Morenatsu.
Liturgist
This whole ‘only arcadey games are games’ thing is getting kind of annoying.
Then put me on ignore if you can't deal with different opinions.This whole ‘only arcadey games are games’ thing is getting kind of annoying.
Different opinions are retarded. Who gives a shit about score screens? That's entirely superficial and has nothing to do with what the game is actually about. It's just extra. What is a secret? It's not a point on a screen, it's about exploration and resource management. That's what's actually important.Then put me on ignore if you can't deal with different opinions.This whole ‘only arcadey games are games’ thing is getting kind of annoying.
Also FPS games were never in the arcade format. I'm comparing later FPS with earlier FPS.
There's alsoThe only arcade FPS I can think of off the top of my head (and it was a TPS/FPS hybrid) was SEGA/AM2's Outtrigger, which, while interesting, wasn't really that good. I think the concept was better executed in 2008's The Club, which is strictly a TPS.
In any case, I would only call it an FPS very loosely, it's more of an arena shooter (there's no level exploration to think of).
But another part of these games' design decisions can be interpreted as a forward looking product of the focus on immersion, story-telling and cinema that would dominate AAA single-player "gaming" since, which, IMO, views games (i.e. the things unique to games) with contempt and disdain.
Silly lemming, you don't get it, in real life games are solely about gameplay so video games should just be like that. My autistic dictionary told me so. Real devs didn't have any ambitions toward fully utilizing the medium, they just wanted to be codeslaves to the narrow tastes of some guy on an internet forum. Duh.But another part of these games' design decisions can be interpreted as a forward looking product of the focus on immersion, story-telling and cinema that would dominate AAA single-player "gaming" since, which, IMO, views games (i.e. the things unique to games) with contempt and disdain.
Can't agree with this. Half-Life fully embraces the potential of being a videogame. The story simply wouldn't work as well in any other medium - it would make for a boring B-movie, and in novel form it would be an absolute waste of paper as the plot is so thin and cliched. It all comes together purely because of the effective use it makes of the medium and the way it engages the player. The player sees what Gordon sees, knows what Gordon knows, reacts as Gordon reacts. This complaint sounds to me like saying Fallout killed RPGs by championing a focus on story and setting over mechanics. But nobody does argue that, because we appreciate that the genre has room for mechanics-focused games like Wizardry and story/"C&C"-focused games like Fallout, each with their own strengths and unique approaches, neither necessarily better or worse than the other. It's a shame that people don't tend to do the same thing with FPS games.
Preferring older FPS titles with mazelike levels, keycards and secrets is a totally legit opinion of course, but the idea that a game like Half-Life has contempt for videogames sounds insane to me. Half-Life is something that can only really exist in videogame form.
I meant to comment on your earlier posts about each game but I haven't felt focused enough, but I might yet do so.Definitely a lot was lost going from Doom and Quake to Half-Life and Unreal.I didn't play Doom and Quake properly until the more recent years and I came around from regarding them as unrefined and simplistic to being the best pure FPSes ever, so I don't think the preference for them is just relative to experiencing them at the time.
Quake itself is flawed IMO, and I think a lot of Quake 2, Half-Life and Unreal's design decisions can be interpreted as trying to fix those flaws. All three successors feature better weapons, Quake 2 re-ups the enemy count somewhat, while Unreal and Half-Life use AI to make enemies more interesting. Wins, IMO.
But another part of these games' design decisions can be interpreted as a forward looking product of the focus on immersion, story-telling and cinema that would dominate AAA single-player "gaming" since, which, IMO, views games (i.e. the things unique to games) with contempt and disdain. The main loss here is not just the primitive but reasonable secrets, kills and time scoring, but also the level design discipline that came with it. Can anyone imagine the boat ride or train rides in Unreal and Half-Life if the game still gave you a par time on map clear? Or Unreal maps like "the trench" or "spire village" with their slow moving and easily circumvent-able, but otherwise ammo sponge enemies? And what about the airstrike table in Half-Life? Not that Unreal and Half-Life didn't improve or iterate on Quake level design in some ways, or even most of the time, but for every few steps forward they also trip over and fall flat on their face.
Quake 2 is an exception. The level design is reasonable throughout (if some would say visually unappealing), but the enemy design is just awful, especially towards the end of the game. A good comparison is between the iron maidens in Quake 2 (which aren't even bad) and eightball equipped Skaarj in Unreal. There's no contest. Even if you compare bad enemies to bad enemies e.g. tank commanders in Quake 2 to titans in Unreal, at least the latter are positioned in open spaces where they can be somewhat of a threat, and not just a game of watch the fat guy get stuck in a door way and play peek-a-boo and click.
Doom's only "flaw" OTOH is that the environments aren't fully 3D. Perhaps I'll find Duke 3D or Blood happy middles? I know Duke 3D buys an inventory at the cost of instant power ups, something I sorely missed from Doom and the first Quake when playing Quake's successors, but it doesn't necessarily have to be a bad thing. Blood ditches the time in its score screens, but perhaps level design didn't suffer? I'll find out soon enough.
I like to distinguish between "interactive media", and *game*. Videogames are what they are, and certainly single player video games have embraced being "interactive media" first and foremost starting from the mid 90s, almost completely abandoning any *game* in them. Earlier videogames were the opposite, and this is a big reason why I limit my gaming to games made 2006 and earlier (with a few exceptions, ofc.)but the idea that a game like Half-Life has contempt for videogames sounds insane to me. Half-Life is something that can only really exist in videogame form.
My own opinion here is RPGs were never that good, and funnily enough the only type of RPGs I can stomach are dungeon crawlers, although a big part of my FPS genre exploration here is an attempt to find games which keep the things I like in dungeon crawlers (mainly the dungeons) while ditching other trappings of the RPG genre. I'm certainly not a fan of Fallout at all.his complaint sounds to me like saying Fallout killed RPGs by championing a focus on story and setting over mechanics. But nobody does argue that, because we appreciate that the genre has room for mechanics-focused games like Wizardry and story/"C&C"-focused games like Fallout, each with their own strengths and unique approaches, neither necessarily better or worse than the other. It's a shame that people don't tend to do the same thing with FPS games.
I like to distinguish between "interactive media", and *game*. Videogames are what they are, and certainly single player video games have embraced being "interactive media" first and foremost starting from the mid 90s, almost completely abandoning any *game* in them. Earlier videogames were the opposite, and this is a big reason why I limit my gaming to games made 2006 and earlier (with a few exceptions, ofc.)
Exactly. I didn't say Half-Life was a complete abandonment of game in videogames. Indeed I quite liked Half-Life (I think you read my long AAR on the game?) and think it improved on Quake in many important ways. I was just highlighting that there were a few aspects which I consider missteps given my own tastes and preferences that came along with the improvements.Combat offers many guns with different strengths and applications, enemy types are varied, encounter design is typically good, exploration plays a prominent role in the game (even though the levels are ultimately rather restricted), platforming segments offer a decent challenge* and most of the setpieces introduce a new gameplay mechanic for the player to experiment with and master (obvious examples being the sound detection system for the tentacles in Blast Pit and the train controls in On A Rail). I don't quite see the fundamental difference between Half-Life and Doom in that regard
There is House of the Dead. And many others rail shooter games.Also FPS games were never in the arcade format. I'm comparing later FPS with earlier FPS.
Well, there's this, which doesn't look like its all that fun, but that may just be the way the guy is playing.The only arcade FPS I can think of off the top of my head (and it was a TPS/FPS hybrid) was SEGA/AM2's Outtrigger, which, while interesting, wasn't really that good. I think the concept was better executed in 2008's The Club, which is strictly a TPS.
Can anyone imagine the boat ride or train rides in Unreal and Half-Life if the game still gave you a par time on map clear?
Who gives a shit about score screens?
I don't think I played Return to Na'Pali back in the day.
Because they are bad at it. The most common complaint I see is that many have problems with crouch-jumping. Xen also introduces a new jump mechanic very late in the game, and if you make a mistake you fall to your death.*I've never understood why people bash the platforming in Half-Life.
I see what we call "video games" today as a mix of different media. Simplified, they have some game parts (gameplay) and some story parts (walking sim/visual novel/interactive media/etc.). Story parts usually lead you to the next game part. Games with more story parts tend to have less interesting game parts, as if resources have to be divided, with some exceptions. They often rely on little gimmicks to mix things up and keep the gameplay from getting boring. They aim for variety rather than depth. The physics puzzles and driving sections in HL2 are one example.I like to distinguish between "interactive media", and *game*. Videogames are what they are, and certainly single player video games have embraced being "interactive media" first and foremost starting from the mid 90s, almost completely abandoning any *game* in them. Earlier videogames were the opposite, and this is a big reason why I limit my gaming to games made 2006 and earlier (with a few exceptions, ofc.)
I was just thinking about what to make of sections in some real time games (e.g. many FPSes) where you stock up on resources. On the one hand, there's no time pressure, and its a real-time game, so if you think of it in turn based terms where every 10 seconds or so is a turn or whatever, then it really is just a walking sim. On the other hand, if you think of the whole section as a turn and stocking up as an exploration puzzle it's really no different from e.g. optimizing the tiles a city is working in a Civ game.walking sim
Exactly. Half-Life's platforming is overstated. It's mostly what I call safe descent puzzles i.e. how to safely descend some height.Half-Life platforming is mostly just falling onto platforms, which is the easiest form of platforming there is. In fact, first-person makes it easier, not harder.
I watched a couple of online reviews and they thought the new weapons and action was much worse in Return, so not sure what to believe now. One thing I noticed in the base game is that hit scan weapons gave the player a huge advantage. I would use the ASMD and Rifle for everything except CQC unless I was out of ammo for the two. This is because while the enemy AI can dodge projectiles, it has no answer to getting repeated blasts in the face from hit scan weapons. It's actually kind of a big flaw in the game, but alleviated by the fact that ammo for both the ASMD and Rifle isn't nearly so plentiful.When it comes to gunplay I think it was a marked improvement on the base game.
I watched a couple of online reviews and they thought the new weapons and action was much worse in Return, so not sure what to believe now.When it comes to gunplay I think it was a marked improvement on the base game.
Still at it with the UT remakes, I see. I remember you ignored me when I called you retarded for recommending a UT remake of Marathon.I watched a couple of online reviews and they thought the new weapons and action was much worse in Return, so not sure what to believe now.When it comes to gunplay I think it was a marked improvement on the base game.
I don't remember about the weapnons, but instead of a single or pairs of Skarj being the only unpredictable enemies, you now face several groups of mercs with bot AI. I certainly found the gunplay more intense and exciting than in the base game.
I played an UT remake of of RTNP, though, so things may be somewhat different to the original.
Well then, a few more notes and comments:I will definitely play: Blood, Doom 2 and Duke 3D, in that order, after F.E.A.R.
Then maybe Perfect Dark and Time Splitters 2. I'm willing to give these games a chance despite thinking GoldenEye is hot garbage. Actually I think F.E.A.R managed to execute well something GoldenEye executed poorly (more thoughts on this when I write my AAR on F.E.A.R), and that only reinforced my desire to play GoldenEye's spiritual sequels.
Following the thread of console classics, I'd have to check out Doom 64, and Powerslave. Then to round out the 90s: Shadow Warrior (the weakest of the Build holy trinity?), Dark Forces 2, Sin, Turok (2? which one is better?) and Alien vs Predator 1.
Post 90s there's not much I'm interested in. There's the first Far Cry, Serious Sam, and Riddick. All by European developers. Come to think of it, Time Splitters 2 is also European. Only Prey (2006) interests me from the original US based FPS devs, in this time period.
But I think where I'll draw the line will be Time Splitters 2. Come back to the others in a few years time or something. So many cool games, so little time .
That might be quite different then as UT itself changed all the weapons from the original game quite considerably. The new weapons in Return to Na Pali felt like out-takes from the beta that were included in the expansion pack just to give the players more content. They're not terrible, but Unreal already had a number of unusual weapons that were rather in need of more enemy varieties and better encounter design to make them more useful. The mercenaries appear only in one place in the original version, I think.I watched a couple of online reviews and they thought the new weapons and action was much worse in Return, so not sure what to believe now.When it comes to gunplay I think it was a marked improvement on the base game.
I don't remember about the weapnons, but instead of a single or pairs of Skarj being the only unpredictable enemies, you now face several groups of mercs with bot AI. I certainly found the gunplay more intense and exciting than in the base game.
I played an UT remake of of RTNP, though, so things may be somewhat different to the original.