shadow skill said:
I don't know if you realize this Cheeze but in the four or five hundred years since men have used what we would recognize as guns the basic technology has not changed all that much. Rifling by itself was a rather simple, subtle and yet immensely important evolutionary step for the firearms as it increased the accuracy of rounds fired. As we started to make guns that could fire more and do so more accurately we stopped marching at each other in straight lines and shooting each other in the face amd started engaging each other at increasing distances.
See--there's part of my point. All other things being equal, a long range gun is better than a short range gun. On the other hand, the really fun thing about _Devil May Cry_ is that you *don't* just stand off with your pistols--the awesome thing about the game is gettin' all up in someone's face with a sword. And as Kratos, it's way more fun to get close enough to use your blades than it is to stand back and throw some thunderbolts.
I mean hey--maybe I'm wrong and _Halo_ would be way more fun if you could combo someone with an energy sword and juggle them in a corner with a needler. I don't think so, though.
You said: "The combat systems in God Of War, Ninja Gaiden, and Devil May Cry are almost totally different because of subtleties not some major shift. This is what is missing from even the best FPS' of the last couple of years."
Okay. And I'm saying that you won't get those subtleties in an FPS because those subtleties are in part a function of a difference that exists between magic melee weapons that doesn't exist between guns. I mean, even *within* _Devil May Cry_ it's the sword and Dante's demon powers that get all the great action. You think that's just an accident, that you can do way cooler and more unique things with the sword than you can do with the guns in one of the games you mentioned?
You said: "This is a great discussion, gives me something to do while letting my laptop cool down from playing The Witcher.

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Glad you think so! I agree. In fact, it's prompted me to think of what might be an even simpler explanation for why FPSes don't stand out from each other the way all those games do. In an FPS, a kill is a kill is a kill. If you're walking across the map towards me and my sniper rifle, and you've got your energy sword out, I'm not going to give up a headshot just to go meet you in the middle with my gravity hammer in some kind of duel. I'm just going to snipe you as soon as I can.
On the other hand, in all the games you mention, they actually *reward* you for killing in style. I think that's just a fundamental difference between an FPS and those games: FPSes are about getting the kill as easily as possible, no points for style.
Because if you start basing the game around things you get points for in those games like combos, is it an FPS anymore, or is it just a fighting game with projectiles?
If you start being able to do combos on someone with Master Chief using guns and grenades, well, isn't that just updating Stryker from _Mortal Kombat_?