I'm getting my copy of Borderlands 2 in a few days ;_; (Waiting for my local gaming store to get stock, I din't pre-order it since my financial situation was rather constricted)EHKOS said:Yeah, I know what you mean about the feel. It really can make the game.
OT: Borderlands 2. All of it. Ye gods...its just....PLAY IT. BEAT IT AND PLAY IT AGAIN!
Iron sights are pretty pointless unless they're on console. They're basically making up for the lack of accuracy that you get with joysticks.Metalhandkerchief said:I find that an FPS game's feel must be freakin' outstanding to get away with not having iron sights anymore. Just feels like comedy these days to run around hip firing shit. So that would be the most important to me.
I started playing Borderlands 2 this weekend, and it is so much fun. When I got my first Tediore weapon and saw that, I immediately started tossing exploding guns with near-full clips at enemies, and it's just ridiculous, I couldn't stop grinning. Until I realized that I was actually throwing away near-full clips ALONG WITH the exploding gun. Then I went on my usual ammo conservation effort.Thrashgrinder said:Tediore guns in Borderlands 2
'' Explodes like a grenade when reloaded ''
Max Payne was not FPS if I remember correctly. It was TPS. Best FPS mechanics were obviously offered in Quake 1. The idea of health/shield regeneration was awful and threw genre to the swamp of despair.RubyT said:Playing BLACK MESA got me and some friends talking about shooters, how they evolved. Obviously, at some point we reached the part of the debate where it all comes down to which is the best FPS. And unsurprisingly, different people found different games superior for different reasons. Say, MAX PAYNE had this great, dense atmosphere. NO ONE LIVES FORVER was funny and off-beat. UNDYING had the horror down. DEUS EX had the story and RPG going for it.
The point of this thread: which FPS had the best shooter mechanics? That is enemy A.I., combat design, physical awareness, weapons. In essence, if you strip it down to just shooting, which game was best?
I found F.E.A.R. to be awesome in that department. The A.I. was very well coded and scripted, with enemies turning over tables for cover, actually using cover, sticking to it instead of rushing the player, flanking, retreating from danger, being able to jump over ledges and climb ladders. A lot of the combats also felt well-paced and "plausible" (as opposed to groups of enemies being randomly placed or, worse, teleported). Your avatar also had a real physical body, i.e. feet and you had a great feel of physical presence in the world. The bullet-time was a nice touch, although I always feel self-recharging game mechanics are killing the pace, because they make you wait for something to replenish. MAX PAYNE did it better by making you earn bullet-time through regular kills.
So - what were your favourites?
Not setting, plot or art direction, just shooting. And single-player only, please
That is the exact experience I had with the Tediore guns. But damn it they are just so fun to throw around.Scratch17 said:I started playing Borderlands 2 this weekend, and it is so much fun. When I got my first Tediore weapon and saw that, I immediately started tossing exploding guns with near-full clips at enemies, and it's just ridiculous, I couldn't stop grinning. Until I realized that I was actually throwing away near-full clips ALONG WITH the exploding gun. Then I went on my usual ammo conservation effort.Thrashgrinder said:Tediore guns in Borderlands 2
'' Explodes like a grenade when reloaded ''
I have to say, Borderlands' mechanic of a few different attributes randomly combined into any gun you pick up is really nice. For all I know there's a life-leeching sniper rifle out there that explodes into acid every time you reload.
I second this. If you are going to make a game where the gun-play is at the forefront, it helps to make the guns themselves satisfying to use. If there is a shotgun, it had better feel like a shotgun: Devastating at short range, moderately useful at medium range, and nigh-useless at long range unless specifically designed to be otherwise.RipVanTinkle said:I'm not sure if it's considered a "game mechanic", but what sets apart some shooters from others is the "feel" of the gun.
You know what I mean, the gun seems like it has genuine sense of "impact". This is represented through visual effects, animations, reload animations, appropriate sounds, how the enemies react to the damage dealt by that weapon or damage decals shown on the enemies themselves.
Just adding that extra level of satisfaction really enhances the gun play for me.