My flat mate has been bugging me to play Kane and Lynch recently. He claims it has a dynamite story, solid controls and an atmosphere of tense realism - he piqued my interest at solid story and luckily for me I had a copy (the reason why I have a massive back catalogue of unplayed games deserves a thread of it's own itself) so I popped it in and had a go.
The sherlock holmes's amongst you will have figured out what this rant will be about by now, I'm sure.
I died multiple times on the first and second mission. I spent more time watching the painfully long death sequence than I did actually playing the game. Why? Because I couldn't see how much damage my whiney, boring protagonist was taking - there was no health bar.
Yeah the screen flashes red when you're on your last legs, but at that point you only need to take a couple more bullets before dying. Enemy bullets come at you so fast and from so many directions, and taking cover takes so long that once your screen goes red you're probably only a second or two away from another inaudible ramble about the main character's fucking daughter.
Plus the controls felt so sticky and unresponsive that you needed a bathroom break between your attempts to return fire.
It had the same problem Gears Of War had, except at least GoW was sort of playable. I managed to make it part way through the third level of GoW and have no ill feelings towards the game because I did enjoy my brief time with it.
A lot of first person shooters appear to have done away with health meters too, it seems to be a growing trend within modern games.
But why? The common answer is that health meters aren't realistic, but I beg to differ. Health bars let you know when you've been hit, which I think would be one of the first things you'd notice in a gun fight. When you have no way to tell when your character has taken a bullet or not, it's like you have no pain threshold, something that could be quite disastrous in real life. Your skin is still burning even if you can't feel your hand on the stove after all.
Can anyone think of a reason why this is? Because I'm honestly stumped. It seems to be detracting more from gaming than adding to it.
The sherlock holmes's amongst you will have figured out what this rant will be about by now, I'm sure.
I died multiple times on the first and second mission. I spent more time watching the painfully long death sequence than I did actually playing the game. Why? Because I couldn't see how much damage my whiney, boring protagonist was taking - there was no health bar.
Yeah the screen flashes red when you're on your last legs, but at that point you only need to take a couple more bullets before dying. Enemy bullets come at you so fast and from so many directions, and taking cover takes so long that once your screen goes red you're probably only a second or two away from another inaudible ramble about the main character's fucking daughter.
Plus the controls felt so sticky and unresponsive that you needed a bathroom break between your attempts to return fire.
It had the same problem Gears Of War had, except at least GoW was sort of playable. I managed to make it part way through the third level of GoW and have no ill feelings towards the game because I did enjoy my brief time with it.
A lot of first person shooters appear to have done away with health meters too, it seems to be a growing trend within modern games.
But why? The common answer is that health meters aren't realistic, but I beg to differ. Health bars let you know when you've been hit, which I think would be one of the first things you'd notice in a gun fight. When you have no way to tell when your character has taken a bullet or not, it's like you have no pain threshold, something that could be quite disastrous in real life. Your skin is still burning even if you can't feel your hand on the stove after all.
Can anyone think of a reason why this is? Because I'm honestly stumped. It seems to be detracting more from gaming than adding to it.