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First Person Video Games - Shooters and more

 
  

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All Acting Regiment
20:27 / 02.09.05
Many people here have expressed the view that as genres go, the FPS has become boring: the same old proposition over and over again. While this is certainly the case with, for example, the excreta released under the Star Wars license, I think there is perhaps still a chance for the genre to be interesting, and that's what this thread is about.

One thing that has always struck me about these games is the possibility of immersion they give: you are witnessing events in virtual reality from the same view that you witness actual reality, causing it to seem much more realistic than say, a top down game (feel free to disagree).

Do you think this immersion is a worthwhile target to aim for and have we got part of the way there? This and any other FPS-related opinion are welcome.
 
 
Evil Scientist
20:40 / 02.09.05
Doom got me through university, along with Red Alert. I did get a little disturbed when I started dreaming those long pig-monster infested corridors but still...

I always remember that the cyber-demons had a roar that made me freeze up for valuable seconds when I got ambushed by one.
 
 
STOATIE LIEKS CHOCOLATE MILK
06:23 / 03.09.05
When done properly, FPSs can be some of the most immersive games on earth. Unfortunately, Doom's such an iconic template that a lot of designers seem to see the FPS as an easy option in terms of designing gameplay. I'm in the camp that thought Doom 3 was fantastic- the criticisms that it was just Doom but much prettier may have been accurate, but I didn't really see that as a problem. If I'm paying for Doom, I'd be a bit weird to expect anything else.

The genre may be somewhat overpopulated and boring as a result, but every now and then you still get a Far Cry or a Call Of Duty to remind you of what it's all about.
 
 
Spatula Clarke
21:48 / 07.09.05
The problem with the idea of the viewpoint aiding immersion is that it makes it makes it much more jarring when you notice things that you can't do that you should be able to, or things that are missing. Example from a game that I'm playing right now: In Ghost Recon 2, you've got the choice of first or third-person viewpoints. Stick it into first and you immediately notice that you can't see your arms, you can't see your gun. You're basically a disembodied, floating invisi-weapon.

In contrast, the third-person viewpoint is far more successful at making you feel a connection with your avatar and the world around hir. Even running around in the zoomed scope view is better than the proper first-person setup, partly because it has either the scope surround or a blurring effect visible around the edges of the screen, reinforcing the feeling of having a physical presence, or because you know that, in that view, you’re not *supposed* to be able to see any part of your body. Possibly both those reasons.

It depends on how we're defining immersion, I suppose. If we're talking about games that don't make a big deal out of narrative, then sure, first-person can really make you feel as though you're in the middle of events. When there's a storyline involved, though, and that storyline is given a certain amount of importance as far as your enjoyment of the game is concerned, a first-person viewpoint can be counter-productive.

It's largely about characterisation and how presentation creates the link between the player and the character that they're supposed to be playing. It's not just about the sensation of having a physical presence within the game. Halo 2's got the best representation of an actual human point of view that I've seen so far - look down and you can see the rest of your body, move and it moves largely as you'd expect, with your POV being tied to your 'neck' and preventing you from seeing things you shouldn't be able to without turning your body to suit - but it fails to create any real feeling that you *are* this person, rather than just steering their body around for a while. When it wants to remind you that you're supposed to be this super soldier dude, the perspective changes and a cut scene jumps in. It's a jarring shift between the bits that are marked 'game' and the bits that are marked 'story'.

This isn't something that third-person games suffer from, because the perspective is consistent throughout the entire game.

(Not to mention the very odd bit of design wazzery that is lens flare - I don't know if there's just something wrong with my eyes, or what, but my vision isn't affected by lens flare whenever I look at or towards the sun in real life, so why the hell does that happen in most videogames?)

It's also about how you give an avatar personality. If I'm playing, say, one of the Metal Gears, there are a lot of things that I can immediately tell about the guy I'm controlling from the way he walks, the way he moves, how he carries his weight. His presence, basically. You're denied that in games that employ a first-person viewpoint. A gruff voice sample every now and then doesn't cut it.

the only first-person game I'd consider to really make any proper strides in this sort of personal immersion is Metroid Prime. A big part of that is the way that your point of view is framed to appear as though you're looking out of Samus' hemlmet visor - you get the visual point of reference that provides you with a sense of physical presence, you get to see your character (in the reflection caused by explosions and laser blasts), you're solidly plonked into the middle of this alien world (steam misting up the visor, droplets of rain hitting and running down it or evaporating, water smearing it when you emerge from rivers and pools.

Another reason that MP is so successful in this is because of the way Retro cleverly implement the rumble in the control pad and tie it into the audio spot effects. Double jump into the air and you can feel your boots' jets fizzing you upwards. Land and you can feel your feet hit the ground.

And that's all great stuff, but I think the real problem here is that, where every other FPS is concerned, that'd be your lot. At best, that is - chances are that they'd consider having some part of the body visible and some physical feedback to be enough to make you feel like you're there. What they need to take on board is the way that Samus is given personality by being so firmly integrated into the storyline, and in such an unusual manner. There's reference to her and her actions all over the shop, in the form of ancient texts detailing a prophesy, in the logs of the aliens she's hunting down.

But you don't have to read it. That's the trick, I think. It's there if you want it - that connection to the world, that information - but you can skip past it if you're not bothered. If you do that, it's still serving to increase the immersion, because you know that the world recognises your/Samus' presence in it - it's there in the background, even if you don't want to take on the extra task of hunting it all down.

Halo tries to make you feel your character's importance in the world by shoving it in your face at every turn, in horribly unsubtle ways. It's all bravado and gung-ho heroism. MP is quiet and subdued in comparison, and you feel far more a part of the world - and, more importantly, the character - than you do in other first-person games.

So no, I don't agree that the first-person perspective increases your connection to a game or a gameworld - at least, not in most cases. MP suggests a way forwards that could see that becoming the case, but no other developer has yet to demonstrate that they've understood the lessons it teaches, or even that they recognise that it's doing anything important/different.
 
 
STOATIE LIEKS CHOCOLATE MILK
22:38 / 07.09.05
(Not to mention the very odd bit of design wazzery that is lens flare - I don't know if there's just something wrong with my eyes, or what, but my vision isn't affected by lens flare whenever I look at or towards the sun in real life, so why the hell does that happen in most videogames?)

That's never occurred to me. I wear glasses, so it's something that happens to me anyway!
 
 
Lord Morgue
10:08 / 08.09.05
I want a FPS with a Ghost Nose on either side of the screen. And BLINKING.
And those little fiddly bits that float in front of your eyes.
 
 
The Strobe
11:06 / 08.09.05
Lots to respond to on Randy's post, but I'm going to throw in one of the best first-person representations of "being" I've seen in a while.

And that's the swimming in Far Cry: Instincts on the Xbox.

I picked up the demo recently. It's wonderful, visually; a lush, island environment. The environment is the best thing in the game, because it's so convincing, and its polarised, vivid sky much unlike the usual gloom of FPSs. It also has the most amazing water - water which actually laps on the beach like real waves, with beautifully convincing surf.

Anyhow.

When you dive into this water, the sound muffles. Fine, so much like normal. But you also notice that as you move, you can see you/your character's arms pulling himself forward in a breast stroke. And the view becomes blurry, faded - much like what being underwater in the sea really is like. It's a great way to get around - swimming is quite quick in this game, unlike many others, where it's walking underwater - but your hearing is rendered relatively useless, and you can only use your knife.

And then you surface with a splosh... and for a few brief seconds, everything's still blurry as you blink the water from your eyes.

Eyes. Not camera. Lens flare is a function of cameras. In FCI, the sun doesn't lens flare; it just momentarily blinds you as you look at it. You'll sweep the viewpoint around during a firefight and briefly blind yourself.

The swimming, anyhow, is wonderfully immersive, and I could do it for hours. I mainly fire up the demo not to kill bad guys, but to go on a brief holiday.
 
 
Char Aina
13:27 / 08.09.05
in some games(like the halo games) the lens flare is due to a visor. in others i think its just a movie landmark to remind you of all those films you have seen in the same genre(see GTA).
i dont think it always works, but i dont necessarily think it ruins games.
it helps make vice city what it is, for example.

i dont reckon the appeal of FPS for me is the realism anyway. its the fast-blast-em action that they provide.
i loved the latest wolfenstein for example. i oved it for the tactical blasting of bad guys, and i appreciated the lack of irritating jumping sections and puzzles.
those things, while not alien to FPS, seem a whole lot more common in TPS games.

i fucking HATE lara croft for that reason.
my style of playing is a loose and sponataneous one, and it doesnt suit the precision needed to do big sections of acrobatics.
(often am i castigated for falling off a cliff by a particular friend; "but if you can play tony hawk with all those tricks, how come you cant jump on to a ledge? it should be easy")
i also hate those dull lulls in games where you haver to run back and forth to pull levers and pick up pieces of machinery that have become inexplicably shattered and scattered.(see resident evil)

i find TPS good for stealth games, as awareness of your environment is key, but other than that, i prefer to be behind my gun.

i also use 'up is up' controls rather than an inverted y axis... that seems to be a source of controversy among the folks i know. inverted seems to me like you are further back, see-sawing your gun up on a point between you and the screen. straight-y seems like you are moving the weapon with your forward arm, the one holding the gun barrel(as you would in reality) and this seems more natural to me.

i like driving with the 'from the grille' view as well.
these things may or may not be related.
 
 
Spatula Clarke
18:09 / 08.09.05
You don't get lens flare from visors either, though, do you? Not that 'cone of rings' lens flare that's used in most games. It was just an effect that was new, got put into game engines to show how sparkling they were, then became the norm. Got a feeling that it first appeared in racing games, which it suits - especially in replays.

Developers seem to be leaving it behind now, anyway. Now it's all bloom and specular lighting effects. More realistic, but still overdone.

REading what you were saying about the sound changing when you swim in FarCry, Paleface, suddenly made me think about the one bit of Halo 2's compaign that I really did think was rather clever - about halfway through the first mission, when you leave an airlock and enter the atmosphere-free external areas of the space station you're on and the sound quality alters to create the impression that your eardrums have popped. First time I played that, I kept on swallowing hard, believeing that my hearing *had* screwed up. Had to quit and reload the previous save point just to reassure myself that it was an in-game effect.

Racing games. My choice between bumper cam (it's not really first-person, strictly speaking) and the chase cam varies, depending on the game. It's always been clear that Ridge Racer was designed to be played with the bumper cam from the way that the third-person chase view is so horribly and obviously tacked on, the movement of the car model bearing little relation to the track surface or your commands. As long as you can 'feel' the width of your vehicle and its response to your commands, bumper cam is how you'll get the best lap times. Somethimes, though, that's not the case - Outrun 2's equivalent simply doesn't function anything like as well as the default chase cam, because it doesn't provide you with the same feeling of connection to the vehicle you're piloting as you get in the Ridge Racer series.

It's not really immersion in the same sense as it is in first-person shooters, because you're not being asked to connect with a character, but the bumper cam can - provided that it's implemented properly and not just squeezed in at the last minute to get an exra feature on teh back of the box - provide a far more thrilling and accurate ride than the alternatives.

Like I say, 'first-person' isn't an accurate description of any of the available viewpoints in the majority of racers. The only ones I can currently thing of where it does apply are Codemasters' games (Colin McRae, TOCA) and the Test Drive series - sitting behind the steering wheel, seeing your hands controlling it. It's probably relevant to point out that those games often cast you as a character within the gameworld and have a primitive narrative structure to them. The problem with that POV, of course, is that it means that you're no longer seeing things from a central point and are pushed to one side or the other and, as a result, it brings its own problems to the table. How can a developer make sure that the player can have any real awareness of the vehicle's dimensions when the peripheral vision and physical feedback available are so far from the real thing, if the player's viewpoint isn't in the centre of that vehicle?
 
 
Lord Morgue
09:54 / 09.09.05
Jumping fucking KILLED Turok, which was otherwise quite promising, cool weapons, cyborg dinosaurs, one of the first games with death animations and squirting blood from neck shots...
I'm a fan of first person sneakers, too, like Thief. No One Lives Forever and Deus Ex had some excellent sneaking, too, but for some reason I could never get into third-person sneakers like Metal Gear- not immersive enough for the adrenalin rush to offset the frustration factor, I guess. Haven't tried Splinter Cell yet, I understand it's the King Of Sneaky, or something.
Hey, anyone remember Rise of the Triads? Really underrated rival of Doom 2, made using the last gasp of the Wolfenstein 3-D engine, and characters from the Doom Bible that didn't make the cut. First game to feature destructable environments and gibs. More like an early draft of Duke Nukem. God mode, Dog mode, Excalibat, Shrooms, guards that play dead, and more missile weapons than you can shake another missile weapon at.
Ooh, Pursuit of Greed was another good old 'un- it had the amazing A.S.S. cam for rear view!
I don't think the first person fighter genre has been explored as much as it could. There's been a couple of boxing games, Supreme Warrior, which was a video disk game where you fought against recorded footage of real martial artists like Richard Norton, and one version of Virtua Fighter had a first-person view option...
 
 
The Strobe
12:32 / 09.09.05
Well, there's also been Breakdown, a Konami action game which is, though plot-driven, a first-person beat-em-up - no guns whatsoever, no breaking view during action. It had mixed reviews. Probably the best first-person hand-to-hand combat I've played, though, is in The Chronicles of Riddick; blocking, multiple strikes, reversals (nothing beats grabbing a guard about to beat you with his shotgun, twisting his arms round, and forcing him to blow his own brains out, scoring you a kill and a free weapon), multiple weapons. It's inventive and fluid - hold Left Trigger to block, hold Right and move the left-stick in directions to attack.

Actually, let's talk about Riddick for a minute or two, because it's one of the best movie adaptations I've played, and a fabulous rendition of being a defined character (rather than a blank slate like Gordon Freeman).

You can see your arms - when you crouch, you see more upper arm. You can see your feet. Most importantly, though, you can see your shadow. The graphics are still outstanding for the Xbox; normal mapping galore, real-time shadows, the lot. From an external camera, which you get both in cut-scenes, and when you do certain actions like climbing boxes, it's obvious you're Vin Diesel as Riddick.

But it's just as obvious in first-person. Diesel's voiceover is very good, sure; the thing that made it for me was the shadow. You stand under a light, and there, stretched long on the floor, is Riddick's iconic shadow. Even when you can't see him, you know it is him. Brilliant.

And the game has these bursts of action and bursts of sneaking. For a short while, you'll have only your fists, and maybe a shiv or screwdriver. Then you'll acquire a gun or two - and have a few minutes of rousing gunfights, until you're out of ammo or your gun gets taken away... and you're back to being just as deadly, but in a very different manner. There's a real tactility to the game. And it really does pull off making you believe that you're this defined, already-extant character - even though you're seeing the world through his eyes.
 
 
rotational
21:00 / 09.09.05
I do indeed remember Rise of the Triad, though I remember that it seemed a little crude, even then. I remember it was very smooth, though, and I liked its sense of humour. As a one player game it wasn't so great, but I suspected it was probably a good, good laugh as multi player.

Talking of games that try to represent first person embodiment, has anyone played Alien: Resurrection? It was a pretty terrible game for the PS1, but I loved the movement that the camera made to represent your player's head, much as it sometimes made me nauseous... Particularly the first section involved a lot of head movement and it made the generic and dull environments a lot more compelling than they perhaps should have been.

A lack of attention to the way the camera moves as your first-person character moves about can really hinder a game. Timesplitters 2, for instance still feels wrong to me, despite the fact that it's a really good game.
 
 
Lord Morgue
14:56 / 10.09.05
Shogo was a flawed gem- a FPS crossed with Mech combat- both using the same engine, and there's a cheat letting you switch gametypes, so you're a human-sized mech or a mech-sized human...
The game had a degree of immersion, with scraps of overheard conversation from bit characters and in-game events over cutscenes that predated Halflife and Deus Ex- it really feels like you're inside some huge manga adventure.
The main character is a real smartass, and has all the lines you wish that stiff J.C. Denton had in Deus...
"My vision is augmented." BLAH! And one particularly warped mission had you trying to find an old lady's cat in a building full of terrorists, brandishing the cat's favourite squeaky toy.
The one glaring fuckup, though, is the fact that the most deadly weapon in the universe is a closing hotel door. No kidding, instant gibs! Must be made of neutronium or something.
 
 
Sniv
22:07 / 16.09.05
I think that the FPS, at it's best, is all about putting the player inside the most explosive, violent and OTT settings possible, and letting it play out like a summer blockbuster. At least, they should be.

I thought Half Life 2 was the best display of that in recent years. It was so quick, and solid - the universe felt real, and as a result, I felt more immersed and "in there" than any game I've ever played. It was, for an FPS, pretty inventive. The much-hyped grav-gun was more fun than most entire games in itself, and it had some of the most grueling and heart-stopping set-pieces I've played since Call of Duty (also a very good 'movie' type experience).

In fact (and this is very sad), CoD is the first an only game to make me shed a tear, which I did at the very end, after playing the game for pretty much the whole weekend front to end, when we took the Reichstagg and I was running up the stairs, covering the Russians with the huge flowing flag, and the music was sweeping and I was fucking... there. It was aces.

Doom 3 also made me wet my pants at several points, which was well worth £30 and a new graphics card.
 
 
Tezcatlipoca
06:07 / 17.09.05
I think that the FPS, at it's best, is all about putting the player inside the most explosive, violent and OTT settings possible, and letting it play out like a summer blockbuster. At least, they should be.

That however, is just personal preference. Do you, for example, feel the quality of a FPS game is diminished by the introduction of significant, non-combat situations?

For example, Half Life 2 is a great game, nobody can deny that, and, speaking as somebody who personally has little time for the FPS genre, I think it fucking rocked. However, take a look at HL2 in a broader sense. It is - essentially - just one long running battle, almost without a break.

Now take something like System Shock 2, still a FPS game, but one in which stealth, exploration, character development, and puzzle solving are emphasised.

The latter does not have "explosive, violent and OTT settings", nor does it "play out like a summer blockbuster", so does that diminish its quality?
 
 
Sniv
10:41 / 17.09.05
Yeah, you got me, SS2 is probably one of the best games in history, although really it's more of an RPG/FPS hybrid, allowing it to branch out to places normal shoters wouldn't go to. That said, it's still an emotional ride. I remember that feeling of sheer and total terror when you hear a zombie and realise your gun has just locked.

If I were to continue the movie comparison - SS2 is like the low-budget indie original, and Doom 3 was where the studio comes in and tries to recapture that feeling, but with less soul. Doesn't mean that D3 was a bad game, it just means they have slightly different approaches to a very similar story and setting (SS2 was better of course. Dang, I'd love to see that done in D3 tech).

Also, HL2 had quite a lot of down-time between set pieces, something I think you need, else the shooting becomes too repetitive. Moments like the grav-gun training with Alyx, meeting with Kleiner and Barney, even being taunted by Breen near the end - these all serve to add dynamics to a game that could become flat with all the hi-octane goodness.

On another note, what about multiplayer? IMO, deathmatch is one of the most important contributions to digital culture since HTML. Think of all the multiplayer games on the market - most of these owe their roots to the original Doom. Now you have fanboys all over the world actually making money out of their 1337 skillz. I think (hope) that this will end up eventually at one place - holodecks. Think about it! The evolution of immersion... dammit I want a holodeck! *ahem*
 
 
Lord Morgue
05:45 / 18.09.05
Marathon! Remember Marathon? It was an earier incarnation of Halo. A lot of the same dialogue, terminology, bugfuck computers, useless bot squadmates...
 
 
iamus
12:19 / 18.09.05
Ah Marathon. Fuck I loved those games. Not so much the first one (which is still a very cool game) but definately the second and third. They were out around the same time as Doom 2 and Dark Forces and, in my mind, totally blew those games out of the water. A lot of innovation to the genre. The first FPS that had the ability to really immerse me, thanks in large part to the excellent storyline and physics.

I'm not big on my FPS history so tell me if I'm wrong, but I think Marathon was one of the first FPS's with a truly coherent Physics model that allowed for emergent play (though that's a bit of a muddy statement). It's certainly the first instance of grenade-hopping and rocket jumping that I know of. It was also a very well-integrated, tweakable design. Using the fan-made editors it was pish easy to change the inertia or gravity levels or change your plasma rounds into screaming BOBs (Marathon's hapless human cannon-fodder). Much hilarity to be had.

As for story..... Mission objectives, the ongoing narrative, historical background and non-sequiters were fed to the player through computer terminals dotted around the levels. I think Randy said something upthread about Metroid and how it pulls a similar trick of tying the player's actions into the narrative. Marathon did the same, but about ten years earlier.

In Marathon, the player was essentially the plaything of the Starship Marathon's three different AI's Leela, Durandal and Tycho, two of whom hate each other with a passion and are in the destructive, emotional stages of Rampancy (the games term for emerging sentience). Though never really more than the typical "destroy this, flip this switch, find this terminal" objectives, the players actions were defined by the power struggle between the AI's whilst trying to repel an invasion by an army of alien slavers called the Pfhor, all of which you could see unfold in front of you and on the terminal screen. Things you read about in one level become situations you have to puzzle and gun your way through in others, not something the genre was really accustomed to at the time.

In the third game there's even two hidden terminals, one on the first level and one on the last, that are both just pages of Hexidecimal code. Putting this code together and compiling it outside the game gives you a super-secret Deathmatch level, complete with another congratualtory terminal.

For being a straight reuse of the Marathon 2 engine, the third game was one of the most inspired marriages of level design and story ever. It played like a fever dream (which, as later becomes clear, is entirely the point). After the waking of a chaotic lovecraftian god trapped at the centre of a sun, you wake up fighting for the other side. Your allegiences constantly change, one minute fighting for the Pfhor, the next against them as you shift between alternate timelines where Durandal and Tycho's fued resolved differently. There are weird levels that recur throughout the game with subtle changes, funneling the player along different paths through the game. Sometimes making the wrong decision, either deliberately or not, can send you back into levels you've already cleared. It's like one of those old choose-your-own-adventure books grafted onto a standard FPS mechanic.

It's the games that put Bungie on the map and geared them up for Halo. To my great shame, I've still never played either Halo or Halo 2 to any appreciable degree but what I have seen has reminded me strongly in places of Marathon. Both Goldeneye and Metroid do this for me too, but whether that's because of any influence the game had, or just my own fondness for it, I don't know.
 
 
Janean Patience
08:32 / 07.12.06
Bringing this thread back to life, electrodes on the temples, Igor in the lab and lightning on the roof, to discuss FPS games in general and Doom 3 in particular.

I'm an FPS fan. In my years without a games console and only an out-of-date computer, they were all I had. Doom 3 on the Xbox harks back to those, and I'm enjoying it, but it's uninspired to say the least. I'm probably coming up to halfway through (the recycling plant or something) and I've realise what's bothering me is that it's actually less ambitious than Doom 2.

The determination to be retro - the same guns, medpacks and ammo strewn around, you're able to carry all your guns at once, the monsters pop out at you - works, but it imposes limitations. You can't have a city-style level, with monsters on top of tall buildings, because you'd just want to hunker down and pull out the sniper rifle and there isn't one. You can't have arenas. There's nothing on the scale of Quake 2, even. The self-imposed limitations of the game means it has to take place in dark corridors and basements, so halfway through there's not really been one memorable environment. I'll finish it, but there are levels that are kind of a chore to play.

Other than that I was very fond of Halo 2, which I banged on about on the What games are you playing? thread, and got extremely annoyed with the failed potential of Far Cry Insticts, which I covered in the Far Cry thread. After that, where do you go? What are the standout FPS games on the Xbox? There's Half-Life 2, which I kind of want to wait and play Half-Life first, and the Chronicles of Riddick mentioned upthread.

What am I looking for? Something different, I suppose, something that will surprise me. Halo 2 had me saying, "Jesus, that's a good game," after particularly tough levels. It had various innovations that put a whole new perspective on running around and shooting. Far Cry, apart from the tropical setting, had nothing new to offer. I've got Brothers In Arms as a WW2 shooter but even on a cursory hour's play it seems predictable: pin down Nazis, outflank, shoot. It's got none of that Where Eagles Dare atmosphere that Return to Wolfenstein thrived on.
 
 
ONLY NICE THINGS
09:13 / 07.12.06
From a narrative point of view, I can certainly see the argument for not playing HL2 until after Half Life - I went back, in fact, and played through Half-Life, Opposing Force and Blue Shift in the wait between HL2 and HL2: Episode 1. Half Life 1 still holds up as a pretty cool game, although the end sections are repetitive and quite annoying at times, and bits of it still capture some of the - I'm going to say it - sense of wonder of the first play through - your first chance to take out a particularly annoying helicopter with a missile launcher, the sound-sensing tentacle monster or the section where you can ninj your way around a tunnel complex, taking out soldiers silently with a crossbow, before having to leather it around a tank.

However, you really are denying yourself one of the best FPS experiences I have ever had by not playing Half-Life 2. It might be worth reading a walkthrough of HL1 - a good one, with pictures - to familiarise yourself with the major references...
 
 
Janean Patience
09:50 / 07.12.06
However, you really are denying yourself one of the best FPS experiences I have ever had by not playing Half-Life 2. It might be worth reading a walkthrough of HL1 - a good one, with pictures - to familiarise yourself with the major references...

I have a computer that, while primitive, could probably sustain HL1 pretty well. Plus I could play on that while my partner's watching TV, rather than clogging up the TV with gory Xbox action. So yeah, getting Half-lIfe and the extras - Blue Shift, Opposing Force - is something I should do today right now.

Trying to expand the topic, what makes a good FPS? I always admire a game where each little section seems different, when you're forced to use varied tactics and the circle-strafe or hide-then-pop-out-with-rockets that served you so well a moment ago are immediately useless.

There has to be a atmosphere of menace in some way, a fear of what's around the corner, and a reasonably cohesive universe, where each level and new enemy seems a horribly logical extension of what you've seen so far. (Though I admit to being intrigued by Painkiller, which apparently throws all sense out of the window in favour of limitless investion.) The enemies have to be good. I seem to remember Stoatie saying he couldn't get into Halo because the enemies were rubbish, and I had the same problem with Far Cry. "Oh good, army men again." You need balance in the weapons. You need to want to battle through against the odds, but I'm not sure what provides that.

Or on less violent games from the same perspective, you need to be interested enough in the world to explore it. I picked up Deus Ex: Invisible War and abandoned it not far in because Upper Seattle was the size of a run-down shopping mall in a small Yorkshire town and about as intriguing. There were apartment buildings the size of the supposed city that were more interesting. What is it hooks us, or doesn't, and persuades the player to give the game's world credence and suspend their disbelief?
 
 
Janean Patience
13:52 / 04.01.07
Am I afraid to reply to my own post? It appears not. Though if the above was my attempt to widen the debate, let this be a chicane.

Doom 3. It's not good enough. It doesn't suck, exactly, because it's Doom, but it's not good Doom. It's dull Doom. It's long, all the way through the Mars base on foot. It's very, very repetitive. The levels are repetitive, one much like another, and the rooms within those levels are repetitive. They force the player to be repetitive.

The biggest problem, I think, is the setting. Mars is semi-industrial even in the living areas, kind like the Nostromo from Alien without the moulded plastic. It's an environment you've seen hundreds of times if you've watched sci-fi movies or played games. It's so familiar as to be invisible and certainly uninteresting. Corridor, room with big clunking machine in, small office. Corridor. You're confined within this. Either a monster's in the corridor ahead of you, or behind you, or in the next room. Either way, there's no need to become familiar with ranged weapons because you won't, unless you turn a corner and there's a long corridor, need to use them. The number of times I got shot by something on a bridge, or a high platform, something out of reach that wouldn't immediately shamble roaring into shotgun range... well, that must have happened five or six times in a long, long game.

SPOILERS...

The best bit, the bit that kept me going, was being sent to Hell. You've done what, 20 levels of sci-fi industrial, then there's blood all over the walls and horrible graffiti, then you're there in the Bad Place. Without a flashlight, without all your weapons, in a sea of floating architecture lit by fire and candles. The levels don't really make sense, twisting around themselves, a vaulted room followed by island floating in space, cellars with fire erupting from the floor. You feel like you should; disoriented, in shock, fighting desperately as a reflex action. And you think: why couldn't the whole game have been this good?
 
 
All Acting Regiment
00:10 / 12.07.07
Okay, you can now get FEAR Combat, the multiplayer version of FEAR, for free gratis. Would anyone care to join me?
 
 
STOATIE LIEKS CHOCOLATE MILK
01:19 / 12.07.07
Oooh yes.
 
 
All Acting Regiment
01:07 / 13.07.07
...which free multiplayer versh is very fun and all, but now I am sad because I can't seem to get the patches anymore, and so my copy of the full game is mullered. I will be around on the multiplayer thing quite a bit, and will ID the same as on here, perhaps setting up a match called Barbelith or something.
 
 
Janean Patience
09:26 / 16.07.07
I'd like to talk about Black.

This is an unoriginal game. It's majorly unoriginal. You're a kick-ass Special Forces soldier battling your war through a bunch of urban environments. City streets, graveyard, steel refinery, and the next mission I'm on is in the docklands. Apart from a mission in an abandoned asylum and one among a bunch of farm buildings, I think I played every one of those locations as pretty much the same guy in Urban Chaos. But where the latter is an arcade game, where tricky parts are dealt with by memorising which hockey-masked screaming maniac is coming at you when and getting the headshot, Black is about tactics and combat and to some extent realism. The actual pointing and shooting is what makes it different.

The game's unique selling point was its high number of destructible objects. All the crap that's scattered about, and there's a lot of it because why go to the trouble of making it destructible without putting it everywhere, can be smashed up. Most objects have three of four stages of damage as more bullets are pumped in. Lots of them, probably more than is strictly necessary, explode. The actual moment when an object goes from one stage to another under gunfire, from intact to damaged to absent, is graphically weak - blink-blink-blink-and-it's-gone - but otherwise the graphics are damn impressive for the Xbox. Solid, detailed, fast and with a dirtiness that suits the environments.

The realism is what makes this so playable. The bad guys, like the levels unoriginal in design, have a pretty sharp AI. They duck behind cover and cover each other and when they know you're there, they don't come close. Scoring headshot after headshot is impossible. You're firing at movement and muzzle flashes and you're destroying objects and kicking up debris so, rather than the measured bursts of many FPSs, you're firing pretty wildly into an area where you hope the bad dudes are then waiting for the bust to subside. Meanwhile they go from one bit of destroyed cover to another to pin you down and destroy whatever you're hiding behind, so staying put in a good position is rarely an option. You're stalking each other in big semicircles. The destructible objects, far from being just a gimmick, make a massive difference to the gameplay. The learned instinct to retreat back to a safe place and pop out firing has to be unlearned. When you're high up in a derelict farmhouse even the floors aren't safe; some bad bastard with a submachine gun down below can shoot out the rotting boards easily. Windows can obviously be taken out, as can certain walls. It's taken me half the game to begin turning this to my advantage, to remember to blast away the table or bench the guy's hiding behind rather than waiting for him to pop out. And because there's so much that explodes, it's a good idea to lose some precision and spray fire around until there's a big bang. Grenade throwing is done more to create confusion and a diversion than to take out targets. Combat is messy and tense.

And while the settings are unoriginal, the hyperrealist presentation makes them shiny and new. Firing a rocket into a building and seeing windows bulge with fire, and silenced gunfire replaced by tinkling glass. Vehicles blow up and carry on burning. Huge pieces of machinery crash to the floor, scattering soldiers. There's a shower room scene ripped off from The Rock, with a balcony all around, where the entire room is torn apart. Columns get chewed up like in The Matrix. So while the game is far from perfect - there never seems to be much reason to use anything that isn't an assault rifle, occasional stealth moments are perfunctory, and it's already obvious that it's very short - it's delivering more fun than any FPS I've played in a while. I may go back and do a couple of levels on the tougher setting and I don't often do that.
 
 
lord nuneaton savage
11:04 / 16.07.07
Yeah, Black's a doozy. It's a measure of how much I enjoyed it that a game with a setting that I find totally uninspiring (Soldieristic military type stuff don't generally float my boat) is one of my most returned to games of late. It's just such a satisfying blast.
 
 
Jawsus-son Starship
13:27 / 17.07.07
The problem I have with first person games is the problem I have with any game; it needs more than the game play to keep me interested. For example, I could never get into Halo 2 after really enjoying Halo because I didn't care about the story - it sure as hell wasn't going to be the same 30 seconds of game play repeated throughout the game that was going to keep me coming back.

This is the problem I have with FEAR. Apart from the ocasional times when it shits me up by making a scary little girl tip up, leaving me firing wildl and scared for a couple of seconds before I remember she won't do anything like she didn't for the six times before, FEAR seems to consist of the same things repeated over and over, with the occasional new gun. Walk into warehouse, go Matrix, shoot things, kill them all or die and reset. This got boring very quickly. The odd feeling of nausea that caused me to spend most of the game croaching so I didn't have to run like a weeble wobble didn't help.

However, Oblivian, while I didn't care much for the story, had so much stuff to do that I never got bored of it. I was always wandering around on a horse, hunting wolves and bears, maybe assasinating someone, maybe robbing someone, maybe crawling through a dungeoun, maybe draining someones blood. I could do pretty much anything, so that most FP games I play now feel very linear and very repetitve, and therefore boring.
 
 
Spatula Clarke
16:15 / 17.07.07
Halo 2's all about the multiplayer. Get a decent amount of decent people together online and it's one of the best games ever made.

Even Bungie couldn't be bothered finishing the single player game.
 
 
Freaky Drunk
09:42 / 18.07.07
Mirror's Edge as featured in the newest Edge Magazine is trying to be something akin to a first person parkour game with a bit of shooting thrown in. The developer's goal being to make a game about the movement the way most first person games are about the guns. From the feature in Edge is seemed to be all about constant movement, your enemies are way more powerful than you so the only advantage you have is your getaway.

Not much online about it right now that I can see, so you'll have to pick up Edge to get a look at it. If they oull it off though it'd be amazing.
 
 
Jawsus-son Starship
11:08 / 18.07.07
Freaky, that game looks amazing. The idea seems so simple, but as mentioned above, not having a simple floating gun as you're entire body on screen, so just doubling the movement rate for running. This game seems to have full body movement - you run, you hear you're feet slamming the tarmac harder, you see you arms pumping as you run fater. You can slide under low objects Indiana Jones style. This will be an amazing game to play.
 
 
Spatula Clarke
20:25 / 26.07.07
I've not yet read all of the Mirror's Edge piece, but I've got to sound a note of caution.

The last time I saw a game try and give you a full in-body, out-of-body experience was Breakdown (mentioned by Paleface above - incidentally, it *does* include guns, but they're made clunky and weak, in order to push you into the hand-to-hand stuff). Your 'body' is present on the screen at all times, your point of view tied to it directly. Get smacked in the face and you get smacked in the face. Kneel on the floor to throw up down the toilet and you kneel down on the floor to throw up down the toilet. It's an interesting and brave attempt to create a fully immersive game from the first-person viewpoint and it has a tiny but loyal cult fanbase.

It's also got one massive flaw: it makes you want to throw up. Not your character in the game. You. IRL. Upchuck. Multicoloured yawn.

Two reasons for this. First is that it's a bit too convincing. I don't generally suffer from motion sickness whilst playing games, not unless they've got seriously inconsistent frame rates, but I do get it whenever I'm sat in a car. I need to be in the front passenger seat with a clear view out of a window at all times, otherwise I immediately feel nauseous. It's that thing of your eyes telling your brain that you're not moving, but your balance registers telling it that you are - that mix-up is what brings it on. And that's exactly what happens to a lot of people who don't play videogames very often when they decide to have a go on one, and that's exactly what happens to me when I play Breakdown. It's the same, but opposite - your eyes register movement, your inner-ear doesn't.

It's worse in Breakdown than it is in any other game, precisely because its illusion is so fully-formed.

The other reason - possibly the more damaging of the two - has to do with the effect known as "headbob". PC first-person games quite often have a slider option to change its severity - it's where the view bounces up and down as you walk or run your character through the gameworld.

Like lens flare, it bears no relation to reality. When you walk around in real life, does your vision bounce up and down? Does it bollocks. Your eyes move independently of your head. Most of the time, they're focused on a particular point.

Which isn't to say that they stay dead still, but there's something else that comes into play irl, that can't in current games tech: true depth perception. That's what lets you know that the housing your eyes are in is moving, even if you're looking straight at a specific point. And that's what games can't hope to replicate. Not until we get true three-dimensional vision (as the owner of a Virtual Boy, I can say quite categorically that funky stereo vision headsets are *not* the way to go with this - we need 3D screen technology).

All of which ties into what Mirror's Edge is trying to do, which is why I'm not certain about its chances for success. I can just see myself turning it on, then talking on the big white telephone five minutes later.
 
 
Happy Dave Has Left
13:39 / 14.09.07
I'm playing a lot of Black right now. There's a good write-up of it upthread - I'm on the second to last mission, and it is kicking my ass, even on the Normal setting. I will post a more detailed impression of this stellar little game when I'm not supposed to be working.
 
 
Digital Hermes
14:04 / 14.09.07
I'll chime in with a ditto regarding BLACK's awesomeness.

One caveat: I checked my kill-count at one point, after maybe 4 or 5 missions. I think it said that I'd killed 300+ people. At the very least it was in the triple digits. That, along with the game's emphasis on realism gave me pause. I wasn't shooting at robots or clones or demons or monsters, I was shooting at people. And hundreds of them were dead.

I won't say I felt remorse for those digital lives, but it did sort of throw cold water into the face of my fun. Not permanently, but enough for me to think of the nature of playing. It made me concious of my own fun, which has actually improved the experience.

Imagine a game like Black, but where you're so damn Special in the Special Forces, you sneak right past all of those soldiers, to take out your objective. The whole Solid Snake thing of Metal Gear Solid, in Black form.

I know I'd feel less guilty!
 
 
Happy Dave Has Left
14:08 / 14.09.07
See, there's been a few missions where I've tried to get as far as possible without being spotted, and/or using stealth. The baddies in Black are so well positioned (tactically, they're all covering each other), it's actually nigh-on impossible to get anywhere without someone spotting you and shooting at you. Combined with the lack of baddie indicators (there's no little markers over their heads or anything) make it a bloody tense experience. I've realised as I play that sometimes it's actually more effective to go in throw a couple of grenades in and hose the room down. The usual measured 'cover-double tap'-sprint-cover-doubletap-reload' routine that served me so well doesn't always work here.
 
  

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