shadow_Fox81 said:
in really do love the integrity with which your treating a genre which gets so soundly bashed about these day by the comuntiy in quite un thoughtful ways.
I think the FPS gets a lot of unfair flak. It also gets a lot of well deserved flak, but an FPS game is never bad because its an FPS - it's bad because it's a bad game. Hell, looking back many of the games that really stand out for me are First Person Shooters; from DOOM, Goldeneye and Perfect Dark to Mechwarrior 2: Mercenaries (just because you're playing as a 3-story, 80 tonne Mech doesn't mean it's not an FPS...), there are some absolute classics in there.
All of them were brilliant in their own way, and it's almost sad to see how many have been seemingly forgotten. Whatever happened to Bots? Does anyone remember when an FPS title had four players and sixty guns, rather than the other way around? Hell, it seems even the much-boasted ideals of "Massive" Online FPS gaming is gone. Resistance has slashed its multiplayer numbers, and Killzone hacked their games down from 32 to 24 (less for GW and Operations). Kind of sad really.
Realistically, I think all we need to see from FPS developers is evidence that they are learning from what came before, not just copying it. My biggest complaint about "Modern" FPS shooters like Call of Duty and... well... the Call of Duty clones is that they are, as stated, clones. I can't honestly say that I can see the difference between playing Call of Duty, or Battlefield or Medal of Honour or whatever. Maybe I would if I actually played these games, but as an outsider they all look exactly the same, but we all know Halo when we see it, even if we don't actually like it.
That, once again, is where DOOM shines; you know when you're playing it. You know when you're watching someone else play it. Hell, you can tell DOOM is being played just by standing outside the door and listening to the sound effects! That is good game design, and
all the truly classic games, be they Mario, Zelda or whatever, do the exact same thing. The genre needs a few more attempts to push boundaries, do something new and, above all, do something
distinctive and a lot less copy-pasting of others. In short, more Borderlands, less Black Ops.
Assassin Xaero said:
Yeah, and then when you are down to 3 health and have to go through a hallway with two of the hardest enemies so far in the game, plus another little strogg, you are fucked and have to spend an hour trying to do it... Not fun. Regenerating health, although annoying, keeps balance so this doesn't happen. They could at least have it regenerate to a certain point (25-30), so you still have a fighting chance...
I think that's why I enjoyed Resistance 1 so much - it had the "Hybrid" health system, which sadly they abandoned for Resistance 2. We can but hope they have a return to sanity for Resistance 3.
For those unfamiliar with it, the "Hybrid" system works as follows; your health is split into four bars, and they are drained successively. Each bar can regenerate over time, but only as long as there is some health still inside.
Or, to put it another way:
If you are reduced to 99-76% health and duck into cover, you'll regenerate to 100% health.
If you are reduced to 75%, you don't regen at all.
If you are reduced to 51-74% health, you'll only regen to 75%.
This continues all the way down, meaning that you always, in theory, can rely on having 25% health if you're careful. This system also encourages players to go looking for health packs, because it's always nice to have full health in case someone has a rocket launcher up ahead.
The other problem that DOOM has, which may divide the gamers out there, is item loss on death. If you die in DOOM, you respawn with a pistol and nothing else. That can make previously easy segments very hard going. I think, where a modern game to return to old school high-speed mayhem, you would have to give players back all their gear on death. That way, you don't force players to rely on quick-load to progress forwards.