What I want to see from FPS

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Redwing

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What I want to see from FPS

Postby Redwing » 12.18.07 7:55pm

Well, I've been thinking about this for a while, so I thought I'd put in a list. These are mostly for the purpose of immersion, but could be used strategically. With modern processors, these should be feasible.

The character's hands. I've got problems with not seeing the other hand, or even the one holding the gun. Games that do this: Prime series when there is an explosion close by, Crysis when grabbing someone, Halo when you've got the sword.

The rest of the character's body. This annoys me too. If I back into a corner and look all the way down, I should not be able to see the corner behind me. It should be obscured by the rest of the character's body. Games that do this: Halo 3 shows MC's legs below him when you're jumping and looking down. There was another game (I forget which, but it was probably either FEAR or a sequel? I don't keep up with the games; just saw a trailer) where the camera shifts cinematically when you kick something out of the way and you see yourself actually make contact with the object. Crysis probably does this as well; I haven't seen too much of it.

More realistic reload. I mean, come on. You can't reload a pistol as fast as this guy on the battlefield. Also, make it timed like Gears of War, and if you screw up you drop the clip or jam the gun. This is mainly an immersion thing, like the previous two.

More realistic gun and ammo pickups. If a gun is on the floor, make a duck to pick it up instead of just automatically grabbing it. If it's on an elevated surface, show the arm grabbing it and throwing it over shoulder/shoving it in holster. Make it so you can keep firing while this is happening, so it's not so inconvenient.

Drop guns on impact. Another immersion but potentially strategic detail would be to drop your gun when a grenade or explosion gets too close, or when you get hit by a vehicle. If a hit takes you down to extremely low health, there should be some effect. If not during explosions, how about in deep water? Since we don't see water very deep in games, it's not very fair to demand this, but i would say drop the assault rifle when you hit the waves. Automatically you would have to swim back to shore then pull out whatever you've got as a secondary. Also, it would probably be jammed. I don't know of any games with this type of thing.

Ledge grabs. This is more of a personal preference. I liked how it worked in Prime 3, but how about every ledge? You could drop below on a ledge and wait for a foe, then pop up and knock them over. Or at least you wouldn't accidentally fall off a cliff because you couldn't see your feet.

Grenade kick. This was in MoH games for a while (and still is?). Basically, if a nade comes in near you you can kick it back. Very useful and realistic.

Weaker pistolwhips. It's just ridiculous how one hit from the butt of a pistol is better than five bullets from it.

Gun wrestling. C'mon, it's fun in the movies. When you get close enough to a guy, you should be able to grab his gun and wrestle it from him, then use it to blast him close range. More effective and unique than a pistolwhip, but leaves you vulnerable.

Sprint and trip. How about the ability to run very fast, but if you hit a wall or run into a crate you trip? This was my favorite innovation of Assassin's Creed.

LilSlugger

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Postby LilSlugger » 01.11.08 8:01am

Have you ever played Condemned: Criminal Origins for the 360? I thought that was a pretty realistic FPS, though you rely more on melee attacks than guns.
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just a horrible judge of character.

Redwing

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Postby Redwing » 03.03.08 4:03pm

Nope, but I like what I see with Alone in the Dark.
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squeehunter

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Postby squeehunter » 03.03.08 6:32pm

Realilistic Grenade Kill Zones: Seriously, in real life, can't you clear out a room with one of these things? It seems like as long as your 9 feet away from one in a game, you're okay.

Flame Thrower Range: Has anyone who has ever put a flame thrower in a game EVER seen footage of how they really work? According to Wikipedia, the M2 flamer used in WWII by the US forces had an effective range of 20m. The only game that I've seen with a realistic flame thrower was Dawn Of War: Winter Assault. There was a tank that shot a stream of flaming liquid that could cross an entire screen.

Mason

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Postby Mason » 03.03.08 7:19pm

Blind Firing: Realistically, if you are pinned behind a corner/obstacle, you should be able to move your gun out there and fire off a few rounds to keep your enemies at bay. This was very helpful in Gears of War, and needs to be in more games.

Realistic Damage Model: If you get shot in the leg, you should limp on that leg. If you get shot in your shooting arm/hand, you should have to shoot with your other arm (at reduced accuracy). Hits to the chest/abdomen (assuming a bulletproof vest) should push you back or at least make you flinch a bit. I honestly don't know ANY games that do this.

Realistic First Aid Kits: Shocking as it may be, if I just pick up a first aid kit my arm doesn't just grow back or whatever. Yeah, I was surprised too (kids, don't play with chainsaws :P ). Yeah, first aid should be something you can only do while under cover or in a safe area, and should be a minigame into and of itself, sort of like the reloading in Gears.

Bayonnet on end of gun: I am so sick of having enemies right up in my face and not being able to slice them up with a blade on the end of my gun. That needs to be there and needs to cause automatic damage if the enemy is close enough.

I can't think of anymore right now. All these NEED to be there.
Labrynian Rebel wrote:Humor: saying something that is funny
Humour: saying something in a british accent... which automatically makes it funny.


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squeehunter

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Masonl87

Postby squeehunter » 03.03.08 8:41pm

Something I noticed in Halo:

When MC gets thrown by an expolsion, you see him flailing his arms and then he hits the ground. Does that mean that he's alive in the air but dies from the impact with the ground?

Mason

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Postby Mason » 03.04.08 8:13am

No, that's just ragdoll physics, which, while it does look cool, doesn't actually happen.
Labrynian Rebel wrote:Humor: saying something that is funny
Humour: saying something in a british accent... which automatically makes it funny.


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squeehunter

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Masonl87

Postby squeehunter » 03.04.08 12:21pm

Are you saying that it's the ragdoll physics that make him flail his arms in a circular motion even though he was technically killed by whatever blew him up?

Mason

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Postby Mason » 03.04.08 1:26pm

Stupid, isn't it?

Game physics seem to follow more along the line of "Hollywood Realism", where you're safe from a grenade at 10 feet away, and a killer explosion will leave you alive just long enough to struggle or fly through the air whimsically, before a final blow from the ground finishes you.

Is it realistic? HELL NO; but is it entertaining? Yes, indeed.
Labrynian Rebel wrote:Humor: saying something that is funny
Humour: saying something in a british accent... which automatically makes it funny.


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