Is the first Crysis any good? I'm reinstalled Crysis 2 because that's as close to Halo on my non360 machines as I'll get (I think). _________________ interdimensional
Much like the original Far Cry, it's pretty awesome in the first half when you're rampaging around a big tropical island and pretty shitty in the last half when it turns into a corridor shooter. _________________ Let's Play, starring me.
If you are someone who doesn't want as much of the distraction and just wants a pretty well paced action FPS, Crysis: Warhead is pretty good/better than Crysis.
anyone on dat Planetside 2? tried it out for an hour or so this morning and it seemed like it'd be real fun if i played it in six months. _________________ -pat m.
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Much like the original Far Cry, it's pretty awesome in the first half when you're rampaging around a big tropical island and pretty shitty in the last half when it turns into a corridor shooter.
Pretty much my thoughts on Crysis 1 too.
And if anyone wants to find out for themselves on the 360 version, here's a free download code:
GFDRY-4HQY9-WQ7W3-3YDDT-TY4PZ
I already had it, but got it as a pre-order bonus when I decided to bite on Crysis 3 with $20 Amazon credit. If you take it, post something saying it's gone?
Joined: 04 Dec 2006 Location: take me on a blatant doom trip.
Posted: Fri Mar 08, 2013 3:36 am
If no one else wants it by then, i will grab it in the morning, but I would feel guilty for some reason just taking it now as i have a lot of other stuff to play.
Edit: and now I redeemed it. thanks firenze
Last edited by boojiboy7 on Fri Mar 08, 2013 12:11 pm; edited 1 time in total
I thought the hunter mode was good times in the beta of Crysis 3. They managed to make first person hide and seek legitimately exciting. _________________
If no one else wants it by then, i will grab it in the morning, but I would feel guilty for some reason just taking it now as i have a lot of other stuff to play.
it certainly wants to be! but you can't simply ape the affectations, add in some regrettable snark, drown the whole concoction in butt-rock, and hope for the best. we'll see
if steam sales and play charts are anything to go by, it's already dead. but I think the ___mania people have their own content delivery platform thing?
It's nice that they're making it like Q3 but it can't just be another Q3, has to be something to differentiate it a bit. Because the people that still want to are still playing Q3. _________________
Looks fun and fast but the guns don't look great/very interesting. I have the same problem with shootmania. Is there any sort of movement gimmick in ROTT?
It's pretty sad that tf2 is still the only fast paced game with a playerbase, it's gettiing oooold. _________________
Joined: 21 Apr 2011 Location: wherever it is, im dying to get out
Posted: Wed Apr 17, 2013 11:41 pm
I've been reading this thread from start to finish and I've decided I've got things to say. I've been interested in the FPS since I finished the DooM 64 TC (the one that rips the WAD from a DooM 64 rom file) and then the DooM PSX TC. I think I haven't stopped playing DooM for any significant amount of time since then. So I'm always going back to the game in some form of its many incarnations, extensions, or total conversions.
There is a certain invisible language in designing interactions that is felt most tangibly in the FPS and there is a noticeable misstep in what would be an otherwise directly chartable growth of the genre around the early 2000s. We discovered in an axe-thread I created about FPS based on licensed properties that 2004 marked the release of The Chronicles of Riddick: Escape from Butcher Bay. It was nearly unanimous between thread participants that this game could be called The Last Decent Licensed FPS. I wouldn’t hesitate to say that once developers passed a threshold of negligent design quality and we could no longer identify Cash-Ins that are More Than Cash-Ins it signifies something greater than a change of times.
What the hell is an FPS? I think the greatest defining quality of ‘The Old School’ in FPS game design is the focus on spatial navigation and relation – your ability as a player to negotiate a greater conversation between the level structure, the level threats, and managing your meters all in tandem and meet some agreement of ‘What do I do?’ is significant. I think the reason I can’t jive what is coming out today is that there is no issue of Space. There is no sense of X, Y, and Z. It is taken for granted. When the Marathon trilogy ended in 5D rooms on rooms on rooms and impossible spaces the strictly linear stages aren’t cutting it. There is no advancement.
The thing I love most in my playing Demon’s Souls as of late and the reason I decided to overcome my anxieties about the game is actually that I could not resist the wanderlust I’d been given by the settings I saw in my younger brother’s Dark Souls play-thrus. The exploration in Demon’s Souls (I cannot speak for Dark Souls) isn’t only in covering distance and uncovering secrets but navigating space. There is a sense of exploration in how you relate with the environment in each and every enemy engagement.
The institutionalization of the WALL-COVER functionality was necessitated because spaces got smaller. When games got “bigger” they got smaller. How can you create the spaces for the player delicately navigate and ‘conduct’ an environment, an onslaught of enemy threats, the demands of operating the system in this environment and the pressure under which the player must do this all when the economy required to create these assets isn’t there? And it isn’t: CODBLOPSII is using the same engine as MWF for a reason.
What happens is a sort of reverse abstraction. We’re made to expect to feel like we’re doing what it is the characters are doing because we see them do something like this. I think the greatest misunderstanding in the trend of imitating cinema in video games is that cinema, films, require far less willing suspension of disbelief than, say, theatre. I think theatre would be a far more successful inspiration for designers. Each performance has to go off without a hitch. This distinctly unnatural thing must be believed as real (or not, in the case of Brecht, others). My favourite things about my favourite games are created by the software’s ability to have me suspend my disbelief and find an experience of viscera. In any given case, this is informed by the A/V elements and sometimes aspects of the greater textual considerations:
F.E.A.R. makes me feel like I am on the prowl in a savage way, like I am a threat and I am threatened – I don’t use the slowdown – and the spacial relations and navigation is what helps this the most. I can see my arms and legs so I am a thing in more ways than in some games but more than that is the way the arenas for these engagements are set up: they loop into themselves and create small circuits where I can outflank the flankers. I am required to use guerrilla tactics by design;
The floating jumps in Halo and the vast arena engagements, with little in the way of hitscan weapons, lend the gunplay a sense of dramatic weight that isn’t seen in COD -- The beauty of the Halo series, but most notably the first and Reach is that they are games played in 360 degrees. The negotiations I am required to make in order to achieve win conditions are spherical and extend in all spaces. The identifiable functions of the enemies and success in silhouetting each type grants the player a level of awareness that is rare for the genre.
I think I will have more to write later and I hope this makes any sort of sense. I just want to make a final point of saying one of the greatest observable traits I can see as a success in DooM’s design is the enemy drops. There is no way the sense of flow and tension could be created without it. That is drama. _________________
I'm playing Duke Nukem Forever right now. The beginning sections of the game were truly awful; I can think of little to them that was redeeming in any way. Once I got to Duke Burger however, the game began to be more fun to play. There are some actually good moments, gameplay-wise (the ghost town was a definite highlight), but they're sandwiched in between mediocre, boring sections and draped with lots of absolutely unfunny, forced humor. I often like stupid, cheesy stuff, but this isn't stupid in a fun way. It's stupid in a stupid way. There's been perhaps one line that I actually enjoyed (when Duke's monster truck is destroyed, he says something like "Damn, and it had such good gas mileage too" after my having to refill its tank three separate times).
I'm not done with the game yet (I'm in the Generator Room), but I'm pretty close to the end. If the whole game was like the first few hours, this would be one of the worst games I've ever played. The later parts of the game bring it up somewhat in quality, thankfully. This game would have been so much better if the development team had a clear idea of what it was that they wanted to make, and didn't waste time on gameplay/story ideas that don't fit at all. _________________
The game is like Dark Forces + Call of Duty 4. It's as if two halves of a development team 15 years apart made an FPS together with no boss to tell them how to reconcile. Truly bizarre. _________________ Let's Play, starring me.
I beat Duke Nukem Forever. I still have The Doctor Who Cloned Me to play through. I've heard it's better than the main game, but I'll still try not to get my hopes up.
I thought air hockey was fun. The alien abortion game was really easy with a keyboard/mouse. The pinball game was kind of bad though. I'm not a pinball expert by any means, but it's one of the least fun pinball machines (virtual or otherwise) that I can recall playing. There were way too many moments in it where the ball would be caught slowly moving where I both can't hit it, and where I'm not really scoring at all. Then the ball would constantly fall into the middle, where I'm unable to protected it from falling. _________________
Receiver is pretty amazing guys. I would love to see this level of gun detail applied to a game like Black. Seems like it would pretty much have to be on PC though unless a special controller were released just for the game for consoles. _________________
When John Carmack, the embodiment of id software’s last shred of credibility, goes on stage at QuakeCon 2012 and says “We all know what Doom is about - shotguns and demons”, he is met with rapturous applause from the audience. Doom 3 had at least one shotgun and one demon (if not more) and yet has failed to secure the lasting appeal of its forerunners, interesting as a tech demo and little more - so clearly this isn’t the case.
But this fits in well with what people claim Doom’s strengths are. None of this story silliness, no characters, no cutscenes, just some silly hyper-masculine, ultra-violent action. Just type “games like Doom” into a Google search and you’ll get games that fit this bill perfectly. The same old names appearing, Serious Sam, Painkiller. Old-school FPS games like they don’t make any more. Doom is mindless, brainless fun. It’s old-fashioned but lovable and can be thought of as “manly”. Right up there with viking hats, concealed carry and bacon.
Finally someone besides T. and I that doesn't like Brutal Doom.
yes, Alien Vendetta and Scythe 2 (I still haven't played DVII though it's been on my to play list for ages) are much more doom than a bunch of added gore effects. _________________
Joined: 21 Apr 2011 Location: wherever it is, im dying to get out
Posted: Sun May 12, 2013 3:58 am
Tulpa wrote:
Finally someone besides T. and I that doesn't like Brutal Doom.
yes, Alien Vendetta and Scythe 2 (I still haven't played DVII though it's been on my to play list for ages) are much more doom than a bunch of added gore effects.
Finally someone besides T. and I that doesn't like Brutal Doom.
I don't know any avid Doom player that actually likes Brutal Doom. It's an amusing novelty.
That article's a good read, I linked it on twitter the other day. Though it's not exactly anything new, it just sums up the real appeal of the game to those dedicated enough to keep playing the pwads even now. There is genuinely no game like Doom out there.
I don't know any avid Doom player that actually likes Brutal Doom. It's an amusing novelty.
What if I actually like Brutal Doom specifically because it's an amusing novelty? Hitscanner fights can be real fun due to the pistol replacement and the new fire rate of the vanilla former humans. Of course, I like hitscanner fights in general, though it takes some specific level design to really bring out the best of it, even in standard Doom.
I'm not sure how much the article was made to extoll the virtues of Doom, or take complaint with BD, even if the former is the bulk of it.
I mean, a lot of BDs issues can be taken with any weapons only mod (as it mentioned, part of the problem is that levels often aren't designed with them in mind), and the article would be just as good without mentioning BD at all.
Though what I really question is the assertion that Doom's combat is not based on cover or target prioritization. Maybe not as big as the other elements mentioned, or compared to modern FPS, and cover based shooters obviously, but it is most certainly a part of it.
Hell, several of Doom 2's new monsters were specifically made to give people who had gotten used to just strafing around straight flying fireballs a harder time, the result being that taking cover may often be the best option, the Arch-Vile being the concept taken to its extreme. And the author even gives an example of target prioritization in the example of getting Barons and Revenants fighting each other and then picking who to "help".
And look at any map that throws a Cyberdemon or two at you along with a mess of other critters. Do you use the Cyberdemons as as a means to thin the crowd while the crowd picks away at the Cyberdemons' health, or do you eliminate the Cyberdemons as quickly as possible due to the sheer threat they present?
Some maps may force your hand more towards one option, often the first one if they do, but I think the best maps make both approaches viable.
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