Morenatsu.
Liturgist
But Far Cry 2 is worse.
Far Cry 1 has nothing to do with Ubisoft design, it's not even an open-world game.
Far Cry has nothing to do with Ubisoft, but Ubisoft has something to do with Far Cry (but not really). Just like how scripted FPSes are Half-Life except not at all.
Am I the only one who really enjoyed Halo: Reach? I thought the game had both decent shooting, fun diverse levels, and an enjoyable campaign storyline. Add to that the ability to customize your own character that features in the game's cutscenes, satisfying progression system that carries across both MP and SP, and non-annoying side characters who you don't wish to strangle.
doom 2016 was made by id software and was a direct response to doomFar Cry has nothing to do with Ubisoft, but Ubisoft has something to do with Far Cry (but not really). Just like how scripted FPSes are Half-Life except not at all.
FC 1 was published by Ubisoft and FC 2 and 3 are dirrect responses to the ideas and design of FC1. The director of FC 2 is on record with these things. Also, influence doesnt mean you're doing a 1:1 copy/paste job. You're selecting bits and pieces and you're having ideas of your own that come from looking at other games
Am I the only one who really enjoyed Halo: Reach? I thought the game had both decent shooting, fun diverse levels, and an enjoyable campaign storyline. Add to that the ability to customize your own character that features in the game's cutscenes, satisfying progression system that carries across both MP and SP, and non-annoying side characters who you don't wish to strangle.
The first ever fps?Hello FPS nerds.
I have a question. What was the first "corridor shooter"?
I mean in the FPS genre, not like Space Harrier lol.
I know Half-Life is the game that popularized this kind of level design, which was released Nov 19th 1998. SiN was kind of like that, and it was November 9th 1998, so had Half-Life beat by 10 days, but essentially simultaneous.
Was there anything earlier?
This is a good counter example to what I mean by corridor shooter.The first ever fps? *maze war*
If you want an extreme example:What was the first "corridor shooter"?
Star Craft: Republic Commando
Wolf 3D
Fast paced gameplay, deadly weapons and enemies, sound, atmosphere, level design (yes mazelike level design is far from optimal but it's still miles better than linear action corridors).
If anything, it's more worth playing today than it was in mid-late 90s- early 2000s when proper FPS games were still being made and the competition was fierce in that genre.
If you want attrition in Quake, play WarpSpasm.Firstly, in Quake, there is no attrition
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So, seeing as this hypothesis (that the dungeons in boomer shooters are not so different to the dungeons in wiz clones) failed, I instead asked "do labyrinthine levels add or take away from the action".
I'm yet to deep dive into UUW and similar Japanese games like King's Field and Baroque. My hypothesis here is similar, but slightly different: if you don't care much for the trappings of the RPG genre (as I resolutely do not), these are just bad FPS games.I don't really see how your hypothesis "fails" anyway, not in principle. The missing links between grid dungeons and FPS levels would be UUW, Shock1 and Thief. Compare Doom/Strife levels to Underworld, or Quake/Hexen2 levels to Thief. There are clear differences, but the similarity should also be obvious.
Cryostasis is a spooky shooter like Doom 3. It's slow paced and jump scare reliant like Doom 3. If you only judge the gameplay, it's subpar like Doom 3. But the story in Cryostasis is on a completely different level. Instead of getting audiologs, you get excerpts from a Maxim Gorky short story. The deeper you go, there more you start to ask yourself what the game is actually even about. It's really, really cool and deserves to mentioned more often