I've been on a retro FPS kick lately, particularly DOOM (once I learned about source ports, that is; the original gives me motion sickness) and Dark Forces II: Jedi Knight.
I was flipping through my old, tattered Prima strategy guide for the latter when I noticed some very peculiar advice. It was recommending that players approach enemy engagements in a stealthy manner, advocating such tactics as crouch-walking to mask one's footsteps, edging around corners and creating distractions. According to the author, these tidbits came directly from the dev team. While it is effective, it doesn't really feel like the "natural" way to play.
You see, Jedi Knight's core gameplay tends to borrow heavily from DOOM, with fast player movement, labyrinthine level design and an arsenal of weapons with spreads and damage output that favor close quarters combat (there isn't a single sniper rifle in the bunch). Throw in a freaking lightsaber and Force powers and you have a game that seems to encourage charging into the thick of things, relying on agility and projectile deflection to survive. Indeed, this approach is quite effective and it's how myself and many others play through the game.
Anybody have similar anecdotes about playing games differently than the devs intended?
I was flipping through my old, tattered Prima strategy guide for the latter when I noticed some very peculiar advice. It was recommending that players approach enemy engagements in a stealthy manner, advocating such tactics as crouch-walking to mask one's footsteps, edging around corners and creating distractions. According to the author, these tidbits came directly from the dev team. While it is effective, it doesn't really feel like the "natural" way to play.
You see, Jedi Knight's core gameplay tends to borrow heavily from DOOM, with fast player movement, labyrinthine level design and an arsenal of weapons with spreads and damage output that favor close quarters combat (there isn't a single sniper rifle in the bunch). Throw in a freaking lightsaber and Force powers and you have a game that seems to encourage charging into the thick of things, relying on agility and projectile deflection to survive. Indeed, this approach is quite effective and it's how myself and many others play through the game.
Anybody have similar anecdotes about playing games differently than the devs intended?