I'm not sure what your point is. You just described the first couple of hours of Half-Life. It takes about a second to sprint through that 15-metre hallway anyway, so I really don't see the problem in allowing the levels to breathe a bit.Let me guess, adding something to jump on, duck under, evade, adding secret hard-to-reach stashes that just happened to have been buried under the rubble, using the environment to actively obsruct the visibility, thus keeping the player guessing what's behind that corner or a toppled giant piece of some broken machinery, instead of just traversing the straight 15m-hallway from the beginning to end without doing anything else, would screw this up completely as well?
Yes, Unreal was about evading, and yes, Unreal was absolutely awesome, but it still had empty-ish levels. It also, as much as I love Unreal's arsenal, didn't really require much situation-dependent weapon switching. Most important factor in weapon selection was whatever had the most ammo, the rest was pretty much the division between projectiles that are actively dodged by Skaarj, and projectiles Skaarj weren't scripted to dodge (which I consider AI oversight, as Skaarj should try to dodge all projectiles they can see unless capable of just tanking damage) plus hitscans, and you could still fight Skaarj with projectiles they dodged, it was just harder to score a hit.Unreal was basically an arena-based FPS, build upon the combat situations with a single type of enemy - the Scaarj (of a variety of different flavors). There were others, but they were somewhat (or even much) less interesting gameplay-wise. That enemy was mobile as fuck and required you to run around the entire arena in order to evade (and yes, apart from some ASMD-wielding Skaarj later on, Unreal was all about evading
Vortigaunt attack was slow and easy to either avoid or break by killing the alien.hitscanning vortigaunt
Had different cover requirements than HECU dudes because, you know, homing ammo, but no 'nades.and the big alien dudes with the loads of auto-aiming alien flies
It's perfectly ok to give player a few warning shots at the beginning. HL does that quite well at the beginning without feeling forced - there are no situations where player asks themselves how they survived that, but there are some good "this could've been you" moments that make player pay more attention afterwards and you can get killed, for example in control room.What? No, you can't die, it's a tutorial, stupid.
Bullshit. Environment "got bloated" to not feel like abstract FPS level.The environment got BLOATED specifically to FIT all that "cinematic environment"
By the virtue of not having "we interrupt the gameplay to showcase this awesome scripted setpiece!" moments cowaduties and ass-ass are peppered with.How is that not hijacking?
Basic precise controls under nominal time pressure and getting used to environment killing you.Perhaps you want to explain just how exactly lazily ducking under a slow scripted laser is supposed to totally make the player better in an FPS game?
You still have to find majestic shotgun and judging by the prevalence of shotgun zombie half of the facility was armed with majestic shotgun with large portion of the remaining marines wielding heavier stuff - didn't do them much good.How about "armed with a majestic shotgun" instead?
Precisely. HL at least attempted to explain your survivability.although somewhat circumvented with the use of uber-suit
And in DooM you have an excuse of being busy sitting there twiddling your thumbs while being grounded for insubordination. Somebody clearly needs to read his "README.TXT", it seems.At least in HL you have an excuse of being busy dimension hopping while the worst shit was going down.
I was thinking about ID games and Sin.Except that in Blood and Shadow Warrior explosives are just as deadly.
Yes.Am I really seeing somebody argue for smaller, more cramped levels in the age of consolitis
As a person who actually finished the original (not AlephOne) version of the first Marathon on TC not so long ago, I've gotta say this. Gameplay-wise, Marathon is a fucking abomination (which, BTW, is vastly inferior to Pathways into Darkness in almost every way) that should just fucking die. And as for the story, I didn't find it significantly better than in, say, System Shock 1 (and, as you can remember, SS1 is not exactly a pinnacle of game storytelling in any way). More pretentious (with a ton of red herrings all of which, I'm sure, s7mbolize something, and other intentionally nonsensical hogwash) and occasionally ironically hipsterish (Durandal!) - but certainly not more complex or twisty or whatever (I'm talking about first Marathon only; dunno about the second one though). Also, Jason Jones' levels fucking suck - and I'm pretty sure I'll have a lot of nightmares about that Bob-B-Q level he made, in the years to come. Greg Kirkpatrick's levels were pretty good though (G4 Sunbathing in particular), I'm gonna give it that. Still, I am pretty sure, that I won't fire that game ever again in my entire life - and the very though of that makes me happy like you wouldn't believe.Play Marathon instead.
I honestly don't know if I'll do the Infinity after completing M2. On one hand it has the legendary Acme Station which is like ZOMG TEH HARDEST LEVEL EVER from what I gather - and it makes me curious (downside - it's right in the middle of the game, so in order to play it on TC, I'll need to get there first). Moreover, there won't be any of Jones' levels and a lot of Kirkpatrick's, which is awesome. On the other hand, what's the point, especially seeing that I'm playing strictly for the story - and the story in Infinity is pretty famous for being nonsensical pretentious pile of crap even by other two games' standards?
PitD, as an FPS game, was built around a very simple and clear idea: maneuvering your way in a web of numerous intersecting extremely narrow passages, while evading enemy projectiles and trying to hit enemies from as close as possible (due to bullets making somewhat more damage that way and due to necessity to REALLY, no joke, conserve the ammo until a certain point in the game). It had a perfect speed for its level-design, and it had perfect responsive controls (which failed only if you tried circle-strafe-meleeing). By introducing different external factors to the ruleset and by changing basic map-building blocks from level to level, it also managed to change the gameplay effectively (and sometimes somewhat radically) between the levels while also staying the same game I described above.Granted, I haven't played Marathon in a long time, but I remember enjoying it a lot. I played it around the same time I played PitD, and though PitD is probably the more interesting game, I don't remember Marathon being horrible in comparison.
Isn't M1 (AND M2 for that matter) mostly about stopping the evil Pfhor? And SS1 had whatshisname Diego's subplot that was somewhat interesting, from what I remember, while at the same time not being tied directly to your current struggle with Shodan.As for the plot not being much better than SS1 - isn't SS1 mostly about stopping the evil Shodan?
Except all of the plot was LITERALLYMarathon starts out like that, but although Durandal is insane and causing the whole thing, working for him becomes your best bet. It's also nice the way the game switches back and forth between Leela's "let's save the day!" quasi-competent attitude and Durandal's scheming.
The reason I somewhat dislike it is because, while I admit that it was built upon somewhat interesting ideas, there is simply too much of that "Totally smarter than you" hipsterish attitude, while not that much of actually complex and interesting, well, plot. It's really simplistic and straigtforward, once you cut out all the bullshit and all the red herrings that don't resolve in ANY way during the course of the game - and there's simply waaaaaay too much posturing for a game with that kind of plot.The plot was one of the more interesting video-game plots (granted, not up against a whole lot of competition).
I already somewhat don't like it because they made Tycho (who I remembered from other two games mostly for very precise and direct attitude and that "Spectrograms of dying screams" rant) into a freaking bureaucrat. I've only cleared a couple of levels though.Infinity's storyline is pretty easy to follow (and relatively interesting).
The reason I somewhat dislike it is because, while I admit that it was built upon somewhat interesting ideas, there is simply too much of that "Totally smarter than you" hipsterish attitude, while not that much of actually complex and interesting, well, plot. It's really simplistic and straigtforward, once you cut out all the bullshit and all the red herrings that don't resolve in ANY way during the course of the game - and there's simply waaaaaay too much posturing for a game with that kind of plot.
Well, not quite. The floppy version of SS1 was released before Marathon - and the voiced CD version of it was released only two days after Marathon's release.Marathon beat System Shock by being the first FPS being in set in a space station with an AI gone bad.
True, the abstract level design of early Bungie games simply doesn't work with supposedly human environments - and Marathon 1 is the game, that suffers from that the most, since it has the most significant share of such environments. However, keep in mind, that this game has some levels, where the environmental design clicks with the supposed story context of the level really damn well. Just keep playing the game - and you'll get there.but SS1's story was more detailed and more integrated into the level design.
Also, in case you are interested, there is also a remake of Marathon 2, with true 60fps, 3D-models and such. Sadly, XboX360-only.
EDIT: Sorry, seems like I'm mistaken, and that XBLA Marathon 2: Durandal uses sprites for its weapons and enemies (although in much higher resolution) as well.
Marathon ditched this unifying idea while not introducing anything of that matter itself (it tried, with a "vid" shtick, the ability to look up and down - and no, it was not nearly an adequate substitute). It also introduced finite speed bullets, inertia and low gravity (that turned every fight on non-flat terrain into a nightmare) thus effectively killing any kind of "tips of the fingers"-responsiveness this game COULD had (and PiD DID have). Also, speeding up the game and adding headbobbing made it perceivably more junky (even if you disregard the fact that it ran like shit on non-PPC).
Also, ditching the PiD core idea, they lost the leverage that allowed them to drastically change on-level gameplay using slight changes into rules and map designs - and, as a result, Marathon is a much more repetitive game than PiD was.
Marathon was also a game, that used traps and ambushes freely, and the idea of save-terminals and inability to save manually as a specific weakness of a player to play upon. And, I think, I don't need to tell you, just how annoying this game can get in some of its more challenging parts due to the combination of these factors. And yes, Pathways also had ambushes, and it also closed doors behind you, but it did that much more rarely and for reasons (even if only to punctuate the important and truly culminative moments of the game). For the most part, though, gamer was left to his own devices, and didn't need to worry of being slaughtered by SUDDENLY THOUSANDS ENEMIES EVERYWHERE HA-HA IT WAS A TRAP with the last save point being 10 minutes away and the next one - the very next room.
Lastly, the save terminal and the shield recharger introduced a very unpleasant split in the game, where the player is this immortal demigod if he could backtrack to any of those two, and he was thoroughly fucked if he couldn't. In PiD it didn't make sense to backtrack to the save rune for the most part because of the respawn and the slow speed of your character - and the player could replenish health at any time by resting, although it was dangerous due to the real possibility to get ambushed (the enemy got a free hit on you - and possibly a couple of more, while the player himself has time to react) AND there was also the time limit ticking.
Isn't M1 (AND M2 for that matter) mostly about stopping the evil Pfhor?
The reason I somewhat dislike it is because, while I admit that it was built upon somewhat interesting ideas, there is simply too much of that "Totally smarter than you" hipsterish attitude, while not that much of actually complex and interesting, well, plot. It's really simplistic and straigtforward, once you cut out all the bullshit and all the red herrings that don't resolve in ANY way during the course of the game - and there's simply waaaaaay too much posturing for a game with that kind of plot.[/spoiler]
I already somewhat don't like it because they made Tycho (who I remembered from other two games mostly for very precise and direct attitude and that "Spectrograms of dying screams" rant) into a freaking bureaucrat. I've only cleared a couple of levels though.
I like mental challenge (in before obvious joke), and I like games allowing for much creativity.I just want to point out that the exchange between Draq and iqzulk (who has great taste with regards to 3D rendering) further reinforces the fact that there can be no agreement between those who play games for amusement, mental challenge, and the canvas for child like creativity they provide, and those who play games for simulation, immersion, suspension of disbelief and escapism.
The two views are just incompatible at the most fundamental level.
Actually, Marathon did have the night-vision goggles. It's just that there weren't any outside of the secrets.Stuff like, say, the night-vision goggles or ammo box wouldn't really work in Marathon unless they wanted to move it away from a more traditional FPS.
Eh? What do you mean exactly? I mean, yeah, you turn on the defense systems on the 4th level because of story, and yeah, there are two drones on that level which are strangely enough very much active even before you turn on said defense system - but what's that part about cool environmental interactions?Also, it had some cool environmental interactions - I actually really enjoyed the level where you turn on the security drones.
Nope, bullets hit with very noticeable delay as well. BTW, this particular aspect got ditched in the Unreal Tournament remake - there the weapons are true instantaneous hitscans. Also, you seem to mistake the M1 type of alien gun (which was a machinegun of sorts) for the M2/Infinity-type of alien gun (which was like this plasma rifle of sorts).Also, if I remember right, only explosives (rockets and grenades) and energy weapons (fusion and alien weapon) have finite speed bullets.
And made the level-designers the main enemies of the player - moreover, the enemies he doesn't ever get a chance to punch in the face. It's like that goddamn Perfect Hatred level from Ultimate Doom - but in more than a half of 80+ levels of all the 3 games.I actually liked that, it made the game more intense.
So you backtrack to the recharger after the fight. Big deal. Given that many of the levels were more or less compact, that's not actually THAT big of a problem.Well, yeah, one of the things I liked about PitD a lot was it's difficulty. Still, I don't recall the shield rechargers making the game too easy, especially since the later enemies could pack a pretty big punch, and if you were only stuck with a level one recharger, losing those extra levels of health really hurt.
Not really. It's what you do, but the plot is
It's remembered fondly because of those insane rants and all the people who tried to make a coherent narrative out of all of them, thus uncovering the tru7h.If the game was just about stopping the evil Pfhor I doubt it'd be remembered as fondly today.
Well, not only Durandal (although his sarcastically-bullshitting attitude didn't help). I rather disliked the sheer quantity of red herrings and absolutely unresolved threads touched upon in something like a single terminal, but in such a manner, that UUUUUUU THAT TOTALLY SIGNIFIES SOMETHING. Like that Gheritt White thing, or that terminal about CRUSTs and Martian Revolution you seem to like so much. Especially considering the simplicity of the resulting story. Too much bullshit, too little substance. Also, the Leela's part of the story is effectively System Shock, so in either case any implied "greatness of the plot" comes from either the rants or Durandal.Well, as you implied, you didn't like how Durandal was written.
You might want to recheck this page. There are PLENTY of those in the game. Infinity could have even more - I wouldn't be surprised after everything I've heard about that game - but Marathon 2: Durandal absolutely has much less of that.Other than that there are a couple of the crazy panels, but I only remember there being a few of them (certainly not as numerous as Infinity).
No, it's just that open locations look really shitty on the software renderer, and that the resolution of the skybox isn't enough even for 640x480. I really hope Xen will look better than this.Is that a Half-Life TC for Ultima Underworld?
Can we also have a lack of Marathon related posts?hence the lack of HL-related posts.
Why not fucking play the game instead of fucking overanalizing it?