Last edited by Oof; 27-03-2012 at 06:40 AM.
On emergent physics use.
In splinter cell I always prided myself on taking down guards with a thrown drink bottle. Deus ex Human Revolution took this to its natural extreme, vending machines. Using a combination of augmented legs for jumping, arms for throwing and fast battery regeneration I cleared whole bases by making like a drop bear vendor.
Sure I'd reload, I wanted that bloody pacifist achievement!
Vending machines are perfectly valid ways of completing boss battles.
No True Scotsman fallacy. You've been shown to be wrong, so you change definition of indirect fire on the fly. DooM had indirect damage in form of explosions, not just rocket launchers but (in)famous exploding barrels. The barrels happen to be one of more requested features in various FPS and action games.You mean Doom had Rocket Launchers. I'm talking C4, grenades of all types, sticky bombs, landmines, mortars and all weapons with high arc fire, guided missiles, seeking missiles. RC explosives, gravity guns, and picking up and throwing things.
DooM has enemies who can hear you. Practically all of them. If they don't see you and you fire a shot, they go after you.You mean Doom had enemies who stayed put until you entered the room. I'm talking enemies who can hear you in the next room. Who didn't see you because you were in the dark.
He said mouse control and DooM has that. Not mouselook, but in vanilla doom you can set Mouse as an input device and rotate your view using it. It's very convenient. Furthermore, some of developers played it that way before the game was finished. I think it was mentioned in description of one of songs by Bobby Prince. He explained where the names came from.Furthermore, the Doom engine was updated after the fact for mouselook, when Doom got ported everywhere.
By the way: Portal is really not a FPS - by definition. First Person Shooter. I remember there was a time when a broader name was in use - FPP, for First Person Perspective.
As for various gimmicks, it's a question what makes a game fun, not just what makes a game advanced. Diablo 1 had succubi who shot missiles and ran away when you approached. Intelligent ? Yes. Fun ? No way, it was incredibly frustrating and just time-consuming for warriors.
DooM 2 had one of biggest monster sets in the entire FPS genre, and still has very hard to achieve variety in this regard. The sequel alone added 8 monster types, for a total of 18. Meanwhile modern games often have 5 or so. DooM II levels, while abstract, are all fun and varied. Modern games amuse you with offices complete with cubicles, ruins, warehouses, military bases and not much more. In a way they are much more constrained. Not to mention the number of weapons you could use.
Last edited by b0rsuk; 27-03-2012 at 08:39 AM.
Starwars Kinect gave me some perspective though, at least the ability to move in directions hasn't been taken from us yet.
No True Scotsman fallacy. You've been shown to be wrong, so you change definition of indirect fire on the fly. DooM had indirect damage in form of explosions, not just rocket launchers but (in)famous exploding barrels. The barrels happen to be one of more requested features in various FPS and action games.
I disagree - Indirect fire does not equal splash damage. Shooting arrows in an arc over an hill to hit targets behind that hill is indirect fire. Firing on an explosive barrel in your sights which then kills a target you can not see is collatoral or splash damage (but you are aiming at the barrel - and not the invisible target, as opposed to indirect fire, where you are attempting to hit a target you can not see directly with the weapon you currently have).