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Editorial Heroes, War and their representation in games

DwarvenFood

Arcane
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Strap Yourselves In Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
Generally, to me it's not just a question of realism for realism itself, but also a question of gameplay and aesthetics.
For example in OFP there's stuff that I like as gameplay mechanics - having to avoid getting hit, preferably by avoiding getting seen, having to master the weapon and be able to hit things taking in account ballistics, fighting to first accurate hit, etc.
Then when it comes to aesthetics, I like when I hit someone with a burst and he/she falls down or can't stand or something like that. I see certain beauty in it. I like it even more when he/she doesn't just die, but for example folds up and screams or does something equally interesting.

While I find Warsow, satisfying challenge-wise, I don't find it satisfying aesthetically.
WELCOME FUCKING BACK, AWOR !!!
 

commie

The Last Marxist
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Divinity: Original Sin Project: Eternity Divinity: Original Sin 2
BTW this mod is being ported to ArmA 2

*Edit: replaced with a more informative vid.

This is more about the actual 'action' of laying explosives and carrying out attacks. Do you or any others remember Midwinter? For the time this was about the most ambitious game made given the paltry resources available. While it had things in the interest of gameplay that were somewhat questionable in real world terms, you really ended up trying to make the most of your two hour phases deciding whether it's worth blowing up a fuel station or munitions dump to slow down or weaken the enemy or whether it's better to leave those for when you'd need them. Or whether you should stay and fight an encroaching enemy from a church tower or try to make it to another village in the hope of recruiting someone else etc. Of course the actual combat, equipment, human resource recruitment bear little resemblance to real insurgencies but it's the overall feel that hasn't been bettered and it's something that I would have liked to have seen built upon when computers actually had the processing power to render more than one vehicle at a time.
 

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