Vigormortis said:
With disc space today commonly measured in the terabytes I have trouble seeing "uses 50 gigs of space" as a negative mark against the game.
Because space being a hassle is comparative, and the only comparatively large games are MMOs and TNO (a game I also dont have on my harddrive)
I don't blame my friends for not wanting to install a game that takes up the space of 4 titles they will likely spend more time in.
Quake 3 and it's ilk; the big, popular, and famous titles of their time; took up an equivalently large amount of disc space. They only seem small today because storage capacity has increased substantially.
We're not in the '90s though, and the issue is disk space this year. Even a game like Brink is only 8gb, and as a result I'd probably get more people playing that game, as flawed as it is.
Some do, but so did weapons in games like Quake. I'm not sure why that disqualifies Titanfall.
One (technically two, but the second wont matter on any duel map) weapon in Q3 is randomized. Far more than two weapons in Titanfall are.
It mostly pertains to the skill-based portion. Randomization within shots allows for a lot of "lucky" kills within a given match
All of which technically apply to Titanfall.
The unlocks are only really incidental to the core of the gameplay. You can be just as, if more, effective with the starting items as anything else.
If I pick a loadout that includes a shotgun, and I'm playing on a long range map, my loadout isn't incidental. In Quake/UT/etc, both players start with the same gun and have access to the same gear overall.
Also Stim is pretty non-incidental in terms of available routes
Surface level? I was talking the core mechanics. I wasn't speaking in tenuous terms.
My point is that the mechanics are only the same in the most general sense. A comparable example would be suggesting that hitting an enemy in Call of Duty is reminiscent of landing a blue plate on a flag carrier in Tribes. I'm not trying to downplay the movement skill in Titanfall, but Quake is very different in terms of how it approaches movement options (and by extension, map design)
Believe it or not the game does have a dedicated competitive scene. But even so, are we to judge a games quality and staying power solely on whether or not it has a popular competitive scene?
The existence of a competitive scene and/or the popularity of a title aren't really what I'm talking about. The same group of players are still improving and learning in games like Quake, Starcraft etc. due to the wealth of options available and the skill required to execute them effectively. I'm not going to make the "no skill" claim, but I don't see Titanfall filling out 10 years of skill-growth as it stands currently. It's a good stepping stone towards something that *can* though
I don't hold to that. I go by the influences the game brings to the genre and what, if any, effects it has on other titles. Something that usually takes years to become apparent.
The most obvious effects on other titles are often based around the monetary draw of a particular title. DotA has been around for ages, but has only "caught on" in a design sense because of the popularity/success of recent titles. I do, however, hope that a greater focus on movement has an effect within the FPS genre
Earned their place? I think you've grossly misunderstood my intentions.
You asked for games that emphasize player skill and movement. You listed a few titles that you already own that fit into those stipulations. I simply offered a contemporary example of a game that had what you were looking for and offered an explanation as to why it was like some of the titles you listed.
I never took issue with the game as an example, I merely questioned the comparisons drawn between it and other titles, both out of curiosity and because I often see these parallels drawn elsewhere.
I had no intentions on getting into some esoteric debate on how much one game compares to another.
Well that's no fun at all
Thanks for the suggestion and for the chat, in any case
2xDouble said:
"Speedrunner" is a searchable genre on Steam now, I believe. I'd suggest looking into those. Similarly, there is a game actually called Speedrunners. It's an odd competitive racing/parkour game where the objective is to simply run better than your opponents. It's like Dustforce meets Mario Kart... mixed with Super Smash Bros. A lot of fun, and significantly better with human opponents.
I can find parkour, racing etc. but not speedrun or speedrunner strangely. I wish tags were easier to navigate
As for speedrunners, I'll have to give that another look. It's largely flown under my radar outside of a few mentions
As for non-speedrunning games with interesting traversal mechanics, I'd suggest giving Terraria a go. It's not at all the main focus, and you have to find and/or craft the major traversal items (don't worry, the early ones are easy enough to obtain), but you can get some serious speed going in that game. Let's just say: the dungeon-crawling and platforming gets quite interesting when you start throwing triple grappling hooks into the mix.
Is it bad that I forgot this game existed after Starbound became playable?
Crypt of the Necrodancer is a Zelda-like rhythm game. Less twitchy than a speedrunner or torture platformer (like VVVVVV or Super Meat Boy), but with fast-paced, deliberate movements and attacks. Your objective is to finish the level before the end of the song and keep moving with the beat for better attacks and bonuses. Fun fact: it was designed to be played on a dance pad. (It still plays perfectly well on keyboard, though.)
Like speedrunners, this is a game that I didn't really hear much about. I'll give it a look-over
One Finger Death Punch is another rhythm game, sort-of. Halfway between rhythm dance and melee brawler, you have to expertly time your single-button moves and attacks into an epic battle that resembles classic martial arts movies and scenes... and feels positively awesome when you succeed at it. Oh, and do try and button-mash through it like one would in other brawler games.... go on, I dare you.
Added to the list
Super Time Force Ultra is a single player co-op "bullet hell" shooter/platformer strategy game... I'll explain. This game's main mechanic is time travel and manipulation. Similar to Prince of Persia: the Sands of Time (which you should also play, if you haven't yet), you can rewind time to try a different approach to platforming. The main draw of this game, however, is the ability to "record" a series of actions (which may or may not get that character killed), then rewind time and play through the same level as a different character with different abilities simultaneously with your other self, supporting and protecting yourself as you work together with you to complete the requisite challenges, i.e. murdering tons of dudes/bosses and generally blowing stuff up. ...on second thought, just play it (or watch someone else play it). Trust me, it'll make sense.
I think I saw gameplay of this a while back actually. Seemed pretty neat