Umm... I knew about that knifing class in MW2, what I was wondering what kind of knifing class one could have in Call of duty 4, which is what the article mentioned.D-Ship said:Oh man - you're going to be disappointed if you think I'm talking about THIS [http://en.wikipedia.org/wiki/Witchblade] witchblade. (note: originally did a Google image search, but discovered it might be a little too NSFW for The Escapist. Search at your own peril~)Not G. Ivingname said:
The Witchblade is basically just the monicker for a certain set of perks you can choose in Call of Duty 4: Modern Warfare 2. THEY ARE...
Lightweight: Lets you run faster (+quicker aim after sprinting for Pro)
Marathon: Infinite Running (+get over obstacles like ladders faster for Pro)
Commando: Melee hits at a greater distance (+no fall damage at pro)
and then, finally, any hand gun + tactical knife, which lets you stab dudes faster.
As usual, Penny Arcade puts it more eloquently than I can (see the link I put to Jerry Holkins in the article), but the gist is that you become super fast and look like you're teleporting the last ten feet or so to get that knife kill. It's called "witchblade" because it more or less looks like you're using wichcraft or some other hocus pocus to stab people nightcrawler style. It's a pretty bogus way to die...but killing the guys who are doing it is every bit as satisfying as dying by their hands is horrible.
One hit knife kills are nowhere near the least realistic thing in modern games man. The only way to make players in a game use things the way they were intended/are used in real life is to make the game realistic - which is never going to happen because then people would cry due to things being too hard, so I'd get used to the insta-knife kills if I were you, as people like them, they're profitable, and hence, are going to stay.Abanic said:Unfortunately, FPS melee attacks have become the most powerful weapons of the game. Designers are too focused on giving players a 'last chance' weapon and they have made these weapons too powerful, a reusable one-shot kill. I agree that the knife is designed to reset the distances between two opponents to what it should rightfully be, but just because it's designed to do that doesn't mean that is what people are using it as. A hammer is designed to drive nails, but that doesn't mean that it can't be used to bludgeon a pelican to death. NEVER UNDERESTIMATE THE INGENUITY OF VIDEO GAME PLAYERS THAT ARE LOOKING FOR A COMPETITIVE EDGE.
There are players who tweak out their characters to take advantage of what the designers are offering in order to give them an advantage; there's nothing wrong with that. However, I've often wondered how a knife wound to the ankle is able to instantly kill my adversary, or how a knife can mysteriously bypass all the canteen, gear, uniform, extra ammo, secondary weapon, and body armor that protects my character from BULLETS. Aside from magic knife blades, I've often wondered why programmers/designers offer ways to enhance the close combat fights, but no ways to protect yourself from them. Hey Modern Warfare, how about next time you offer a perk (titanium/fiberglass underarmor bodysuit) that makes knife attacks mostly ineffective? It wouldn't do anything to stop a bullet, but it would force the "witch-blades", "ninjas", and "slashers" to actually shoot their guns in a First Person Shooter.
How about EMP rounds that dissipate energy swords?
How about requiring multiple knife wounds to kill an opponent (you could then add perks to decrease the number of strikes to kill or decrease the time between strikes)?
How about giving different strengths to the frying pan, crowbar, machette, katana, cricket bat, and all the rest so I know which one to use against the Tank, or Jockey, or an effective Charger?
How about giving the Modern Warfare collapsed victim 5 seconds before they die (by bleed-out) to shoot their assailant, you could call it 'knife-victim last-stand' (a additional perk could also allow the slasher to instant kill)?
How about all designers stop making bullets LESS effective than their real life counterparts, and stop making knives MORE effective than their real life counterparts?
There are things that designers can do to return balance to the popular FPSs and return melee weapons to their designed functions as 'last chance' weapons.
Another major innovation that has infiltrated its way into games is the level design has changed over the last few years. I still fondly remember a vast, horseshoe-shaped, canyon multiplayer map in the original Halo, or the sprawling areas of Battlefield 2 (for 360). It seems to me that designers are designing levels that encourage the in-your-face confrontations that make melee fights unavoidable. I understand that these levels are programmed in an effort to maximize realism and excitement while avoiding hardware limitations, but the choice of forcing all of these fights into battlefields that can be measured in acres (as opposed to miles) is that you are encouraging certain types of play by making those tactics more effective.
Players are gonna play and haters are gonna hate. We can all wish that everyone would have a sense of fair-play and fun, but many are only concerned with their win/loss ratio. Until the designers realize that players will not always use a feature for its intended purpose, we will have to suffer the wrath of the melee-focused FPS players. I just hope that the designers realize that FPS games, like real life, are in the midst of an arms-race, and will start to add some anti-melee features to our favorite games.
I'm sorry if I gave the impression that that I believed instant kills with a knife were the least realistic thing in modern games (because I certainly never said anything of the sort). And I'm sorry if I gave the impression that I wanted them removed from modern games (because I certainly never said that either). I would personally love to see a perk in Modern Warfare 3 that allows instant kills with a knife, but I think it's too overpowering to have that as an ability that EVERYONE has without having to work for it.L-J-F said:One hit knife kills are nowhere near the least realistic thing in modern games man. The only way to make players in a game use things the way they were intended/are used in real life is to make the game realistic - which is never going to happen because then people would cry due to things being too hard, so I'd get used to the insta-knife kills if I were you, as people like them, they're profitable, and hence, are going to stay.Abanic said:Unfortunately, FPS melee attacks have become the most powerful weapons of the game. Designers are too focused on giving players a 'last chance' weapon and they have made these weapons too powerful, a reusable one-shot kill. I agree that the knife is designed to reset the distances between two opponents to what it should rightfully be, but just because it's designed to do that doesn't mean that is what people are using it as. A hammer is designed to drive nails, but that doesn't mean that it can't be used to bludgeon a pelican to death. NEVER UNDERESTIMATE THE INGENUITY OF VIDEO GAME PLAYERS THAT ARE LOOKING FOR A COMPETITIVE EDGE.
There are players who tweak out their characters to take advantage of what the designers are offering in order to give them an advantage; there's nothing wrong with that. However, I've often wondered how a knife wound to the ankle is able to instantly kill my adversary, or how a knife can mysteriously bypass all the canteen, gear, uniform, extra ammo, secondary weapon, and body armor that protects my character from BULLETS. Aside from magic knife blades, I've often wondered why programmers/designers offer ways to enhance the close combat fights, but no ways to protect yourself from them. Hey Modern Warfare, how about next time you offer a perk (titanium/fiberglass underarmor bodysuit) that makes knife attacks mostly ineffective? It wouldn't do anything to stop a bullet, but it would force the "witch-blades", "ninjas", and "slashers" to actually shoot their guns in a First Person Shooter.
How about EMP rounds that dissipate energy swords?
How about requiring multiple knife wounds to kill an opponent (you could then add perks to decrease the number of strikes to kill or decrease the time between strikes)?
How about giving different strengths to the frying pan, crowbar, machette, katana, cricket bat, and all the rest so I know which one to use against the Tank, or Jockey, or an effective Charger?
How about giving the Modern Warfare collapsed victim 5 seconds before they die (by bleed-out) to shoot their assailant, you could call it 'knife-victim last-stand' (a additional perk could also allow the slasher to instant kill)?
How about all designers stop making bullets LESS effective than their real life counterparts, and stop making knives MORE effective than their real life counterparts?
There are things that designers can do to return balance to the popular FPSs and return melee weapons to their designed functions as 'last chance' weapons.
Another major innovation that has infiltrated its way into games is the level design has changed over the last few years. I still fondly remember a vast, horseshoe-shaped, canyon multiplayer map in the original Halo, or the sprawling areas of Battlefield 2 (for 360). It seems to me that designers are designing levels that encourage the in-your-face confrontations that make melee fights unavoidable. I understand that these levels are programmed in an effort to maximize realism and excitement while avoiding hardware limitations, but the choice of forcing all of these fights into battlefields that can be measured in acres (as opposed to miles) is that you are encouraging certain types of play by making those tactics more effective.
Players are gonna play and haters are gonna hate. We can all wish that everyone would have a sense of fair-play and fun, but many are only concerned with their win/loss ratio. Until the designers realize that players will not always use a feature for its intended purpose, we will have to suffer the wrath of the melee-focused FPS players. I just hope that the designers realize that FPS games, like real life, are in the midst of an arms-race, and will start to add some anti-melee features to our favorite games.
Feel free to use that term, it's a pretty accurate depiction of most knifing players in MW2.Erick.S said:Lol, great use of 'Khorne Berserker' there. I'm going to borrow that phrase, if you don't mind.
Knifing an unaware opponent in the back was always satisfying, but give me a break about these ridiculous tiger pounces through hails of bullets.
I was about to say. That kind of historical oversight made the author lose credibility quite a bunch. I mean for all I know Halo may have been quite popular as the only next FPS that you could actually play somewhat with a controller rather than PC mouse/Keyboard setup besides Goldeneye. That's probably its only real achievement, for whatever it's worth.fisk0 said:Hey, Duke Nukem 3D did separate melee (kick) button back in 1996, I'm sure that also was included in the console ports for Saturn, PSX and N64.
Why to people keep attributing all these "innovations" to Halo?
Personally, I hate that 'game mechanic' (for lack of a better term) with all my heart, and it's one of the main reasons I stopped playing MW2 altogether.Iron Mal said:Feel free to use that term, it's a pretty accurate depiction of most knifing players in MW2.Erick.S said:Lol, great use of 'Khorne Berserker' there. I'm going to borrow that phrase, if you don't mind.
Knifing an unaware opponent in the back was always satisfying, but give me a break about these ridiculous tiger pounces through hails of bullets.
I'm not saying that you personally are running foward with the rightious fury of Odin but this doesn't mean that it doesn't happen and that it isn't any less annoying when it does happen.
I used to complain how buggy and slow the knife was there sometimes. But now I appreciate it, since knifing someone really does require sneaking up behind them.p3t3r said:i think BF:BC 2 does it well if they see and start shooting at you your dead but if your really close or they don't see you then you can get the knife. plus you get there dog tag
Fun fact: that tidbit was actually included in the very first draft of this article, which was a much more comprehensive, detailed investigation of how melee grew bit by bit. In the end, though, there was not enough room to give every game its due, and cuts were made.fisk0 said:Hey, Duke Nukem 3D did separate melee (kick) button back in 1996, I'm sure that also was included in the console ports for Saturn, PSX and N64.
Why to people keep attributing all these "innovations" to Halo?
See my reply to Fisk. In retrospect I should've at least name-dropped Duke Nukem 3D... but I think the reasons I give above aren't all bad for leaving it unmentioned.Ytmh said:I was about to say. That kind of historical oversight made the author lose credibility quite a bunch. I mean for all I know Halo may have been quite popular as the only next FPS that you could actually play somewhat with a controller rather than PC mouse/Keyboard setup besides Goldeneye. That's probably its only real achievement, for whatever it's worth.fisk0 said:Hey, Duke Nukem 3D did separate melee (kick) button back in 1996, I'm sure that also was included in the console ports for Saturn, PSX and N64.
Why to people keep attributing all these "innovations" to Halo?
True. There's also some wackiness is how Doom times the impact of your punches relative to the animation that further complicates the prospect of pummeling some poor schmuck into the ground. If anything, I think the power-up is how designers justify a weapon you would otherwise never use. The fists needed to be there for reasons already visited, so the powerup is like of saying "skilled/careful players deserve to suckerpunch a demon, too." Granted, I wasn't there when the Berserk Powerup was cooked up... but it's not bad as far as theories go.And I would like to add that Doom's melee is an excellent weapon in many situations IF you have the berserk powerup. But that's the thing, it's very much up to the map layout as to how melee is used. Plus your movement speed in Doom makes melee very tricky to use in general since you can dodge very well. Movement speed is basically one of the things that sets older FPS apart in terms of gameplay dynamic to anything post Quake 1, and hence how melee ends up being used. Stuff the article doesn't take into account, so really.
It's tough nailing down what's "essential" for a shooter now. The one-shot-killing sniper rifle? Check. Fierce close-range shotty? Check. Decent medium-range assault rifle? Check. Melee....?Melee is handled different in every game, and sometimes I much rather welcome it not being there at all (Quake 2, ROTT*) Even if Doom is the design template for all FPS more or less, it doesn't mean melee is necessary as gameplay will adapt around to not having it.