More_Badass
Member
2016 has been a good year for fans of bullet time. I finally got around to playing Quantum Break today, and was surprised to find a game that, kind of like a certain other shooter with cover that's not really about cover, promotes aggressive combat and constant movement.
For one, cover isn't very effective. You don't really stick to cover, and enemies love to flank you and throw grenades to get you to move. But besides that, the time powers themselves all encourage you to be moving and getting up close and personal with enemies. Your dash not only lets you quickly evade gunfire and stun enemies when you hit them, but also rewards smart flanking with a few moments of bullet time to unleash some shots. Your time slow bubble lets you cordon off a direction or block bullets from a certain area forcing enemies to move, and rewards good positioning and timing with stopping entire group of enemies. Your shield lets you create protection on the move, and unleash a shockwave at melee range, again encouraging you to get close and stun enemies especially if you have a shotgun.
Those and your other moves combine to form a moveset that encourages to keep moving, flanking enemies, getting to melee range than jumping back out, evading fire.
Similarly the other time slowing shooter of 2016, SuperHOT, also encourages you to be an aggressive evasive fighter through its mechanics. When one hit kills and enemies come from all angles, staying in one spot is a bad idea to begin with. Guns only have few bullets, forcing you to move through the level grabbing a weapon, firing, and then dropping it for a new one, kind of like that scene from Wanted. Stunning an enemy with a punch or thrown item causes them to drop their guns, encouraging you to have a playstyle of move, stun, grab, kill, repeat, And the ultimate weapon in the game is the katana, a melee range weapon that don't break, can slice bullets in half, and can be thrown through multiple enemies. That last skill also pushes you to line up enemies so you can take them out in a single throw
Being able to slow down time in mid-air is also very useful, since enemies will need to adjust their aim, offering an advantage to finding high ground and then jumping down onto enemies (which also kills them instantly)
For one, cover isn't very effective. You don't really stick to cover, and enemies love to flank you and throw grenades to get you to move. But besides that, the time powers themselves all encourage you to be moving and getting up close and personal with enemies. Your dash not only lets you quickly evade gunfire and stun enemies when you hit them, but also rewards smart flanking with a few moments of bullet time to unleash some shots. Your time slow bubble lets you cordon off a direction or block bullets from a certain area forcing enemies to move, and rewards good positioning and timing with stopping entire group of enemies. Your shield lets you create protection on the move, and unleash a shockwave at melee range, again encouraging you to get close and stun enemies especially if you have a shotgun.
Those and your other moves combine to form a moveset that encourages to keep moving, flanking enemies, getting to melee range than jumping back out, evading fire.
Similarly the other time slowing shooter of 2016, SuperHOT, also encourages you to be an aggressive evasive fighter through its mechanics. When one hit kills and enemies come from all angles, staying in one spot is a bad idea to begin with. Guns only have few bullets, forcing you to move through the level grabbing a weapon, firing, and then dropping it for a new one, kind of like that scene from Wanted. Stunning an enemy with a punch or thrown item causes them to drop their guns, encouraging you to have a playstyle of move, stun, grab, kill, repeat, And the ultimate weapon in the game is the katana, a melee range weapon that don't break, can slice bullets in half, and can be thrown through multiple enemies. That last skill also pushes you to line up enemies so you can take them out in a single throw
Being able to slow down time in mid-air is also very useful, since enemies will need to adjust their aim, offering an advantage to finding high ground and then jumping down onto enemies (which also kills them instantly)