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American McGay posted:Really? You spend 80% of your time platforming between various highlighted environment objects and managing resources by performing melee/chainsaw kills. It didn't really feel like a shooter to me. agreed, platforming puzzles and managing resources have never been fps staples, just look at cod
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# ? Apr 9, 2020 03:04 |
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# ? May 25, 2024 07:40 |
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Yeah, I played Doom 64 today and I was like "this isn't an fps, it's a maze game where you sometimes have to shoot things"
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# ? Apr 9, 2020 03:06 |
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the tombraider "bumpy climb wall" based level design is not my fav. the first 3rd of the game is lame vs the rest when they loving lay off and let you shoot more stuff
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# ? Apr 9, 2020 03:07 |
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yeah i dont like the bumply wall climbing but its def very fps to have extremely pointless and annoying platforming
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# ? Apr 9, 2020 03:09 |
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Turok eternal
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# ? Apr 9, 2020 03:24 |
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Stux posted:yeah i dont like the bumply wall climbing but its def very fps to have extremely pointless and annoying platforming It used to be considered bad though.
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# ? Apr 9, 2020 03:24 |
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LIVE AMMO COSPLAY posted:It used to be considered bad though. when has that ever stopped anyone
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# ? Apr 9, 2020 03:25 |
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Doom Eternal looks beautiful and runs like a dream. Not bad for a $300 box.
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# ? Apr 9, 2020 03:27 |
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Doom Eternal feels like an FPS game that takes significant design cues from character action games where encounter approaches and concepts are cross useable. I unironically want more playable characters and a scoring system
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# ? Apr 9, 2020 04:02 |
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someone needs to say what the design cues are in specific terms
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# ? Apr 9, 2020 04:04 |
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Barudak posted:Doom Eternal feels like an FPS game that takes significant design cues from character action games where encounter approaches and concepts are cross useable. I really like scoring systems in FPSes but haven’t seen it much other than Bulletstorm. I guess L4D had score, kind of?
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# ? Apr 9, 2020 04:17 |
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Stux posted:someone needs to say what the design cues are in specific terms Enemy encounter design focuses on timing based dodges and double jumps to manage arena enemy encounters with mostly melee and gap closing foes who you are similarly encouraged to close the distance with using a wide variety of quick swapping weapons with unique functions, with one in particular providing further mobility options. Enemies in even regular encounters will be durable enough that you will lilely be forces to change your footing and focus while fighting them rather than staying locked in on only that enemy. While most weapons dont have true combos (a couple do), you are encouraged to create combos using your static equipment and your main weaponry. You get slick, quick and damage dealing takedowns available if you work over enemies correctly and there is an enemy where you need to learn counter timing and spacing in order to defeat. For many people, myself included, it creates a similar feeling to playing DMC and doing maneuvers like devilarming to a foe, dumping blue queen into it, then doing buster on it to finish it off. It may not for everyone, especially if scoring system, lengthier single weapon combos, and melee as the primary damage vector are what you associate with the genre. To say nothing of not being third person, of course. Twerk from Home posted:I really like scoring systems in FPSes but haven’t seen it much other than Bulletstorm. Its been done a couple times in 3rd person shooters but not very well. The Club is the one that pops to my mind immediately and none of these really worked because they miss the speed and ability to shift focus and move that character action games have. Low enemy durability is another issue, its difficult to feel like you are doing much interesting when a couple bullets is all it takes. Bulletstorm in particular is frustrating because its basically just a standard shooter that they added scoring to but you dont have the mobility or durability to really purposefully take advantage of it. Barudak fucked around with this message at 04:28 on Apr 9, 2020 |
# ? Apr 9, 2020 04:19 |
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Yeah I don't have the game but from everything I've seen it looks like Doom and DMC had a baby with light inventory management. Which sounds loving great. I always played FPS games like a DMC game where I wanted to kill poo poo and look cool doing it. It also has a very Quake feel so I can understand why someone would be a little miffed that it's not just "Doom". They did so well with 2016 maybe they felt like if they just did a straight sequel to it they'd get flak. EDIT: Totally agree on Bulletstorm. Liked the game, loved the concept, but it had that UE3 stiffness. Would've loved if the sequel had been made.
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# ? Apr 9, 2020 04:25 |
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Barudak posted:Enemy encounter design focuses on timing based dodges and double jumps to manage arena enemy encounters with mostly melee and gap closing foes who you are similarly encouraged to close the distance with using a wide variety of quick swapping weapons with unique functions, with one in particular providing further mobility options. While most weapons dont have true combos (a couple do), you are encouraged to create combos using your static equipment and your main weaponry. You get slick, quick and damage dealing takedowns available if you work over enemies correctly and there is an enemy where you need to learn counter timing and spacing in order to defeat. its quake, thats all quake stuff. sorry to say this but quake did come out before dmc.
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# ? Apr 9, 2020 04:28 |
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Stux posted:its quake, thats all quake stuff. sorry to say this but quake did come out before dmc. its not quake
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# ? Apr 9, 2020 04:30 |
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its quake with doom enemies and a dash for mobility instead of strafe jumping acceleration and a double jump instead of relying on rocket jumps and plasma climbs
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# ? Apr 9, 2020 04:32 |
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Stux posted:its quake, thats all quake stuff. sorry to say this but quake did come out before dmc. Quake has neither a dodge nor a double jump, no intended mobility tied to weapons, and no reason to ever get close to enemies much less switch weapons beyond ammunition concerns. There are no combination maneuvers in combat and encounter design tends towards intermittent enemies to provide an ongoing sense of progression and resources rather than mixed fights to take advantage of your toolset nor is there anything approximating grapples/finishing maneuvers.
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# ? Apr 9, 2020 04:38 |
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How stupid would I be if I opted to get DOOM ETERNAL for xbonex instead of my pc? Cons: loving gamepad vs kb:m? Pros: 5.1 surround sound 4K HDR PC is 1080p 60hz old rear end poo poo but with a 2070s Wait does this loving game support HDR this time?
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# ? Apr 9, 2020 04:39 |
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It runs really nice on a BoneX but, as always, a higher end PC will run it prettier. The bigger issue is Doom Eternal had higher enemy counts and expectations of switching between targets that makes me feel like on higher difficulties gamepad players will have an uphill climb
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# ? Apr 9, 2020 04:41 |
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Barudak posted:It runs really nice on a BoneX but, as always, a higher end PC will run it prettier. The bigger issue is Doom Eternal had higher enemy counts and expectations of switching between targets that makes me feel like on higher difficulties gamepad players will have an uphill climb Good to know, thanks! I got Doom 2016 on xbonx and I felt it was snappy enough most of the time.
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# ? Apr 9, 2020 05:02 |
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Barudak posted:Quake has neither a dodge nor a double jump, no intended mobility tied to weapons, and no reason to ever get close to enemies much less switch weapons beyond ammunition concerns. There are no combination maneuvers in combat and encounter design tends towards intermittent enemies to provide an ongoing sense of progression and resources rather than mixed fights to take advantage of your toolset nor is there anything approximating grapples/finishing maneuvers. Youre right, doom eternal is a titanfall-like
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# ? Apr 9, 2020 05:12 |
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how good would a quake remake with a double jump be tho
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# ? Apr 9, 2020 05:28 |
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Stux posted:its quake with doom enemies and a dash for mobility instead of strafe jumping acceleration and a double jump instead of relying on rocket jumps and plasma climbs lovely quake
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# ? Apr 9, 2020 05:29 |
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Malcolm Turnbeug posted:how good would a quake remake with a double jump be tho Doom 4 was that but with a better set of weapons and enemies, so around that good.
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# ? Apr 9, 2020 05:56 |
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Barudak posted:Quake has neither a dodge nor a double jump, no intended mobility tied to weapons, and no reason to ever get close to enemies much less switch weapons beyond ammunition concerns. There are no combination maneuvers in combat and encounter design tends towards intermittent enemies to provide an ongoing sense of progression and resources rather than mixed fights to take advantage of your toolset nor is there anything approximating grapples/finishing maneuvers. quake is a very old game before we had a real concept of mobility in shooters, but for its time it was insanely mobile, and was more mobile than even eternal in a lot of ways. part of that was down to some unintentional mobility like with strafe jumping (which was only unintentional for quake 1, the later games all kept it up to and including champions). some was down to actually very intended mobility, mostly tied to weapons (even quake 1 has a secret which requires a grenade jump to reach). quake 1 was in fact exactly like how doom eternal approaches combat as it was very focused on melee and projectile enemies, and on making the player keep within effective range without being hit, to the point of it being extremely arguable that the marauder is basically a q1 death knight on steroids. they even look similar. to say there is no reason to switch weapons in quake beyond ammo concerns is literally comical. to say there is no reason to ever get close to enemies is even more so. quake 1 alone you have the two shotguns, the two nailguns, thunderbolt, grenade launcher and rocket launcher which all have clearly defined effective ranges and situations for use. you even have stuff like the shambler having a resistance to explosives, forcing you to switch to another weapon to deal with them. also literally half of the games weapons are close range! there are combos between weapons and this concept is so ingrained in quake that the q3/live/champions announcer yells the words "Combo Kill" constantly for pulling off weapon combos with the railgun, and there are plenty of other options to mess around with. the eternal arena design is very literally small slices of areas you would expect to see in quake mp arenas. moving around them feels exactly the same and the logic of how the arena should flow is second nature the moment you start playing because its so on the nose with it. it even has hundreds of boost and jump pads everywhere. quake however does lack finishing moves. edit: lol before i forget i just remembered quake 2 mp has a grappling hook as well edit edit: and in a quake 1 mission pack!! Stux fucked around with this message at 06:01 on Apr 9, 2020 |
# ? Apr 9, 2020 05:57 |
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Real hurthling! posted:lovely quake its better than 2016 so far and i loved 2016
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# ? Apr 9, 2020 05:57 |
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Barudak posted:Doom 4 was that but with a better set of weapons and enemies, so around that good. please respect the numbering system of Doom
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# ? Apr 9, 2020 06:37 |
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Malcolm Turnbeug posted:please respect the numbering system of Doom Doom 65, then?
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# ? Apr 9, 2020 06:58 |
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If you have game pass, don't sleep on Lonely Mountain Downhill or whatever it's called. It's a neat little game where you ride a mountain bike down mountain trails and try not to die horribly. I've been playing it as my wind down game the last few nights but it's fun and addictive in it's own right if you like time trial challenge based games. The riding is a little quirky because you have a pseudo isometric camera view and the turning is oriented to however your bike is facing (although I think there are other options, I'm just using default controls) and you sometimes have to navigate your bike behind objects without crashing. It's got lots of unlockable challenges and the sound design is fabulous, lots of nice chill mountain sounds to appreciate of you're like me (and a ton of other people) and have been stuck in your house for weeks on end. Unrelated it felt real good to get back in the saddle in Dark Souls 3 and help some ransoms take down Vordt for the first time.
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# ? Apr 9, 2020 07:40 |
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lmfao "Doom Eternal isn't an FPS", the galaxy-brain takes in this thread are amazing
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# ? Apr 9, 2020 09:30 |
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ErrEff posted:Here's the thing: Quake wasn't an FPS either. Yeah, the only term anyone used back then was "Doom clone"
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# ? Apr 9, 2020 11:50 |
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where are all the second person shooters
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# ? Apr 9, 2020 12:03 |
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Martman posted:where are all the second person shooters american schools
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# ? Apr 9, 2020 12:06 |
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Martman posted:where are all the second person shooters Games where it's an escort mission but you're unarmed and the one being escorted, I guess.
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# ? Apr 9, 2020 12:08 |
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I once watched some youtube video on "what would a second-person game actually look like" and the guy came to the conclusion that it would be something where you controlled a character from the perspective of another character.
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# ? Apr 9, 2020 12:11 |
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Barudak posted:Quake had … no intended mobility tied to weapons, ??? Quake made rocket jumping mainstream. I’ll grant the rest of your post, but Quake was utterly about mobility. So much so that they followed that particular design thread to the trampoline madness of Quake III.
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# ? Apr 9, 2020 12:14 |
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exquisite tea posted:I once watched some youtube video on "what would a second-person game actually look like" and the guy came to the conclusion that it would be something where you controlled a character from the perspective of another character. So Resident Evil tank controls.
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# ? Apr 9, 2020 12:16 |
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So like, QWOP except instead of controlling a dude's legs you're controlling a dude's hands on a keyboard and mouse while he plays an FPS?
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# ? Apr 9, 2020 12:22 |
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doingitwrong posted:??? According to Romero, they were unaware of it during development. To me this seems evident because the levels are not designed to account for it at all. Even in Quake 2 when they knew people liked it and iD was tailoring content for that, it still wasnt the main focus and is limited to mostly easter eggs. Its why I put that intentional bit in there, because the way Quake is setup in its levels or encounters does not factor in that mobility whatsoever. It being a cool speed game due to its jump and strafe mechanics and rocket jumping is a happy accident. exquisite tea posted:I once watched some youtube video on "what would a second-person game actually look like" and the guy came to the conclusion that it would be something where you controlled a character from the perspective of another character. This exists, its called Lifeline and its controled entirely through dodgy PS2 voice commands and may be the singularly most frustrating to play game in its library.
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# ? Apr 9, 2020 12:25 |
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# ? May 25, 2024 07:40 |
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Barudak posted:According to Romero, they were unaware of it during development. To me this seems evident because the levels are not designed to account for it at all. Even in Quake 2 when they knew people liked it and iD was tailoring content for that, it still wasnt the main focus and is limited to mostly easter eggs. Its why I put that intentional bit in there, because the way Quake is setup in its levels or encounters does not factor in that mobility whatsoever. It being a cool speed game due to its jump and strafe mechanics and rocket jumping is a happy accident. there is a quake 1 secret that is absolutely impossible to reach without using a grenade jump so no, this is completely false.
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# ? Apr 9, 2020 12:26 |