Rico posted on Oct 26 2005 at 10:23 AM said:Other people helping you out - squad-based combat. Orders. Voice communication over the internet. More complicated and fun game modes than just deathmatch. Smoke grenades. Sophisticated AI. Hit direction indicators. Real plots, cutscenes, narrative. Gameplay more complex than just killing everything in sight. Stealth missions.Radek posted on Oct 26 2005 at 03:48 AM said:Yeah, I know I'm a generalising but tell me a single not technical feature the olders doesn't have.
Imho there is a none.
Cooperative is nothing new I'm afraid. The rest is indeed a something what wasn't so prevelant in the old times. But I'm not sure if many of those thing weren't in the SystemShock1? Then we have the Ultima Underworld1/2 and ShadowCaster so... I'd not say "a more complex gameplay" is something really new. There were more intriguing games then - the MagicCarpet, the first Bethesda's Arena and many more, forgive my memory...
Rico posted on Oct 26 2005 at 10:23 AM said:Perhaps because Doom 3 was DESIGNED to be almost identical to Doom 1, as it's a remake? That's not a very good example of a modern FPS.Radek posted on Oct 26 2005 at 03:48 AM said:The fps shooter is just a fps shooter and the Doom1/2 in this regard conceptually is (well, almost) no different to the Doom3.
Well... I mean a shooter is a shooter. The Doom3 has similiar theme to the originals and the same core concept (the shooting) but that's all. Gameplay wise is very different and certainly unlike the Doom1/2. Painkiller and SeriousSam are far closer conceptually to the Doom1/2. Doom3 is an example of syndrome of a "room with no more than three bad guys and then move to next room" at its worst.
Rico posted on Oct 26 2005 at 10:23 AM said:Half-Life 2, for one.Radek posted on Oct 26 2005 at 03:48 AM said:Are we hearing anything to the same level with any today's FPS shooters?
But how long it will last and is it really so strong as was for the Doom1/2?
Perhaps I'm an old prick who complains too much. :lol:
But I had been playing various games for so long (starting from ZX Spectrum actually) and today's games rarely offers anything new. This is for a two reason - first it's hard to invent something new what would make sense from the gameplay standpoint and the second - the almighty $. In the old times you hadn't to have much to wrote a professional game. One person with time of few month could wrote a hit. Try the same today...
This is why I got so excited about the GP2x. Finally a machine strong enough to have an attractive (read - "not too ugly") content and developing costs what will not break a bank.
Last edited by a moderator: