I HAVE played GoldenEye, and no, I wouldn't call it shit. That level you chose, the facility? The slow pace matches the kind of mission you're on (stealth). You can run through the facility like a maniac if you want, but trust me, that won't end well. Now, if you want fast gameplay, you can choose the Cradle, Runway, or Train missions.slo said:Nah-ah-ah. I have declared them shit FPS. Which is a different thing.
And you can see if something is a bad FPS fairly easily without playing it.
As someone who HAS played Perfect Dark, GoldenEye, etc., I can play them just fine without aim assist. Likewise, 'chest high walls' is a buzzword without any real inherent meaning (I'll come back to this later).slo said:The difference is not academic. You would not need aim assist and chest high walls if it was academic.
I called you both out on the 16 years figure. Don't play the victim.slo said:I did not bring the 16 years into the discussion and I won't be responsible for it.
Okay, but where's this "slow and clunky" idea coming into things? Because it's certainly not in GoldenEye or Perfect Dark - certainly not universally, as the pace of missions largely depends on the type of mission in question. If the argument is that a mouse is a better control mechanism for an FPS than a controller, then yes, I agree, but that's about it as far as inherents go.slo said:I've seen this argument and I'm not bying it. Swift and tight controls are directly tied into the experience, be it in single player, or not. The fact that there's no one to punish you for being slow and clunky in single player does not negate you being slow and clunky.
And hey, I own a gamepad. I know what I'm talking about.
And just to clarify, when I say FPS, I mean an actual run and gun FPS, not some dumbed down peek-a-boo game for consoles.
Which kind of further confirms my point. The very fact that FPS for consoles have to be dumbed down proves that the difference is real.
Secondly, you mention, "when I say FPS, I mean an actual run and gun FPS." So, basically "ye olde school." That's a style of FPS, not FPS in of itself. May have been how the genre started out as, but it doesn't hold a monopoly over said genre. The whole 'chest high walls' thing is a buzzword, and is hardly dependent on platform. I'm quite happy hiding behind chest high walls in the likes of Allied Assault/Pacific Rim, Battlefield, and Call of Duty (original), thank you very much, as readily as I am hiding behind them on Killzone and Frontline. All of these games go for realism to some degree or another - Killzone is the exception, but only in terms of setting rather than gameplay. Running around like the Doomguy wouldn't fit those games at all - even the PC exclusive ones.
At the end of the day, the 'chest high walls = dumbed down' is a fallacy, and it's not exclusive to any platform. If you don't like that style, fine, but calling it "dumbed down" or suggesting it's inherent to a platform is disingenuous.