Cynical skeptic said:
Amnestic said:
You don't see "having to modify the game files to get anything resembling a challenge" as a negative?
Oh its a pretty massive flaw. But its not completely out of the blue. Normal has meant "retarded six year old" ever since halo hit the market.
Douk said:
Looks like you're in denial about Halo's impact on the FPS genre.
Where do you get that? Halo's impact was simply all negative. Games are worse now and, apart from the isolated efforts of a few independent developers and houses that don't feel "making easy games for stupid people" is worth their time, they're only going to get worse.
I'm not a Halo fan, gave up on it halfway through the first game, but I don't consider it a dumbing down of the FPS like the Thief & Deus Ex sacrifices to the mainstream gaming gods. Yes, it did a few things in aid of the casual player (namely the recharging shields), but it also streamlined the controls, while adding functionality (grenade & melee buttons). But I think everything the game did was a justifiable game play choice... yes, even the recharging shields.
I hated the shields when I played Halo and I think it's more often than not a destructive trend... but I also think it works in some games, because it does two things better than a kit-based health system. Firstly, if you're playing a godlike bringer of death (see Prototype or to a lesser extent Saints Row), being able to play aggressively at all times adds to the gameplay. These games are designed to make you feel like a badass at all times, even if you're not very good at them.
On the other side of the coin, it actually makes you feel more like you've been in a firefight. Gears Of War is pretty much based on this, but I think the best example is the Iraqi missions in Call Of Duty 4. One thing video games have a hard time evoking are near misses. You can't feel the thump of shells landing next to you or bullets whizzing by your head. Oddly, the recharge system mimics these near-death experiences (although it's not a perfect illusion). COD4's Iraqi missions were so hard-hitting and intense, that I was experience battle fatigue (in a good way) from it. Had I been searching for health kits constantly, I would not have experienced as an immersive experience (health kits remind you it's a game). While the "hide until you're better" gameplay is unrealistic, in that situation, it was almost like you were experience constant near-death experience. If you were nearly killed by a grenade, you'd probably hide behind a wall for a moment if you could. It's almost like you're not getting hit by anything, but *almost* getting hit and experiencing the psychological experience. Mind you, this illusion is smashed every time you charge into a room and take a shotgun at point blank range and live... but I think that constant damage tinge mimics near hits better than any traditional shooter.
But the real problem of Halo isn't Halo, it's all the unimaginative types who blindly follow the trends, and there were more than a few of these guys jumping on the Doom and Quake band-wagons back in the day. The console failures of creativity just tend to be higher profile.