic in Quake, for example, and it's just as speedy as walking forward.
Look at this:
How is the movement here "glued to the direction of your vision, like some robot"?
Shooters mostly aren't designed like this anymore. Haven't been for many years. That Doom reboot was a rare exception. Nowadays, they nearly all disable "sprinting" if you're not going forward. As if your character doesn't have a neck or muscles in his eyes.
Shooters mostly aren't designed like this anymore. Haven't been for many years. That Doom reboot was a rare exception. Nowadays, they nearly all disable "sprinting" if you're not going forward. As if your character doesn't have a neck or muscles in his eyes.
But Lyric Suite was arguing from the perspective of oldschool FPS like Doom, Quake, Build engine games, Unreal. The guy is known for liking oldschool FPS for their design elegance, he wasn't arguing that modern console FPS are better shooters than third person shooters... he was arguing that games like Quake are better.
Also unless you've been living under a rock, you must have seen the recent oldschool FPS revival movement: games like Dusk, Ion Fury, Prodeus, Viscerafest, Wrath, Amid Evil, etc are popping up left and right and play almost exactly like those oldschool 90s shooters with fast movement.
Modern shooting games are anything but realistic. It's all LARPing, the games are actually less realistic than Quake was.
I used to turn off the crosshair back in the days of Doom and Quake. It's not surprising that the first time i tried Operation Fleshpoint or Arma i got instantly hooked. I guess i'm just wired for this kind of stuff.