I liked the soundtrack from ODST. In any case, I'll keep MOH in mind. In fact one of my dorm mates actually owns it so I may ask to borrow it when he gets back.Sarge034 said:I would have liked ODST soooo much more if it had a different music score, as I am not a fan of jazz, and it was a bit longer.Jesse Billingsley said:ODST did something similar, stripping the player of power armor and limiting their weapons to just a few CQB weapons. I personally found the game to be quiet enjoyable.
Another thing games in general are missing is a sort of "Oh shit how am I going to survive this?" moment. Anyone who played Mechwarrior 4 Mercenaries may know what I mean.
If you want a "modern shooter" with "Oh shit how am I going to survive this?" moments I would suggest the newest Medal of Honor. It benefited from being based on an actual incident.
While I agree having too many weapons/items can become convoluted in terms of switching "on the fly", and a two weapon limit is too restricting, I must disagree on one thing. Half-Life and other games like it, at least on PC, found a happy medium. You have the extensive weapon selection, but it's married with a quick-switch key. You have all the weapons you need for any given moment at your disposal, but you can also very quickly switch back and forth between two of them during a fight.SirBryghtside said:The problem is, with more weapons comes more convoluted switching systems - just look at the Half-Life series, any RPG you care to mention - hell, even Zelda has this problem.Matthew94 said:I think modern shooters need to bring back having no weapon limit.
A 2 weapon limit has it's place but I find it is too prevalent.
Though I will concede that two weapons is usually bad, it's more a symptom of consolisation than anything else. Doom had pretty much the perfect amount and systems, in my eyes, but that involves hotkeys - which are very much missing on gamepads. That really should be the focus of the next controllers - Hopefully the Wii U will make use of its tablet for that purpose, if they keep to their promise of hardcore games being on it.
I don't know about you, but my fingers can muscle memory Half Life 2's weapons. Stick to 3, 3-twice or 2, and if shit really goes down hit 4 to kill the zombies or 2 twice to kill anything else that's not directly in your face.SirBryghtside said:The problem is, with more weapons comes more convoluted switching systems - just look at the Half-Life series, any RPG you care to mention - hell, even Zelda has this problem.Matthew94 said:I think modern shooters need to bring back having no weapon limit.
A 2 weapon limit has it's place but I find it is too prevalent.
Though I will concede that two weapons is usually bad, it's more a symptom of consolisation than anything else. Doom had pretty much the perfect amount and systems, in my eyes, but that involves hotkeys - which are very much missing on gamepads. That really should be the focus of the next controllers - Hopefully the Wii U will make use of its tablet for that purpose, if they keep to their promise of hardcore games being on it.
The regenerating health king. Before, shooters were all about trying to take as little damage as possible before searching desperately and essentially wasting your time trying to find a medkit ("but that promotes exploration" scream the thoughts of a million nerds). Halo made melee an actual option as opposed to the mandatory first level weapon. You could take a shitload of damage and play to your style, but it also punished you by having a health bar, in which medkits were few are far between. This especially makes it a meaty challenge in higher levels.WanderingFool said:-Halo:CE - not much needed to say really...
I'm not a big Halo fan but I do agree with you, Halo used its regen system right for the game but then it didn't promote the idea that you should jurt sit behind one box/crate and only pop up in 3 second intervals. A lot of modern shooters have you doing that and it's boring, I don't think it's the exploration thing that makes health bars better but the tension and how the game forces you to keep moving to get your health up rather than sitting behind one piece of cover, quite frankly it's boring to not get moving around. Halo:CE Still had the player doing a lot of running and gunning and on co-op you could have some pretty fun room clearance situations.Skin said:The regenerating health king. Before, shooters were all about trying to take as little damage as possible before searching desperately and essentially wasting your time trying to find a medkit ("but that promotes exploration" scream the thoughts of a million nerds). Halo made melee an actual option as opposed to the mandatory first level weapon. You could take a shitload of damage and play to your style, but it also punished you by having a health bar, in which medkits were few are far between. This especially makes it a meaty challenge in higher levels.WanderingFool said:-Halo:CE - not much needed to say really...
Oh, the exploration thing? A good game does not force you to explore in order to keep playing. A good game makes you want to explore, just to see what can be done. For example, trying to reach the top of Silent Cartographer, or reaching the bottom of The Maw. There is nothing there for you, but the action of trying to find ways there and achieving it made it awesome. Not walking through dank, dark corridor #562 to try and find a medkit because your on a slither of health and you don't want to revert back to your last save because it was a shitty boring and difficult fight.
Note: As much as I am taking the piss out of non-regenerating health, I also think that purely regenerating health also sucks balls ala Halo 2/3. Halo:CE was the one game that did it just right, and it fit the game perfectly.
Well, I agree with most everything you put down. Exspecially the less linear.totally heterosexual said:If you are going to do a a highly directed cinematic experience like cod has a tendency of doing then you have to ramp it up highly. I have some suggestions.
Most of these are comparisons to cod. obviously.
1. Less linear: I dont mean that you have to have a non-linear story or even level design, but you need more ways of approaching a sitsuation. If there is a huge pile of russians in my way and i dont have the firepower to shoot trough then i should be able to flank around and give them a nice bullet anal working. Right now the corridor are so tight that my only form of offense is *pop and shoot*
2. Gameplay variety: In a pseudo realistic shooter this may seem hard to pull off but all you really need to do is not make all missions about "run and shoot". make some stealth, some about survival(in the MGS3 style) and give use different kind of fighting enviorments that actually effect the gameplay and some new enemy types ever now and then.
3. Story and characters: Exploring war from both political, large scale perspective and from different individuals could be both a great story and have characters that i give a shit about. Right now the story feels like it should be more then it is allowed to be due to the GUNGUNGUN taking all the screentime.
That might be a pretty good start.
Well, I can't speak to dildo guns, but Tribes: Ascend beta has all the jetpack you could ever want.DragonLord Seth said:What shooters nowadays are missing are goddamn jetpacks
Yeah, "Modern Shooter" tends to be a bit vague, sometimes broader (everything), sometimes narrower (all the Codlikes).Popadoo said:The problem is that when people say ''Modern Shooter'' you instantly think of the grey, boring, repetitive games, such as Call of Duty, Battlefield, etc.
Those aren't the only kind of Modern Shooters! I recently bought Rage and it's original, pretty and fun as hell. You can carry a hell of a lot of guns and decapitate people with boomerangs.
Don't just assume every ''Modern Shooter'' is the kind of game that's dull explosive scene after another, there are a ton of great shooters out there. They just don't seem to be recognized as a Modern Shooter.