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#21 | |
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Old shooters are always a blast to play.
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#22 |
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They can: http://store.steampowered.com/app/41070/?snr=1_4_4__13
And to be absolutely clear, DNF doesn't really have cutscenes except maybe the post-credits bit. Everything is done in-game. |
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#23 |
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I think if you looked at an overhead map of a level in most FPS games today, they would pretty much be similarly complicated to that Doom level.
The other problem is, if a game like Doom were to come out right now, people would whine about how repetitive and crappy it was to go back through the same looking areas over and over again. People complained about that with Halo, a more modern game that does a similar thing on several levels.
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64 65 61 74 68 62 6f 6f 67 65 72 73 20 6d 6f 74 68 65 72 20 6f 66 20 63 6f 75 72 73 65 ![]() Liandri Archives - A veritable smorgasbord of information about the Unreal series If Titanic taught me anything, it's to never let go until you're a frozen corpse staring hopelessly into a barren horizon. |
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#24 | ||
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I knew someone would mention Sam if I didn't. I should have added an exception, but Sam is really the only modern game to successfully translate the old-school FPS experience to today's market. Quote:
also the whole "repetitive/back tracking" argument is a farce. I can't think of a single first-person shooter that doesn't have some amount of tracing your steps through an area you've been previously, no matter how brief. whether it's open world or 100% linear, there are zones and/or resources that are going to be recycled across the playthrough. assuming the gameplay is sound and the graphics are pretty, backtracking is a non-issue that goes largely unnoticed. I realize I'm ranting. Serious Sam (or any Doom "reboot" for that matter) is a rare endeavor that most games will never attempt.
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A game like Doom just wouldn't pass today. Sure, people who are stuck in the 90s and dying for a game that makes you hunt down keycards would get it and play it, but the rest of the gaming population wouldn't give it two looks. Why do you think there isn't a new Doom game that plays the same way? Hint: it's not because game developer WON'T make one.
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64 65 61 74 68 62 6f 6f 67 65 72 73 20 6d 6f 74 68 65 72 20 6f 66 20 63 6f 75 72 73 65 ![]() Liandri Archives - A veritable smorgasbord of information about the Unreal series If Titanic taught me anything, it's to never let go until you're a frozen corpse staring hopelessly into a barren horizon. |
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I don't recall any Doom level ever taking an hour to complete, let alone to find a single key
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but that's rare. I realize that I'm being fanciful. however I stand by the notion that people will play anything so long as the gameplay is enjoyable and the graphics are to date.
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![]() "Aut inveniam viam aut faciam." |
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#27 | ||
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64 65 61 74 68 62 6f 6f 67 65 72 73 20 6d 6f 74 68 65 72 20 6f 66 20 63 6f 75 72 73 65 ![]() Liandri Archives - A veritable smorgasbord of information about the Unreal series If Titanic taught me anything, it's to never let go until you're a frozen corpse staring hopelessly into a barren horizon. |
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#28 |
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And.. SS2 was quite ****e.
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elmuerte.com - Magicball Network - UnrealWiki - The Unreal Admin page - UT3 WebAdmin Explode Mode! - Idle Ballad - Year of the PS3 - igndotcom - IdleThumbs |
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#29 | |
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tricoro
Join Date: Jan. 20th, 2008
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And... SS3 is going to be as awesome as the first one. Forget the SS2 is ****e argument, elmuerte, it doesn't count anymore.
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#30 |
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I'll wait and see
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#31 |
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That's a pretty healthy attitude given how different SS2 was from SS:FE and SS:SE. I still found SS2 to be an enjoyable shooter, though tragically different (in a bad way) from the original.
All I've seen from SS3 gives me hope. First of all, they've abandoned the cartoon character approach to enemy design and have gone back to the original mean and nasties. I love that they are promoting the game as run and gun, all man no cover, and a real weapon bonanza. I hope they do it right and I hope it sells like crazy. Jacks, I can think of many of modern fps games that don't require you to backtrack. |
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#32 |
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well... to be fair, I was attempting to use the phrase "backtrack" interchangeably with "repetition" in level design.
sure, I guess I can think of a few games in which there is no backtracking per se; where you go from start to finish, don't have to turn around, and the end of the level is the last time you ever see that particular map. but I can't think of any that are able to avoid either backtracking or repetition without relying on the other. those without backtracking usually end up recycling so many resources that, even in "different" levels, you feel like you've been everywhere before. that's probably the biggest problem I was trying to articulate. |
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#33 |
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Your position is a little unclear. I think you're advocating backtracking in a game as defined by revisiting the same areas and also areas that share the same graphical assets?
... and you're also saying that both new and old games use backtracking? Is that good or bad?I think the important point upon which we both agree is that modern FPS tend to lean too heavily on cutscenes and scripted actions and leave little time for the shooting. |
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#35 |
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Ain't no money in old school ego shooters, that's why they dont make them anymore.
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#36 |
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Registered User
Join Date: Feb. 21st, 2009
Posts: 571
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@Brizz:
Didn't they say that Doom 4 will go back to Doom's roots when it comes to gameplay (how that plays out in the end is to be seen, of course). About linearity in DNF and how it could work otherwise in todays gaming-world: As an example for awful linearity that breaks immersion at the same time I use the fire-extinguishers: There are parts in DNF where you cannot go past a fire. THe solution is to make an extinguisher explode that is 30 centimeters next to it ... everytime. This is stupid and also breaks immersion,because fires tend to only occur next to extinguishers. I am not a friend of looking for keycards in some random places. But in the case of fires and extinguishers it would have worked well if you had a fire here and a fire station somewhere else. And right in that station there are also fire extinguishers. This contains logic and should be solveable for even the lowest of low mainstream gamers. The fire station has of course several entrances and/or different routes through the building ... like basically every building in DN3D. Last edited by Northrawn; 22nd Jun 2011 at 07:01 AM. |
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#37 |
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Registered User
Join Date: Jun. 12th, 2010
Posts: 177
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The main thing that irks me with modern FPS' is that their gameplay mechanics revolve around limitation, where they used to revolve around choice.
The game presents you with a situation where there are maybe 2 or 3 solutions to the problem, yet there's always one which is vastly supperior. And as such the game nannies you into playing this way. Even in games like Half Life 2 there was always a very clear way of doing things. It simply was presented as such. Now if you play Quake for instance, the maps are more circular in layout. This means you can play things in a different order, and also the bigger loadout, more creative weapons and higher rate of mobility allow you to tackle situations in a wide variety of ways. In other words, you have the freedom -- not total freedom! -- to decide both on the micro and macro aspects of the game. With macro I mean global tactics (non-singular) and micro I mean player to player combat. In most modern shooters you only have choice in the micro aspects, and even in those there is much less diversity. Because most weapons are rather similar in nature, and there is less mobility -- 1. movement is generally more restrictive, and 2. map layout doesn't allow for easy flanking or backtracking. Deus Ex is perhaps the best example of a game that allows you to take matters in your own hands. It is this aspect of choice and personal decision making that I lack in modern games. In a sense you could say that most older FPS games were more liberal in their philosophies, and modern shooters are more collectivist -- you are a cog in the machine. You can rise above the average, but you're always kept on a leash by one limitation or another. Is that to say older shooters are superior? No! But, it is my opinion that they are indeed superior in certain aspects. Scripted sequences can certainly spice things up, and limitations aren't a bad thing per se. But I think the dominant philosophy has shifted to much to making games like movies, rather than providing you with a set of goals and issues that you, as an individual are left to solve. For me personally, at the end of the 90's there were Deus Ex and Half Life. While both were great games, I vastly prefer Deus Ex for it's gameplay mechanics and mix of RTS and FPS. Half Life was an amazing experience, but in the end it was rather on rails. And I've been let down that the industry has moved move in the direction of the latter rather than the former. Of course there are exceptions, Bulletstorm is very liberal in the micro aspects but hugely restrictive in the macro aspects. Crysis is rather liberal in the macro aspects, and also the player to player combat alows for unique approaches thanks to the suit system. Yet even in Crysis, despite it's strong sandbox aspects, I feel rather confined in my ways of approaching a situation, probably because there's a clear superior way of doing things most of the time. Or perhaps it's just me. </rant>
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#38 | |
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Obviously, those 3 things are my biggest beef with the game and I haven't even bought or played it yet, but I think I might give it a try once it goes on-sale. I think hal gave a fair review and it has inspired me to give it a try even though I don't like some of the features. Now if I can only pry myself out of the Unreal universe long enough to give it a try.
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#39 | |
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![]() All the same, good review. IMO from what I've read and seen regarding DNF it's an all-right game regardless. I'll prolly get it when it hits below $20 because it looks like fun no matter what year it was...
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If you're not having fun, you shouldn't be doing it. |
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#40 |
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I'd give it 9/10 marijuana leaves because if you use the marijuana leaves before you play it will be the best game.
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64 65 61 74 68 62 6f 6f 67 65 72 73 20 6d 6f 74 68 65 72 20 6f 66 20 63 6f 75 72 73 65 ![]() Liandri Archives - A veritable smorgasbord of information about the Unreal series If Titanic taught me anything, it's to never let go until you're a frozen corpse staring hopelessly into a barren horizon. |
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