Syndicate 2012's level design style was extremely similar, as was its AI design, and its liberal use of slow motion, and it's arguably a better version of FEAR in most areas. But ultimately, it's a deeply problematic tradeoff because everything is so tight and constrained. The level design doesn't really feel organic because everything looks like a combat zone waiting to happen.The strength of the AI is driven by the level design which is designed in such a way that at all times the enemies can flank you, use decoir elements for cover, movement and so on. The game needed enviroments like these for their AI and combat feel objectives to be reached. Its a tradeoff in other areas i guess, but non-important since it gave birth to maybe the best firefights in an FPS.
Games should only be as long as their story can justify them being. Far too many FPS games from years past were just too long for their own good. (The Metro games are a good example of this in recent years. Metro: Last Light would benefit from having 2 hours or so shaved from it to tighten up the story.)Fear is way too long? 10 hours or so? The single biggest worry i had after playing the demo millions of times anticipating its release was "please god dont make it too short since the game is so once in a lifetime good". The full game came and it was too short. Since 2002 or so games kept reducing their lenght since previous years. FEAR's shortness i consider its main weakness since it came out. Too long? WAY too long? Not in this world.
It is repetitive, though. The KPA don't put up much of a fight, their AI is easily exploited, and half the objectives are just following waypoints as you run through empty jungle and more empty jungle. When the Ceph turn up, you end up running in circles shooting at bullet sponge flying squid for a few hours.Crysis hits repetitiveness after 3 hours? Another 8 hour long game in total? Repetitiveness in a sandbox game that offers you multiple ways of tackling each objective, with different npc behaviour and reactions everytime, with multiple ways of locomotion, multiple ways of using and combining the suits powers? You see, this is all the exact complete opposite of repetitive
FEAR 1 was ported to consoles with almost no changes made to its UI and design. I think that would indicate that the changes made for FEAR 2 were motivated by other factors.The only thing both Crysis 2 and FEAR 2 suffered werent more polish or audience expectations, it was the necesity to force PC design into a piece of shit like a controller and couch playing. Thats why there are light halos around enemies in FEAR 2, the HUD is gigantic, the weapons nerfed and with no recoil in both games, movement speed reduced, weapons feeling like shit. Standard stuff every game has to compromise because it needs to be playable on consoles
People saying Halo games surpass Half Life 2 make me both sad and also makes me feel very sorry for people having such a lack of taste, or just off-taste.
I'd ask did it even surpass what's before? I find HL2 not as fun as classics such as Goldeneye 64, Turok, Quake and Quake 2. By the time I got to the first vehicle section I just stopped playing out of boredom.
Did you at research HL1's backstory? The plot of HL2 isn't particularly complicated.I didn't play HL2 when it came out, I played it way too late and found it nothing special. It was okayish campaign overall with some cool levels, and a confusing ass story.
That's a shame, because HL2: Episode 2 was extremely good. (Ep 1 was pretty solid, too.) And Ep 2 features that one speech that really defines HL2 as enigma-driven. There are forces at work beyond your understanding, and the fact we never got HL3 made the sudden deluge of hints and knowing smirks in Episode 2 all the more a slap in the face.I didn't even bother with Episode 1 and 2.
Doctor Freeemaaan. I realize this moment may not be the most convenient for a 'heart-to-heart', but I had to wait until your... 'friends' were otherwise occupied. Hmm. There was a time they cared nothing for Miss Vance... When their only experience of humanity was a crowbar coming at them down a steel corridor. When I plucked her from Black Mesa, I acted in the face of objections that she was a mere child and of no practical use to anyone. I have learned to ignore such naysayers when... quelling them... was out of the question. Still, I am not one to squander my investments... and I remain confident she was worth far more than the initial... appraisal. That's why I must now extract from you some small repayment owed for your own survival. See her safely to White Forest, Doctor Freeman. I wish I could do more than keep an eye on you, but I have agreed to abide by certain... restrictions. Hmm. Well... now... listen carefully, my dear. When you see your father relay these words: Prepare for unforeseen consequences.
Games should only be as long as their story can justify them being. Far too many FPS games from years past were just too long for their own good. (The Metro games are a good example of this in recent years. Metro: Last Light would benefit from having 2 hours or so shaved from it to tighten up the story.)
FEAR is a game that drags its narrative out for far too long. It should have been shaved down by 3 or so hours, or else the story should have been restructured to flow better. There are long stretches where you're fighting dudes and dudes and more dudes for upwards of an hour and the story isn't being advanced one iota.
It is repetitive, though. The KPA don't put up much of a fight, their AI is easily exploited, and half the objectives are just following waypoints as you run through empty jungle and more empty jungle. When the Ceph turn up, you end up running in circles shooting at bullet sponge flying squid for a few hours.
was playing Just Cause 3 recently, and it offers so much freedom and mobility and it's boring at times. You leap around blowing up enemy bases and blowing up trees and there's so much freedom but it's all painfully repetitive. Blow up one hut, you've blown them all up. Sandbox rampage gets repetitive fast. Although some people do find endless joy from such things, I'm not one of them.
Crysis 1 is a sandbox to the detriment of its overall game design. Goofing off with the nanosuit gets boring very fast. Crysis 1 lacks the kind of tight encounter design and story pacing seen in Crysis 2. In Crysis 1, there are flashes of greatness at some points in the game, but most of it is extremely stodgy. Like this weird power fantasy where you rampage through the jungle massacring AI that can't navigate around outhouses.
I like Crysis 1, but as a game it is extremely uneven, wheras Crysis 2 is an extremely polished, mechanically cohesive game with tight pacing and encounter design. Fighting in a carpark in Crysis 2 is TIGHT. FEAR-grade tight.
I think we'll have to agree to disagree on this topic. More is not necessarily better when it comes to linear game narratives. It's better to have a tightly paced 6 hour game than a sloppily paced 12 hour game where your extraction helicopter keeps crashing conveniently, or the elevator gets stuck, or you get knocked out -- again, or some similarly arbitrary thing happens to keep the game wheezing along for another few hours.They absolutely should not have made the game shorter - sacrificing the gameplay - for the sake of the story, what kind of a suggestion is that? If anything, they should've put the story in the instruction manual where it belongs and added a few more hours to the game.
I think we'll have to agree to disagree on this topic. More is not necessarily better when it comes to linear game narratives. It's better to have a tightly paced 6 hour game than a sloppily paced 12 hour game where your extraction helicopter keeps crashing conveniently, or the elevator gets stuck, or you get knocked out -- again, or some similarly arbitrary thing happens to keep the game wheezing along for another few hours.
Combat for the sake of combat is not particularly interesting. Singleplayer FPS games operate by very different rules to multiplayer FPS games. Particularly story-driven ones. (Open world ones can bypass this a bit by having heaps of environmental storytelling scattered about to keep players occupied.)
FEAR should have been shorter, because it didn't have enough story material to keep the game going for that long. It spins its wheels for hours. This extends to the expansions. Extraction Point shamelessly asspulls reasons why you keep having to take detours, including resurrecting Fettel which "Doesn't make sense" in Fettel's own words.
On the flipside, Syndicate 2012 should have been longer by 2-3 hours at least, because the game had a really deep world building narrative going on. It rushed over heaps of major story beats, and that hurt the game. There should have been more exploration sections. More downtime between the shooting. Shooting, shooting, and more shooting is dull. You need room to breath, time to soak in the atmosphere. The safe house sections in Wolfenstein: The New Order, which is kind of a successor to Syndicate 2012 in a lot of ways, is a good example of this. Variety is the spice of life.
It sounds to me like you don't put much value on story in FPS games. But in games like these, the story IS the game. It's the flesh on the mechanical bones. It drives the engine.
On the flipside, Syndicate 2012 should have been longer by 2-3 hours at least, because the game had a really deep world building narrative going on. It rushed over heaps of major story beats, and that hurt the game. There should have been more exploration sections. More downtime between the shooting. Shooting, shooting, and more shooting is dull. You need room to breath, time to soak in the atmosphere. The safe house sections in Wolfenstein: The New Order, which is kind of a successor to Syndicate 2012 in a lot of ways, is a good example of this. Variety is the spice of life.
It sounds to me like you don't put much value on story in FPS games. But in games like these, the story IS the game. It's the flesh on the mechanical bones. It drives the engine.
You're still engaging in action. Relentless action of any form is... not great. The early CoD games are relentless, mindless shooting for the most part, but this is kind of justified by the way they depict these large scale battles that drag on and on. This doesn't gel with other subgenres. Black Ops III has relentless action against waves of enemies and it is not good.Allied Assault or the earlier COD games also as examples. You're driving a jeep, a turret on an airplane, a tank. You're breaking the shooting sequences a bit to spice up the game.
Perfect Dark is the greatest FPS game of all time -- IMHO -- and one facet of its genius is how little the game relies on shooting.
Genre purism is a dead end. The arguably unsurpassed Mario 64 is a "platformer" that isn't about "platforming" at all. It's about completing objectives in a semi-sandbox. (GoldenEye was directly influenced by Mario 64, and this trickled down into Perfect Dark.)Thats not how FPS games work :-( All being said, seems to me you dont like FPS games, but more something like adventure games. You take pleasure when you're not having action in a genre defined and created for action. You dont like FPS games
Psi-Ops was awesome and very much overlooked. It did lack Valve's meticulous scene setting and visuals though.I never understood the "revolutionary" claims for Half-Life 2.
Psi-Ops came out five months earlier and did physics-based gameplay far better (and much more fun) than HL2 did. Add in the other powers like possession, and Psi-Ops just had far more varied and impressive mechanics and gameplay, while being way more fun.
Psi-Ops was awesome and very much overlooked. It did lack Valve's meticulous scene setting and visuals though.
I dunno. Psi-Ops was positively famous compared to poor Second Sight, which had the misfortune to be developed in complete isolation yet resembled Psi-Ops enough that they ended up eating each other's lunch.Psi-Ops was awesome and very much overlooked. It did lack Valve's meticulous scene setting and visuals though.
Uh... too many to name? Half-Life 2 isn't great from a mechanical or a narrative perspective, which are the two things we play FPSes for.
Halo 3 shits on Half-Life 2. Bulletstorm demolishes it on a narrative front. Titanfall 2 blows it away. Doom outplays it. Call of Duty 4 has dramatically better pacing. Crysis is way more interesting in the combat department. FEAR is the second greatest first person shooter of all time.
Half-Life 2 is a low bar. It would be easier to list worse FPSes. You got Killzone 2, Resistance 2, Darkest of Days, Legendary, Turning Point: Fall of Liberty, Halo 4, Halo 5, Black Ops 1-3... probably some others?
What about AI and companion stuff?I agree, but Valve already did that with the first Half Life. That's why I don't think Half Life 2 was at all revolutionary. It did the same thing HL did with atmosphere and setting and graphics -- so, not revolutionary in that way -- and had physics-based gameplay that Psi-Ops already did more creatively and more fun.
Psi-Ops and Second Sight were pretty much one blob of a game in my memory up to now as well.I dunno. Psi-Ops was positively famous compared to poor Second Sight, which had the misfortune to be developed in complete isolation yet resembled Psi-Ops enough that they ended up eating each other's lunch.
Speaking of Psi-Ops, though: While I haven't checked the credits for exact details, a number of Midway employees went on to form Phosphor Games, and they made Gemini: Heroes Reborn, the time-jumping first person adventure game with game mechanics extremely similar (identical in Dishonored 2's case) to Titanfall 2 and Dishonored 2, but released almost a year earlier.
Alyx from HL2 is really a well implemented version of various AI partners prior. Natalya in GoldenEye is a fairly early example. She followed you, sometimes fought, and there was realtime text dialogue between her and Bond as you proceeded through the handful of levels she existed in.What about AI and companion stuff?
I think there's a big misunderstanding about how to consider Half-Life 2.
Half-Life 2 isn't just a "FPS", it's more a kind of adventures games, like Metroid Prime but not so "non shooter sided".