>>283678631 It kind of is, You land faster when you jump but you can still b-hop. The painkiller itself no longer acts as a melee. it shoots blades (which it has many of, acts like ammunition) which you must retrieve yourself.
No I mean there's a certain point in time where games just aren't good anymore. Like all the C64 games, even the best C64 game isn't good anymore because we've moved forward and refined game mechanics and shit. Those games just aren't fun anymore and primitive.
Like for example Goldeneye 64 is REALLY fucking old and is behind that line in terms of playable. I'm 100% positive that was a fantastic game in it's prime but now it's just ugh. Same with that Cod game you linked.
>>283677793 Painkiller has beautiful levels and cool weapons, but isn't that well designed when it comes to combat.
You rarely feel very threatened by the enemy spawns, and you either have OP weapons to take care of them or they're popcorn enemies that start pretty far away. It's a pretty easy game even on the hardest difficult with checkpoint saves only.
I enjoyed it, but it was the kind of game I think of when people talk about "dumb" shooters. A lot of fun blasting things without much thought.
The tarot challenges and bosses are pretty cool, but it sometimes feels like the bosses in particular are either a complete pushover if you have the right cards or a real pain in the ass if you try to beat them with only standard weapons.
>>283679506 >there's a certain point in time where games just aren't good anymore
No, there are just games that you personally don't like anymore--assuming you ever did. It may be true that an old game offers absolutely nothing that new games don't do 100 times better, but that's definitely NOT something you can assume as a given based merely on age, nor does it apply to 99% of the games people say "aged badly" around here. If it was that obvious no one would still like them, but people clearly do.
Also I bet there are some cool C64 games out there still worth playing. Maniac Mansion is still a cool game, the only reason not to play it on C64 is because it's much easier to play a port, not because all later adventure games are far superior to it.
>>283679846 IMO Serious Sam was much better designed in terms of combat encounters, especially on the hardest difficulties. You really had to get your shit together with your movement and herding enemies and using the right weapons correctly.
I would say that Painkiller is much prettier game with a much cooler aesthetic and variety in the levels, often with awesome architecture, but Serious Sam is the better designed game.
I find that I just can't stand FPS games with non-stop, mindless shooting. I get bored of them too quickly. Half Life 1 and 2 are the defining FPS games for me. The atmosphere, the calm moments between big battles, the soundtrack, the occasional optional area that you can explore on highways and route canals. The pacing of these games is just great. Are there any other fps games that do this? It's also the main reason I fell in love with Stalker series. Far Cry 3 is something similar, but it feels too same-y for some reason.
>>283682067 yea HL2's pacing is perfect. It's an amzing game. PLaying it when it came out after all the hyp and experiencing the start of the game where you have no weapons etc... it was simply amazing. Also on hard difficulty it's actually tough. A great game.
>>283682067 Hobo simulator is probably the most memorable thing about Half-Life 2 for me. Crawling around all the sewer pipes and air ducts scavenging for health packs and ammo so next combine outpost doesn't wreck your shit. The actual combat was kind of meh and there were already games in the genre that managed to make it leagues more satisfying than HL2. Including HL1 If it wasn't for gravity gun, combat in HL2 would've been outright bland.
>>283682693 forgot my screen. I'll never forget the feeling I had when playing HL2. One of the games that actually lived up to it's predecessor and the hype (those scripted demo vids over activated hype but in the end it didn't matter)
>>283678052 Too bad the SHURIKEN AND LIGHTNING gun was fucking trash, both primary fires were plain old shit. The altfire was great and would otherwise have redeemed the entire shitpile, but required way too much ammo to be actually useful
>>283683121 >Quake. Amazing level design and fun engaging combat. You're mistaking Quake for Doom. Quake had boring generic enemies, boring generic weapons, brown boring generic levels and because it was full 3D it couldn't handle a lot of enemies on screen so the gameplay and fights were too easy and severely dumbed down from Doom.
>>283683109 My younger cousin was a bitch and didn't like me killing him so wed just do the treehouse level with the dinos on the ground and kill them. I would get bored, grab the invisible belt and kill him. I had him convinced there were invisible people that would kill us. I'd off my self now and then to make it seem like they were killing me too. Fun times
>>283690662 Town is a great level with shitty music. This level is equally as great and I can really get into this groove metal track. It's considerably hard to play a game while headbanging let me tell you.
>>283687010 combine are wearing huge armor vests, I like how it's weak against the bigger soldiers, also headshots always seemd to drop enemies relatively quickly. Nothing like popping metrocops in the head with the USP though... got damn I love HL2
>>283688715 Anyone else notice how there's a lot of these moments in Wolfenstein New Order when you stop at some point and think "oh wait, I've seen this somewhere before", and HL2 comes to your mind. The game was so similar to HL2, it's scary. The sewers, laser gun, female love interest, oppression, world going to shit upon protag's disappearance, resistance rising up again upon main protag's return, etc. Even the atmosphere.
>>283677793 Painkiller is okay, but has the same problem that every other Doom clone seems to have, in that they copied the surface-value 'make tons of gore as you run fast and kill crazy monsters with crazier weapons' without paying any attention to the actual systems at work that make Doom good in the first place.
For painkiller, they get it right on the pace and the weapons, but the level designs are just bland and so too are the enemies. Really, the whole game is like a trading card with every possible cool thing ever. It's got holofoil and all these shiny symbols and great artwork and tons of really cool words and phrases. Problem is, it's still just a trading card, relatively useless no matter how dazzling it may be.
>>283691215 MP7 was designed to penetrate armour vests. If anything, those huge kevlar vests should completely prevent the penetration of buckshot (not the impact though, I guess) and pistol calibers (including .357, yes). Like, you could probably shoot the entire clip cylinder of the Magnum in Combine's belly and he'd maybe fall down but he wouldn't die, just some bruises at best. Realistically speaking.
But I think the problems with MP7 is that it's inaccurate even on the first shot and the sound is kind of bad.
>>283691520 >Breen's speech >"What hast thou... built, Gordon? When the time comes to review thy life, with the Master Combine afore thee, and the question is asked: what hast thou built, what will thee say, poor Gordon? For thou art a man of... destruction, not construction. Tis the biggest sin of all. Build thyself today a good Citadel, that would please Him much!
>>283686558 having text to fill the story that isnt told properly through verbal or environmental exploration or directly throught the famplay isnt good story telling, its the definition of shit storytelling
It may have paved the way for the casual military shooter, but it really is the best console shooter to have ever existed, but it was also great on every platform. I'm shocked to see people talking shit on it, I guess the legacy that it created really shat on it.
>>283694689 Stupid how ? Dont confuse comedy with stupidity. Wolfenstain was clearly a dark comedy and probably had the best one liners ever written. "wake up, you are dead" so short and so good,
Obviously germany couldnt win ww2, they lost long before usa got involved, and obviously jews dont horde tech as they horde money, and obviously nobody is bulletproof like BJ, and obviously there were no nazis on the moon.
But when it comes to characterization exposition and the narrative itself i dont think any fps game ever was so successful in all its aspects. Fps games often ether treat their side characters as 2d exposition dumps or as a 2 dimensional way to make the player feel empowered (hl2 anybody and alyx?) Here everybody from Blaskowicz to Anna and everybody else has a clear motivation characterization and goals.
There is only handful of fps games that even bother to tell a fully fleshed out story to begin with, and almost all of them came out in last 5 years. Bioshock infinite, far cry 3, crysis 2 or recent cod games. But almost all of them suffer from the case of silent protagonist or the case of "my dog ate half the script" like crysis 2 or car cry 2 did. And even if they are narrative heavy, the plot often makes 0 and drowns under plotholes, inconsistencies and contradictions just like bioshock infinite did,
Wolfenstain knows what it is, it never treats its world or setpieces too seriously, but at the same time seriously its characters and their emotions. It never brings up random topics like racism and slavery only to drop it within 10 seconds (kek bioshock) and its actually often quite funny.
>>283697919 Voiced dialogues or a exposition monologue is the only way to not kill the pacing in a fps game, Nothing is fucking worse than having to stop and read some pointless crap you oculdnt give less of a shit about. This is why bioshock made audiologs popular, so you can run around awhile listening to the exposition and decide for yourself how much attention you want to give to it. You interested ? low down and listen. You not ? Fuck it and balze it 420 faggot.
I will repeat myself. test exposition and storytelling in fps game is a fucking lazy pathetic excuse for storytelling. Make a fucking rpg if you want to dump text on the player, you know, a game that fits a slower. stop and focus pace,
>>283698416 Sam is much better than Painkiller because Croteam actually bothered to set up encounters past "well I guess we will spawn a lot of enemies and let the player jump around and kill them... yeah that should work".
>>283698150 i agree with this poster. not many people really got wolf:TNO's story. it was kind of 50/50 between brooding and serious and tongue-in-cheek. i very much enjoyed it. i think the juxtaposition worked really well, it makes the serious stuff feel more serious, and it makes the ridiculous stuff even sillier.
>>283698678 painkiller and serious sam are both monster closet simulators. painkiller just has better guns, better enemy designs and a hell of a lot more variety. serious sam is bland desert monster closet simulator. an hour into the game, you've seen everything it has to offer. sam II was the only game that tried something new and people hated it
>>283698574 same. i had a blast with them when i was young with cheat codes though. i still think the first turok game has the best/most badass weapons of any fps. and i still find it hilarious that the last 4 or 5 weapons all make the exact same sound when you take them out except progressively lower in pitch.
>>283699004 >painkiller and serious sam are both monster closet simulators Neither of them is. >painkiller just has better guns They didn't even try to balance them. Like, you can just use the shotgun 95% of the time because it mows down things and the ammo is everywhere. In Sam there's a very good weapon and monster progression - Painkiller monsters are visually great but their attacks are not really diverse and they don't have clear roles in combat. In Sam you can see how they tried to mix the enemies in various ways, it's like a bunch of arena challenges which you must survive. In Painkiller you just bunnyhop around and shoot dudes and never get hit.
You have to play Sam on Serious to appreciate it, though.
>>283699827 BFE level design is fine. BFE has borked enemy placement though, most of the time.
You can't really have mazes in SS (well, you can, but it gets old fast) because SS is designed around managing large numbers of enemies in open-ish spaces. You have some bombers and kleers closing in, maybe an arachnid or a reptiloid as a distant threat, maybe some harpies that will make your life hell if you don't pick them on approach, maybe some red biomechs that you can't ignore. So you run around and prioritize targets and choose your weapons and play the game. It's pretty fun.
>>283700185 BFE levels are either open arenas, chokepoints inbetween or shitty shitty corridors. FE had pretty awesome indoor sections, especially the first few levels, with vertical combat and great enemy placement. SE kinda dropped the balls on indoors with shitty platforming and the "more and bigger=better" mentality but it still had it's moments, especially outdoors
>>283701001 >open arenas These are very good if you drop your enemies right. >chokepoints inbetween These are mostly bad. >shitty shitty corridors Underground, yeah. But I liked wide ones that were set in outdoors, the ones with a bunch of destructible cover.
I thought city maps were pretty good, they were a bit non-linear, but the enemy set was lacking.
>FE had pretty awesome indoor sections, especially the first few levels The only early indoors TFE moment that I remember and that I liked was that room with a double shotty and kleers. Brutal.
Overall TFE and TSE have better enemy placement (and that is very important and it's very sad BFE dropped the ball on it) but BFE has better visuals (duh) and better feeling shooting - guns, gore, sounds are all really pleasant.
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