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Anime The mistake a lot of modern boomer shooters make

Hell Swarm

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Bro it looks exactly like Quake except it's shittier.
Totally different lighting style but after playing it, it sucks hard. Guns don't even make noise.
Boltgun is pretty trash
FYPNP. That game is everything wrong with "throwback" shooters. Garbage.
Other than being a bit fast and doom eternalish it wasn't an awful game. I've played much worse retro shooters from the 90s.
I'm still straining to think of any definition of FPS that manages to leave Strife, System Shock, and Deus Ex
How about shooting being the single most important thing in the game? Wow, that was easy.
So Zelda archery training and gears of war are FPS now? Does Nu Doom not count since glory kills are essential to keeping ammo up and hence more important?
 

Saint_Proverbius

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Wikipedia even considers the likes of Dishonored, Deus Ex, Mirror's Edge, and Fallout 3/NV to be FPS games too
Proof that even retarded people can find the submit button on Wikipedia.
So Zelda archery training
Didn't you just make this argument yesterday?
Does Nu Doom not count since glory kills are essential to keeping ammo up and hence more important?
So, remind me again what you typically do in order to get a Glory Kill? Also, remind me why getting ammo is also important?
 

HeatEXTEND

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Other than being a bit fast and doom eternalish it wasn't an awful game.
Depends on what you are looking for I guess. Got bored real fucking fast. And "a bit"? More than a bit don't you think? Also the spritework and weapons are shit.

So Zelda archery training and gears of war are FPS now?
You tell me. For me it's all quite simple, if it looks, smells, feels and tastes like A, it's A.
So are these FPS games? Nope. Is SS an FPS? Only in the broadest sense of the word which is, case in point, practically meaningless.
 

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So are these FPS games? Nope. Is SS an FPS? Only in the broadest sense of the word which is, case in point, practically meaningless.
Lol, what version of System Shock are you playing where first person shooting isn't the whole core of the game? It is a game about moving down corridors and shooting respawning enemies. The entire last two floors of the game, Security and Bridge, are just wall-to-wall combat. But it's not an FPS because... you find audio logs? You have to backtrack to open doors? You have to do wire puzzles? You can pick up SEVERED HEAD and throw it across the room? You get rocket boots? It has cyberspace, which plays like Descent?

Under the official HeatEXTEND "it's an FPS if shooting is the most important thing in the game!" definition of FPS games, it 100% fits. You are describing System Shock.

This whole tangent is the worst part of this thread, and that's really saying something. Here's something to fill the next six pages: SWAT 4 is not an FPS because the game actively discourages you from shooting people.
 

Lyric Suite

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While definitions will always be nothing more than an approximation given the inherent limits of language, i'll narrow down the essence of what an FPS is to what i posted earlier:

1) It has to be first person (given).
2) It has to involve action style shooting.
3) It has to allow freedom of movement.

Obviously, there are many ambiguities. Does melee count as shooting? It probably does if it's straight forward enough. Hexen had melee weapons and was still a shooter. The combat system in Kingdom Come by contrast obviously doesn't count. That said, in the main i'd say melee is a poor fit for a shooter, even if it's possible to have it.

Next. Is Deus Ex a shooter? Maybe but i think it's more of an hybrid. The fact your aim goes haywire if your skill is too low obviously makes it partially a simulation of sort. Also the emphasis on other things like hacking as opposed to straight shooting puts it in a special category.

One thing about the third point that may be important is that along with freedom of movement i feel a shooter also needs to use that movement as a form of interaction. This may just be my biases talking but i always felt Serious Sam was more like half a shooter due to the lack of level design (i remember somebody argue at times Serius Sam feels more like a schumup). Games with open spaces where you can just roam freely also feel diluted to me. If i had to take a guess, what makes level design feel so intristinc to this genre is that in an actual map you are always compelled to move forward. Without level design it's like a third dimension is missing or something. You still have your gun and running but the third element of compelled movement isn't there.

Again i don't think you can just narrow everything down to a simple definition but if a game checks all of the above it is guaranteed to be within the vicinity of being a shooter if nothing else.
 

Lemming42

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Hey, you wanna throw in SS with Doom go right ahead, I refuse.
You could just say "Doom clone" if you mean Doom clones. But the point is that nobody's going to be able to come up with a definition for "FPS" that covers games like Doom, Half-Life, Metro, Far Cry, Rainbow Six, etc but manages to arbitrarily exclude shit like SS.

To desperately try and bring it back to the thread topic, maybe this is part of what causes the difference between 90s FPS games and throwback games - devs at the time were just seeing what you could do with the formula and trying all kinds of different things and genre fusions, since the term "FPS" didn't exist and nobody gave a shit about matching some undefined set of criteria, and thus there was a lot of variety and experimentation, leading to games that are difficult to group together under any specific definition (Doom, Hexen, System Shock, Killing Time, Realms of the Haunting, Strife, PowerSlave, Unreal, Half-Life, etc). Meanwhile throwback devs are setting out to very deliberately create something that they think of as an "FPS game", which to many of them seems to mean a specific style based entirely around particular aspects of Doom and Quake.

And to many of them that seems to translate to "everything looks like shit, environments are abstract with big open areas, waves of enemies are attacking the player, no plot or cohesive visual design, lots of jumping around, shitty heavy metal blaring out".
 

Hell Swarm

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You could just say "Doom clone" if you mean Doom clones. But the point is that nobody's going to be able to come up with a definition for "FPS" that covers games like Doom, Half-Life, Metro, Far Cry, Rainbow Six, etc but manages to arbitrarily exclude shit like SS.
I would like to see the people who disagree explain what invalidates the primary way to interact with the world from being part of it's definition. There isn't an either or immersive sim/FPS conflict. You can have an immersive sim FPS, the same way you can have a fighting game dungeon crawler (Tobal series) or an action JRPG. They're describing different aspects of a complex entity. If you have to argue a game where you view the game in first person and shoot things regularly isn't an FPS then you have to explain why the most obvious explanation is wrong and another is correct. If you approached a complete dunce who's never seen a game before and showed them Doom 2, Quake, System shock, Metro, Bioshock infinite, Halo, Half-life, Deus Ex Human revolution, Rainbow six and Nu Prey what do you think they would say they were? Shooting games, if you pushed for a camera definition they would say something more or less along the lines of first person. If you then showed them Mario 2, Crash Bandicoot, Bioshock infinite, Deus Ex, Quake, Mario 64 and Sonic adventure there is zero chance they call them all jumping games or try to define them as anything close to the same because they all share one minor mechanic instead of 2 major ones (camera and combat).
 

HeatEXTEND

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And to many of them that seems to translate to "everything looks like shit, environments are abstract with big open areas, waves of enemies are attacking the player, no plot or cohesive visual design, lots of jumping around, shitty heavy metal blaring out".

I may have missed it but what do you think of DUSK? I feel that's proof throwbacks absolutely can be done well and it's not like nobody is getting it right.
 

Lemming42

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If you approached a complete dunce who's never seen a game before and showed them Doom 2, Quake, System shock, Metro, Bioshock infinite, Halo, Half-life, Deus Ex Human revolution, Rainbow six and Nu Prey what do you think they would say they were? Shooting games, if you pushed for a camera definition they would say something more or less along the lines of first person.
Yeah, I think that's the essence of it - like LS said above, genre definitions are approximations at best. You can definitely trace a chronology between all those games; even Wolfenstein 3D took inspiration from Ultima Underworld, and the System Shock devs clearly took a few lessons from Doom, and then games like PowerSlave came along and took lessons from all of them. Then we get into the realms of weirder shit where people were trying to merge elements of Doom with elements of adventure games or RPGs, or trying to add in squad mechanics and shit. But what's important is that nobody back then was trying to match any pre-conceived notion of what an FPS game is meant to be - even the most obvious "Doom clones" sometimes tried off-the-wall shit.

You can see how they're all taking inspiration and guidance from each other while also trying to distinguish themselves, which is what makes them hard to collectively define (especially if attempting to make a definition which includes fairly arbitrary exclusions). I'd say Doom and SS have more in common with each other than either does with Call of Duty, but all three are clearly basing themselves on similar trends in game development to the point where it makes sense to class them as one broad genre. Ironically the problems start to arise when we try to make strict genre definitions, which is how some throwback devs end up with the mindset of "an FPS game is when I try to make Unity look like the Doom/Quake engine, and also everything has to be weird garbled shit".
I may have missed it but what do you think of DUSK? I feel that's proof throwbacks absolutely can be done well and it's not like nobody is getting it right.
It took a while to warm up to it but I really like the second and third episodes, that level in E3 (I think) where you're in the houses on the floating islands and having to jump between them at impossible angles was superb, one of the best levels in any throwback shooter.

That said, I felt like it had a lot of the usual problems raised in the OP with lack of coherent visual design and a deliberately sidelined/minimalistic plot, plus the amount of weird callbacks to existing games, but it's definitely one of the more memorable throwback shooters. The weird dreamlike visual design worked in the game's favour in the third episode at least. I liked the Blood-style culty atmosphere but it felt kind of scattershot and incoherent.

Being able to rotate 360 degrees in mid-air when jumping is such a cool mechanic that I can't believe none of DUSK's successors have copied it yet. There's probably a whole game in that.
 

HeatEXTEND

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That said, I felt like it had a lot of the usual problems raised in the OP with lack of coherent visual design and a deliberately sidelined/minimalistic plot
How so? I'd say it has a very coherent visual design
(I'll agree they went with maybe a couple "jokes" too many, but none of it feels forced, it feels like the devs having fun, and the visuals/music/gameplay quickly pull you past these notes)
and the "plot" is fine the way it is, what else would you want from it without getting bogged down into HL territory as opposed to a "simple" run-and-gun FPS.
 

Saint_Proverbius

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1) It has to be first person (given).
2) It has to involve action style shooting.
3) It has to allow freedom of movement.
On point #2, it doesn't just involve action style shooting, it needs to be front and center of what the main gameplay aspect is all about. What does the fun revolve around? The shooting.
 

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You can definitely trace a chronology between all those games; even Wolfenstein 3D took inspiration from Ultima Underworld
Probably not, since UUW was March 21, 1992 and Wolfenstein 3D was May 5, 1992. Not a lot of time to take inspiration there.
 

Lemming42

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what else would you want from it without getting bogged down into HL territory as opposed to a "simple" run-and-gun FPS.
Nothing, I suppose. The plot is designed to revolve around weirdness and nightmares and explain why nothing makes much sense visually, like Quake's, so it works in that regard. I think I just prefer it when these games have a bit more going on in that department, DUSK feels deliberately minimalist and abstracted in way that the likes of Heretic or SS or even Doom don't to me. Then again, maybe it's exacerbated by DUSK's overt references to Half-Life and Thief which sort of highlight the contrast between it and them.
Probably not, since UUW was March 21, 1992 and Wolfenstein 3D was May 5, 1992. Not a lot of time to take inspiration there.
I probably misremembered, I thought I'd read something somewhere about how id were shocked by UU's technology and quickly started scrambling to learn from it as fast they could. I might have mixed them up with some other early FPS dev around the same time; maybe Raven (since Shadowcaster feels like the worst attempt at creating an ImSim ever).
 

Hell Swarm

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1) It has to be first person (given).
2) It has to involve action style shooting.
3) It has to allow freedom of movement.
On point #2, it doesn't just involve action style shooting, it needs to be front and center of what the main gameplay aspect is all about. What does the fun revolve around? The shooting.
How do you define front and center? Half-life can be played pacifist except for like 2 bosses while I can go guns blazing through any immersive sim. Action style shooting is completely undefinable.
 

Cross

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You can definitely trace a chronology between all those games; even Wolfenstein 3D took inspiration from Ultima Underworld
Probably not, since UUW was March 21, 1992 and Wolfenstein 3D was May 5, 1992. Not a lot of time to take inspiration there.
https://en.wikipedia.org/wiki/Ultima_Underworld:_The_Stygian_Abyss

Id Software's use of texture mapping in Catacomb 3-D, a precursor to Wolfenstein 3D, was influenced by Ultima Underworld.[26] Conflicting accounts exist regarding the extent of this influence, however.[57] In the book Masters of Doom, author David Kushner asserts that the concept was discussed only briefly during a 1991 telephone conversation between Paul Neurath and John Romero.[58] However, Doug Church has said that John Carmack saw the game's summer 1990 software convention demo, and recalled a comment from Carmack that he could write a faster texture mapper. Paul Neurath has recounted the incident similarly, with both Carmack and Romero present.[19][57]
 

Lemming42

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Aha, I remember it as them being blown away by UU and scrambling to catch up; instead it turns out it's Carmack showboating and ragging on a tech demo. Nice. Seems much more in character.
 

HeatEXTEND

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How do you define front and center? Half-life can be played pacifist except for like 2 bosses while I can go guns blazing through any immersive sim.
Yes, I can sit on a table but that doesn't define it as a chair does it? Define front and center? are you fucking kidding me?
inb4imonlypretendingtoberetarded.
 

Hell Swarm

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How do you define front and center? Half-life can be played pacifist except for like 2 bosses while I can go guns blazing through any immersive sim.
Yes, I can sit on a table but that doesn't define it as a chair does it? Define front and center? are you fucking kidding me?
inb4imonlypretendingtoberetarded.
I'm serious. How much shooting has to happen for it to be front and center? Is Half-life not an FPS until chapter 3 kicks off because it's got no guns?
 

Lyric Suite

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How do you define front and center? Half-life can be played pacifist except for like 2 bosses while I can go guns blazing through any immersive sim.
Yes, I can sit on a table but that doesn't define it as a chair does it? Define front and center? are you fucking kidding me?
inb4imonlypretendingtoberetarded.
I'm serious. How much shooting has to happen for it to be front and center? Is Half-life not an FPS until chapter 3 kicks off because it's got no guns?

Melee weapons in a shooter are just guns with zero range.
 

HeatEXTEND

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I'd say HL is indeed not a "pure" FPS but a "cinematic" one. How do I know? I don't like "cinematic" FPS and I don't like HL :smug: . Point being the term FPS on its own is pretty useless (if you start including everything in first person that has weapons) and can be quibled over endlessly, kinda like that other term, RPsomething.
 

Lemming42

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Looking in old gaming magazines to see what terms, if any, were in use other than "Doom clone" prior to HL:
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It looks like "first-person game" or "first-person action game" was the most common shorthand to describe it, with an occasional addendum of "it's like Doom, but better because _____". Which I suppose is more clearly defined and less contentious than "FPS".

I like how Dark Forces isn't a game - it's a first person experience. And System Shock is apparently both a "Doomy blaster" and an RPG. The latter claim sounds transparently wrong to me, but hey, the Codex top 101 agrees!

Special mention to, uh, "corridor death game".
elgsn1S.png


BUT HANG ON, WHAT ABOUT DELTA FORCE? ARE WE SAYING DELTA FORCE ISN'T A CORRIDOR DEATH GAME JUST BECAUSE IT HAS NO CORRIDORS?
 

Beans00

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BUT HANG ON, WHAT ABOUT DELTA FORCE? ARE WE SAYING DELTA FORCE ISN'T A CORRIDOR DEATH GAME JUST BECAUSE IT HAS NO CORRIDORS?

Look dude I might be one of the only people here unfortunate enough to play the delta force games (1,2,BHD). Those games sucked ass. Trust me there are plenty of corridors in DF, plenty of stupid buildings where enemies will 1 shot you around corners.

All of that pales in comparison to the falling damage. In delta force 2 you will die if you fall more then 1 feet.
 

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