Call of Duty Type Military Games or Doom Type Twitch Shooters?
38 replies, posted
[QUOTE=bobsynergy;41542089]Mind if I ask why? in my experience the people who always complain about that realism sucks are the people who when they play those games always end up doing horribly and get angry when they run down a corridor or in the open like a madman and then a MG set up there just guns them down and they yell in chat "omg loser stop camping!!!!11" or yell about how they can't be a certain class because only a number of people can be a certain class at a time.
Not saying your that type but legitimately wondering, I guess it's because I find realism games really deep and rewarding so I don't understand why people don't like them.[/QUOTE]
From my perspective, when you make a video game, you have the opportunity to make any kind of weapon you can imagine. You can make something extremely creative or ultra unrealistic, you have endless possibilities, so when you just limit yourself to something like real life weapons, it seems like a wasted chance to do something better.
It'd be like if you went and bought a fully upgraded and equipped humvee, but only used it for driving around town, instead of offroading/hunting/fishing/exploring(?) with it.
That and typically, what my natural reflex for how to react to a situation in a game would be and how the game is designed to be played seem to vary way too much in 'realistic' shooters. The prone time in BF3 is a good example of one thing that irks me with realism. In BF3, if I'm laying on the ground guarding a hallway with my SMG and suddenly a group of 5-10 guys come rushing and I decide to bail as fast as I can, I get lit up like a christmas tree before my guy can even finish getting up off the ground and even then during this 3-4 second hindrance my weapon is displaced so I can't even fire to try to save my ass. As where in something like Enemy Territory: Return to Castle Wolfenstein, if some Nazi pops up in my face, I immediately pop strait up when I hit the prone key and immediately start accelerating backwards at full speed, non of that build up momentum business. That and I seriously hate the gun-play. I like hit-scan weaponry, I tend to dislike a lot of games with bullet physics and realistic weaponry because in games like that you're weapons are pretty well useless unless you're staring down the sight of your gun while it shakes like a paint shaker in your hands, spraying all over the place. Now I understand the concept of burst fire, but that shit gets ridiculous and a little laser pointer or a flashlight isn't going to look like a compact sun, obscuring all things in that direction and most modern snipers use slit ports or non-reflective coating to combat the lens flare, etc. etc.
I guess the slogan for the PlayStation 1 is applicable, "[url=https://www.youtube.com/watch?v=KuZJ4lFYdIg]Live in your world. Play in ours.[/url]".
Half-Life wins over COD any day.
If you had to compare... It would be like comparing shit to gold. As in that the gold is Half-Life. And the shit is Call of Duty.
Games like Quake and Painkiller are much more entertaining for me than MMS imo; for one thing the former kind of shooters have more interesting varied environments and settings than the usual suspects of the MMS genre. Also there's something about resource management that allows for a special form of tension in that you have to manage your available resources effectively, namely being careful to not get hit and make every shot count. Contrast this against MMS wherein you can just hide behind cover and regrow your face even after some snarling demon just tore it off with a green fireball.
I've been able to appreciate this more currently, since I've been playing through System Shock 2 and dealing with the tensions of having limited hypos to stick in my eyeballs, running low on Armour Piercing bullets for my pistol, backpedalling like crazy because a big spider is skittering towards me with the intention of giving me a taste of it's toxic Jesus juice, creeping towards an alien egg so to grab it's goodies without setting it off and getting a facefull of bees/worms, and all that good stuff.
I know, SS2 isn't a twitch FPS or an MMS; it's a first-person RPG with action elements. But even still, it has part of the oldschool shooter spirit with limited resources and shooting baddies in the first-person perspective. Also, though MMS is kind of a dull development in the gaming scene, there is that sweetspot between Doom and CoD that combines elements of the old classics with aspects of the new kids on the block; this spot is occupied by games like Half-Life and Return to Castle Wolfenstein and Serious Sam 3 and so on.
Another important aspect of the oldschool shooters is secrets; things that encourage exploration in order for you to find loot. In a game like Call of Duty you hardly seem to have any of these since you don't need armour because of the aforementioned face-regrowing superpower, and there aren't any higher-level weapons to scavenge the special ammo for because all the guns are generic things that shoot bullets and pellets and maybe you'll pick up a grenade somewhere down the corridor.
That's another thing that has wormed it's way into the FPS genre; back in the days of Doom and Duke3D the levels were not straight-up corridors, but instead were more like mazes, locations filled with bad guys to smack about, swag to loot, and exploration in abundance. Yes, there were keycard puzzles that limited your exploration in the early stages, but I suppose they had to have at least some limitation and direction to keep the levels relevant and challenging. (or did they...? *idle ponderance*) Maybe one way to make keycard fetchquests interesting again would be to make them into specialised Powerups, like finding a Big Hammer/Big Bull Pills to smash fragile walls down, or a Molecular Spectralizer to allow you to phase through prison bars or fences, or a Hookshot that would allow you to grapple to areas too high for rockets to propel you. If anything, it'd make the keycard searching pay off in more ways than just progress; now you have fun items that you use to achieve progress with, rather than a key that opens a differently-coloured gate.
Regardless, shooters were more fun and varied back in the day, and they didn't try to take themselves too seriously (for the most part). I honestly hope that MMS enters a decline so that FPS can achieve a return to it's roots with all the secret-finding, resource-managing, projectile-dodging, varied and interesting goodness of it's predecessors. Or at least find that Half-Lifey sweet spot between the vibrant survivalist fight against slathering demons and the gritty overly-serious fight against faceless terrorists. The genre needs to shake off the greyish-brown dust of the current era and indulge in at least some of the bright sunny interesting mechanics of the earlier days of shooters; after all a game can hardly be called a game if it's not fun to play. Yes fun isn't everything but it still needs to be a part of the product to qualify as entertainment.
Yeah, one thing that MMS games don't have much of is secret areas with awesome things to find in them. There are some interesting secrets in some titles, but you never get that feeling of blowing a theater screen up and finding a rocket-propelled shark gun behind it. (I actually made a ZDoom mod that adds a rocket-propelled piranha gun that fires piranhas eats monsters to death until they they crash... in which case they explode).
Twitch shooters, ALL the way.
Poll works against itself, because the majority of REAL GAMERS on Facepunch don't like Call of Duty and like older games instead.
Yeah woulda been better if it was Realism vs Arcade or some shit..
You know.. like RO & ArmA II vs COD & Quake
[QUOTE=Shark Bones;41533467]Doom will always, ALWAYS, be better than CoD.[/QUOTE]
They are both great titles in titles own different ways. I'm not a fan of the later Doom titles and CoD titles.
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