It's strange how a horror shooter that was kind of the black sheep of the franchise is still greater than most of the shit shooters that get released nowadays...Doom 3 is like a poor man's Half Life (horror shooter)
There's always Trepang2:Doom 2016 and FEAR come the closest
Midwit take from someone lacking creativity. There are all sorts of mechanics that can allow the player to retain momentum without having to move backwards or duck behind cover:So you want to annihilate everything with no amount of skill involved.
Retard.
It's a quote. And I'm assuming you're just taking the piss because who unironically calls something "beta bitch"?Put all the cigarettes in this guy's urinals. What kind of beta bitch signature is that?
I've got my games for when I want to get my shit pushed in and then power through to overcome. Other times it's fun to have a nice ol' slaughter. I never implied that anything had to be served on a silver platter.Same for the thread. Power fantasy requires struggle and challenge for there to be real payoff. The action hero always goes through turmoil, close calls, gets an ass kicking at times, and then the ultimate victory in the end is that much sweeter. Without risk there is no reward. Many FPS deliver power fantasy just fine, just not for pussbois.
That's what I'm saying. Backpeddling is fucking stupid. It's why I'll always prefer dodging into attacks to running away from them. Speaking of which...Now if we condense the lameness down to the fact that backpedalling is indeed often the superior tactic - nothing can be done about it outside of locking the player in arenas (which classic FPS often do, but doing that all the time is lame as it kills genuine level design), slower backpedal than sidestrafe or forward momentum (some do this), behind the player monster closets (again, this is done from time to time), or an enemy type designed to specifically punish it (not done: say uses a grappling hook if you're past a certain distance, or teleports behind you). The latter being something worth exploring perhaps.
Ironic, considering that in Bloodborne, you're encouraged to take the pain and dish it back.Real chads don't just dodge like Soulsborne autists. They take the pain and dish it out in even greater amounts!
If I gave a shit about making good impressions and trying to fit in, then I'd be elsewhere farming upboats and (you)'s.What a way to introduce yourself...
Doom 3 is like a poor man's Half Life (horror shooter)
John Woo action isn't just about the shooting. There's a lot of physicality. You can't do it in first-person view. A good John Woo-style action game also wouldn't have permanent weapons, it would make the player rush towards temporary carries, including a variety of sidearms.I just like shooting stuff.
Also FEAR is special to me because it nails the feeling of Hard Boiled and some other John Woo movies in first person. You play FEAR for the beauty of action itself.
John Woo action isn't just about the shooting. There's a lot of physicality. You can't do it in first-person view. A good John Woo-style action game also wouldn't have permanent weapons, it would make the player rush towards temporary carries, including a variety of sidearms.I just like shooting stuff.
Also FEAR is special to me because it nails the feeling of Hard Boiled and some other John Woo movies in first person. You play FEAR for the beauty of action itself.
There's always Trepang2:Doom 2016 and FEAR come the closest
https://af.gog.com/en/game/trepang2_deluxe_edition?as=1649904300
You're describing Halo infinite's campaign pretty well. You have sword clashes, the thruster, an obvious shield and an energy shield you can drop and if you play on a decent difficulty standing still will get you killed. Might not be what you're looking for but it fits.Midwit take from someone lacking creativity. There are all sorts of mechanics that can allow the player to retain momentum without having to move backwards or duck behind cover:
>melee parries
>dodging/blinking
>physical/energy shield
>resources for all of the above forcing the player to remain active or in the case of timed parries, not be braindead
Fun game, pretty trippy.Maybe try Xeno clash. It's a melee focused FPS (has guns) where you beat the shit out of a bunch of star wars alien rejects. Might be what you're looking for.
It does make the Max Payne series easy. The lack of shootdodging and sliding enemies is also a big miss.John Woo action isn't just about the shooting. There's a lot of physicality. You can't do it in first-person view. A good John Woo-style action game also wouldn't have permanent weapons, it would make the player rush towards temporary carries, including a variety of sidearms.I just like shooting stuff.
Also FEAR is special to me because it nails the feeling of Hard Boiled and some other John Woo movies in first person. You play FEAR for the beauty of action itself.
I haven't played Max Payne since the game was originally released and i don't remember much from it.
I remember liking it but right now i can't remember if the combat and slow mo shit was actually good. Was it?
Because right now i can't imagine a way in which slow mo wouldn't just be decline. The idea of flow of the action slowing like that. I can't concieve of a way where that would ever be a benefit, in terms of the quality of the combat system.
That's why you should never touch a girl's clitoris. Waste of time. Play Nu Doom instead and get a glory kill out of your clicks.What's the point in pushing a button if nothing awesome is going to happen?
First Alien vs Predator got it right.
John Woo action isn't just about the shooting. There's a lot of physicality. You can't do it in first-person view. A good John Woo-style action game also wouldn't have permanent weapons, it would make the player rush towards temporary carries, including a variety of sidearms.I just like shooting stuff.
Also FEAR is special to me because it nails the feeling of Hard Boiled and some other John Woo movies in first person. You play FEAR for the beauty of action itself.
I haven't played Max Payne since the game was originally released and i don't remember much from it.
I remember liking it but right now i can't remember if the combat and slow mo shit was actually good. Was it?
Because right now i can't imagine a way in which slow mo wouldn't just be decline. The idea of flow of the action slowing like that. I can't concieve of a way where that would ever be a benefit, in terms of the quality of the combat system.
John Woo himself made a TPS and that had slow mo. Also wasn't as good as Max Payne.Even if I made a John Woo-style action game, it would not have slow mo. That's easy mode, every time. A whole button that I could use for something else.
It's better than most games with slow mo as they all just make you a god. Max Payne slow-mo is semi-balanced by the combat being designed around its use.
John Woo himself made a TPS and that had slow mo. Also wasn't as good as Max Payne.Even if I made a John Woo-style action game, it would not have slow mo. That's easy mode, every time. A whole button that I could use for something else.