Hmmm ... do you have a PS2 or Xbox 1?Wargamer said:...Re-release DOOM.
Having clocked more hours than is strictly healthy on FPS action, I have come to the conclusion that I am getting bored with them. I'm not saying it's not fun, but the prospect of trudging through yet another brown and grey generic landscape armed with two guns and bones that re-knit themselves if I can avoid being shot for .3 of a second is getting really, really tiresome. In fact, I got so tired of it I went and played DOOM for most of the weekend, and had a bloody great time doing so!
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2) No Health Regen: [...]
3) DOOM breaks its own rules: [...]
4) DOOM is pure: [...]
And theres your reason why it won't happen. Most people suck. And will get frustrated and bored with it the very first time a save becomes impossible due to using up all the health/ammo/whatever. That's the problem with finite resources and the reason modern games give you a shit-ton of em.Wargamer said:DOOM simply puts you into an arena against a massive horde of enemies, and lets you discover just how good you are.
Bioshock was a really fun game. However, I found I didn't really have the drive to play it again. I think it's because what made Bioshock wonderful was the unknown; the world yet to be discovered, the plot twists that came out of nowhere; the utterly obsurdity of the place unfolding before me. The second time around I knew it all, and because I was playing the game, not playing along with the story, it fell flat.shadow_Fox81 said:man its like FPS fans never played things like the first condemned or bioshock did you look at the cover and think wait there are no marines. (sorry had to go there)
but really how great is wargamers (that guy at the start right) description of doom i never thought of the action being the primary emotive device in doom i always thought it was a grindy shooter with no real direction. i think he's shown less is more in a shooter and i like that methodology.
(even though my bioshock affair points to the contrary)
The truth, my friends, is far simpler; we have LEARNED to suck at games. I have gone back to old school titles from the Megadrive era and found myself wondering how the hell I used to beat these games as a kid. The answer, quite honestly, is that old games need practice. A modern title I can pick up, stick it on Hard Mode and waltz through without trying. An old game on Hard Mode is a nightmare to endure and punishes you constantly. Why? Because back then a good player could clock the game off in an hour at most. The only way to stick with the title was for it to be hard, so you had to keep trying over and over.someonehairy-ish said:And theres your reason why it won't happen. Most people suck. And will get frustrated and bored with it the very first time a save becomes impossible due to using up all the health/ammo/whatever. That's the problem with finite resources and the reason modern games give you a shit-ton of em.Wargamer said:DOOM simply puts you into an arena against a massive horde of enemies, and lets you discover just how good you are.
Even modern shooters tend to piss me off pretty quickly on the highest difficulty settings and doom was like that all the freaking tiiime.
If you want to change the fps game, pitch an idea to a game company that changes the game in a new way, not an old one.
/facepalm.Woodsey said:OK, so you've just validated my point that the thing that kicks off the story and the basic concept of first-person shooters are the same. That's not the exact same story.
Anyone can link touchstones, that doesn't mean anything. If not we're going to end up saying Crysis, Half-Life and Halo are all the exact same story because they feature aliens and power-suits. And there's a slight logical fallacy in saying "the stories are exactly the same, just as long as you don't pay attention to what happens after the beginning of each story."
in really do love the integrity with which your treating a genre which gets so soundly bashed about these day by the comuntiy in quite un thoughtful ways.Wargamer said:Bioshock was a really fun game. However, I found I didn't really have the drive to play it again. I think it's because what made Bioshock wonderful was the unknown; the world yet to be discovered, the plot twists that came out of nowhere; the utterly obsurdity of the place unfolding before me. The second time around I knew it all, and because I was playing the game, not playing along with the story, it fell flat.shadow_Fox81 said:man its like FPS fans never played things like the first condemned or bioshock did you look at the cover and think wait there are no marines. (sorry had to go there)
but really how great is wargamers (that guy at the start right) description of doom i never thought of the action being the primary emotive device in doom i always thought it was a grindy shooter with no real direction. i think he's shown less is more in a shooter and i like that methodology.
(even though my bioshock affair points to the contrary)
I always feel bad about saying stuff like that though, because for the first playthrough Bioshock was one of the most enjoyable FPS experiences I've ever had.
But yes, on the DOOM front, the game is most certainly emotive because of its mechanics, not its plot. The character is a blank-slate character onto which we project ourselves, and the game mechanics in general are very good at creating a feeling of helplessnes. For example, most enemies use slow-moving attacks; fireballs, plasma bolts, etc. These can be spotted and dodged, providing you're far enough away, meaning that, in theory at least, DOOM is an easy game to beat. After all, how hard can it be to complete a game where you get plenty of time to jink out of any incoming attack?
Well that's the thing. DOOM shows you fairly early on how easy it is to avoid getting killed, and then it pulls the carpet out from under you. Suddenly it isn't so easy to avoid dying when there's no room to dodge, or when the Imp is three inches from your face, or when the enemy are coming from all sides.
Also, DOOM does something very few other FPS's seem to do; it rewards tactical play. Enemies can hurt each other with friendly fire, and when they do they can (and will) turn on each other instead of you. This means that in the most frantic of fights players can tilt the odds in their favour by positioning themselves in such a way as to cause friendly fire incidents amongst the enemy. Indeed, I believe the PC version of DOOM had a level dedicated to this concept where a Cyberdemon and Spider Mastermind duelled it out, or could be made to do so fairly easily. Looking back on many of the FPS titles I own or have played - Halo, Killzone, Resistance, Duke Nukem Forever - none of these have enemies who will attack each other, nor can the enemy commit Friendly Fire, aside from perhaps the odd stray grenade. As such, these games don't allow you to use tactics that DOOM has, which is especially ironic for "realistic" FPS games considering that friendly fire is a very realistic danger indeed!
There is a great deal of depth in that supposedly shallow game. That makes it all the more hillarious when you look at "deep" games like Call of Duty, which frankly I got bored of after the first mission and gave up on.
it doesnt need a rerelease, if you play doom with zdoom then it looks pretty and its very compatable with modern OSTimeenforceranubis said:I just can't really agree. I don't think re-releasing DOOM would do very much for the FPS genre at this point. Re-releasing something like the first Unreal Tournament or Tribes 2 would make more sense as, while not particularly contemporary as far as modern shooters go, they both encompass features and gameplay mechanics that are still relevant today. I can't see a reason to re-release DOOM over something younger and more relevant.
Yeah, and then when you are down to 3 health and have to go through a hallway with two of the hardest enemies so far in the game, plus another little strogg, you are fucked and have to spend an hour trying to do it... Not fun. Regenerating health, although annoying, keeps balance so this doesn't happen. They could at least have it regenerate to a certain point (25-30), so you still have a fighting chance...Wargamer said:2) No Health Regen:
A fully kitted out player can take a lot of hits. Fully healed and armoured, a player can afford a few mistakes as they storm through the carnage and seek to obliterate everything else that moves. However, you can't take too many hits, and you don't heal just by cowering in the corner. The game, therefore, has a completely different set of tactics. As before, movement is key, only this time it's not about rushing the enemy; it's about rushing THROUGH the enemy, or perhaps away from them. When the chips are down the player has to quickly work out an escape route, flee to the nearest health and/or ammo, then get back into the fight.
This kind of on-the-fly resource management is all but gone from modern games. Hell, Duke Nukem is the last game I played where, in single player at least, I ever had any worries about AMMO, let alone health; modern games also seem to believe players should always have far more bullets than they'll ever need.
I think the FPS gets a lot of unfair flak. It also gets a lot of well deserved flak, but an FPS game is never bad because its an FPS - it's bad because it's a bad game. Hell, looking back many of the games that really stand out for me are First Person Shooters; from DOOM, Goldeneye and Perfect Dark to Mechwarrior 2: Mercenaries (just because you're playing as a 3-story, 80 tonne Mech doesn't mean it's not an FPS...), there are some absolute classics in there.shadow_Fox81 said:in really do love the integrity with which your treating a genre which gets so soundly bashed about these day by the comuntiy in quite un thoughtful ways.
I think that's why I enjoyed Resistance 1 so much - it had the "Hybrid" health system, which sadly they abandoned for Resistance 2. We can but hope they have a return to sanity for Resistance 3.Assassin Xaero said:Yeah, and then when you are down to 3 health and have to go through a hallway with two of the hardest enemies so far in the game, plus another little strogg, you are fucked and have to spend an hour trying to do it... Not fun. Regenerating health, although annoying, keeps balance so this doesn't happen. They could at least have it regenerate to a certain point (25-30), so you still have a fighting chance...
I think they succeeded by not scripting any of them. They just provided a creepy environment with some good sound effects. Then the scares happened when they happened. Low health and ammo were big contributors, but the straight-ahead AI combined with twisty passages meant that enemies were like marbles in a tilt-maze... you'd hear them roaming around, but never knew when you'd turn a corner and be face-to-face with a Demon.thaluikhain said:Ah, Doom2. Had some great level design there...some silly ones like barrels of fun which didn't fit the theme, though.
They knew how to do proper jump scares back then.
Wargamer said:I think that's why I enjoyed Resistance 1 so much - it had the "Hybrid" health system, which sadly they abandoned for Resistance 2. We can but hope they have a return to sanity for Resistance 3.Assassin Xaero said:Yeah, and then when you are down to 3 health and have to go through a hallway with two of the hardest enemies so far in the game, plus another little strogg, you are fucked and have to spend an hour trying to do it... Not fun. Regenerating health, although annoying, keeps balance so this doesn't happen. They could at least have it regenerate to a certain point (25-30), so you still have a fighting chance...
For those unfamiliar with it, the "Hybrid" system works as follows; your health is split into four bars, and they are drained successively. Each bar can regenerate over time, but only as long as there is some health still inside.
Or, to put it another way:
If you are reduced to 99-76% health and duck into cover, you'll regenerate to 100% health.
If you are reduced to 75%, you don't regen at all.
If you are reduced to 51-74% health, you'll only regen to 75%.
This continues all the way down, meaning that you always, in theory, can rely on having 25% health if you're careful. This system also encourages players to go looking for health packs, because it's always nice to have full health in case someone has a rocket launcher up ahead.
The other problem that DOOM has, which may divide the gamers out there, is item loss on death. If you die in DOOM, you respawn with a pistol and nothing else. That can make previously easy segments very hard going. I think, where a modern game to return to old school high-speed mayhem, you would have to give players back all their gear on death. That way, you don't force players to rely on quick-load to progress forwards.
No, it shouldn't. Cover based shooting does NOT "work better". If cover based shooting is better, why do the most successful online FPS games not use it?Jakub324 said:Fuck Doom. Cover based combat exists because it's popular, and why is it popular? Because it just WORKS BETTER than running and gunning because developers know how much health you are going to have (assuming health regenerates, which it always does these days) so they can balance levels properly. Run and gun has a place, but cover-based combat should remain dominant.