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9245185 No.9245185 [Reply] [Original]

Do you consider this a "classic shooter" (boomer shooter) or the very first modern FPS?

Most modern FPS still follow in HL's footsteps, but it's more like they are following CoD at this point. Very rarely does a shooter demand as much from the player as something like Surface Tension.

>> No.9245191

COD is Medal of Honor rip off

>> No.9245193

>>9245185
Half-Life was the first modern shooter and the last classic shooter. It created the very very short transition period between the two styles. Also Surface Tension isnt hard fuck off.

>> No.9245221

>Do you consider this a "classic shooter" (boomer shooter) or the very first modern FPS?
I’d steer it more towards the “classic” end. It’s linear but it still has you dealing with enemy variety, a bunch of carried weapons, and fast gameplay.

>> No.9245235

this shit retard take again. have you played a shooter in the last 20 years? because this shit does not approach "modern". modern shooters have ironsights, sprinting that locks out weapon use, dedicated grenade buttons, regenerating health, a two weapon limit, "perks" are apecial abilities, etc. the only demonstrably modern thing about this game is its approach to storytelling -- which, oh yeah, also isn't really all that modern because most games today are just filled with cutscenes. this game is only modern in the sense that it's different from games like DOOM and Quake and places more emphasis on dialogue and character interaction. even Halo is barely modern by today's standards and HL sure as shit isn't.

>> No.9245247

>>9245235
That was before 2016. Now modern shooters lock the player into an arena, throw 100 monsters have him, make the player circlestrafe around and people are like

>OMG SO 90s

>> No.9245252

>>9245247
no, that's pretty much just DOOM 2016 and Eternal, both of which are hot shit and still have poorly implemented versions of stuff like ironsights to appease retards. everything actually popular is still cod, battlefield etc. that plays the same as it has for 15 years.

>> No.9245261

>>9245235
More generally, FPS games before Half-Life were about separate levels linked together by menus or hub areas, or you had FPS RPGs had large labyrinths/dungeons that you needed to explore fully.
After Half-Life, FPS games strung levels together to fit the flow and situation of the story being presented (though most weren't well-made enough to do it with linear progression and have to break up the maps with a brief hub world or cutscene that takes you out of the action).

Even Doom 2016 and Eternal do this, because it's simply the standard that HL1 set.

>> No.9245276

>>9245185
first modern fps, if i had to pick one of the two answers. the last "classic shooter" in that sense was unreal

>> No.9245283

>>9245247
This was a concept popularized with Halo, just that instead of instantly warping enemies into the area it would often be a dropship or other means.
>>9245261
Quake 2 and Unreal started this, but with HL being more successful than both I’d agree with it realizing the standard.

>> No.9245304

Yeah, Half-Life is a classic shooter. It's a game about high movement-speed and sick enemies and weapons. The deathmatch has the exact same appeal as other 90s FPS, and you can bhop like a mad cunt. Half-Life is in the same school as Quake 2 and Unreal 1 which also released in the same year. Console FPS games are nothing like HL1 in any meaningful way, no idea why people say stuff like this.

>> No.9245386

>>9245185
Nah, when I think of a modern shooter I think of something like Halo. Half-Life, even though it has linear level design, has far more in common with the shooters of old.
>fast movement speed
>no cutscenes
>can carry an unlimited number of weapons
>no regenerating health or armor
>diverse enemy roster that emphasizes running and gunning rather than cover and cowering
>diverse weapon arsenal with tons of fun, weird weapons to mess around with
You could take any classic boomer shooter like Duke Nukem 3D, make some linear levels in the level editor with environmental story telling, and you'd have a good half life imitator.

>> No.9245395

>>9245185
Good premise, I think it's the first "modern" shooter. And CS the first "modern" online shooter too.

>>9245235
"modern" =/= contemporary
What half-life did was add narrative, storytelling, cutscenes, platforming puzzles, and advanced AI that pretty much everyone tried to copy since it came out.

>> No.9245418

>>9245395
yeah, and a shooter released in 1998 that runs on a quake branch, lets you carry more than 2 weapons and has grenades and melee weapons assigned to weapon slots is neither modern nor contemporary. you're conflating "thing is different" with "thing is modern". there were shooters released long before HL which are arguably more modern, like Goldeneye. it's just a dumb argument.

>> No.9245582

>>9245418
We're talking about general game design and mentality here, not specific gameplay mechanics.

HL1 was the link between boomer shooters ("find and shoot the bad guys we placed in this fun map, also look out for keys to new rooms with more enemies") and modern shooters ("here is your setting and your reason for being there, if you want to find out what happens next then move on to next area").

>> No.9245607
File: 131 KB, 604x454, morphine administered.jpg [View same] [iqdb] [saucenao] [google]
9245607

>>9245185
Modern shooters aren't much like Half-Life at all.
>carrying lots of different weapons with no limitations
>weapons are actually fairly varied in roles, it's not just a pile of pistols, shotguns and machineguns which are ultimately barely different
>crossbow used for sniping and fighting underwater, gun that shoots bees, steerable rocket launcher, a gun which can be charged up for more powerful precision shots that lets you fight even attack helicopters, trip bombs and remote bombs, throwable harassing creatures which can turn against you if used carelessly, in addition to a few conventional guns
>melee and grenades are their own separate weapons rather than quick actions
>not having to use ADS to make useful shots (I don't count the zoom on the crossbow)
>health does not recover by itself, you need to find items and objects to heal you and restore armor, they are resources to manage
>no inventory of portable medkit items
>no skill tree
>can jump and platform like a mad cunt, and don't need any special prompts to do so, and this has a minor at best effect on your ability to inject lead into enemies, does not run out of stamina, and not impeded by low health
>level design is fairly linear but paths loop around and locations themselves can be largely open at times, secret areas with useful stuff are all around

>>9245247
No they don't, you stupid faggot, only Doom 4 and Doom Eternal does that, the mainstream approach is still either an extremely linear path or a haphazard sandbox. nuDoom is an anomaly in the current field and there's no AAA imitators.
Call Of Duty is still the status quo, like it was back in 2010.

>> No.9245621

>>9245185
It's a terrible FPS game.

>> No.9245629

>schizo bait thread
How longer this autist been at it?
Take meds and fuck off to /v/.

>> No.9245640

>>9245629
I've seen this post in multiple Half-life threads and I still have no idea what you talking about.

>> No.9245641

>>9245640
Don't play dumb

>> No.9245646

>>9245607
>can jump and platform like a mad cunt, and don't need any special prompts to do so, and this has a minor at best effect on your ability to inject lead into enemies, does not run out of stamina, and not impeded by low health
Speaking of stamina for movement, I've always thought it was pointless that your flashlight had a battery in Half Life. It recharges almost immediately when you turn it off. Seems like it's a pointless mechanic.

>> No.9245647

>>9245582
>("find and shoot the bad guys we placed in this fun map, also look out for keys to new rooms with more enemies")
>(“here is your setting and your reason for being there, if you want to find out what happens next then move on to next area").
You may be getting closer to something, but this effectively describes most 90s shooters.

>> No.9245679
File: 956 KB, 1280x913, gordon couch.png [View same] [iqdb] [saucenao] [google]
9245679

>>9245304
Exactly. Half-Life is a slightly more realistic Quake, which means it's still preposterous. Half-Life's levels features realistic details like offices with desktop computers, coffee mugs and swivel chairs, brake rooms with couches and vending machines, and bathrooms with stalls and blow dryers, but overall the level design is actually unrealistic as fuck. Black Mesa is bizarre if you stop and look at the locales the levels take place in, because they're still very much designed to for playing a fast and wild shooter in, OSHA/EPA would lose their shit at any workplace which looked anything remotely like this.

Look at the garbage processing plant, it's nuts, and that's because it's not designed to be a real garbage processing plant, but an obstacle course with dangerous traps for the player to get through. The game is full of shit like that, where on the surface there's something which is sometimes kinda realistic, at a glance, but it's entirely designed around the fast shooting and moving.
Remember the tall metal walled room which seems to only exist for hanging crates over a bottomless pit so you can platform over it, the giant wind turbine chamber seeming to exist for the sole purpose of decapitating maintenance personnel, or the honest to god fucking river canal of plutonium.

If anything, Half-Life's level design is a lot like Duke Nukem 3D's (itself playing at quasi-realism), except that the levels are stringed together sequences of hubs where stuff sometimes overlaps, as opposed to enclosed levels.
Half-Life does a good job of taking insane videogame bullshit and cladding it in superficial realism.

>> No.9245680

>>9245582
specific gameplay mechanics define whether or not the game is modern retard. half life does not play like any shooter made in the last 15+ years outside of a few rare and mediocre exceptions, and anything prior to that is not "modern" because it's 15+ fucking years old. your entire argument boils down to, "it did a few things differently from other games of the time so it's modern". i repeat, goldeneye, a 1997 release, plays more like an actual modern shooter ala Call of Duty than 1998's Half Life but nobody would call Goldeneye "modern". HL was different from shooters that came before, not modern. shit man i dont even like the first HL but this debate is retarded as fuck. nobody outside of this faggot contrarian board would call fucking HL1 "modern". influential maybe, but modern? fuck no.

>> No.9245701

>>9245679
Half-LIfe is Duke Nukem + Quake mostly.

>> No.9245869

>>9245701
Half-Life is like a cross between a Dikike video and chickenandwingish.

>> No.9245875

>>9245679
Someone said it best that Black Mesa is more of a supervillain lair with little to no thought given to the architecture of each building, such as large as fuck hallways that have no business being that big but makes sense for level design since those are where enemy encounters are at.

>> No.9245928

I see that alf is evading his ban again

>> No.9245953

>>9245928
Just R&I

>> No.9246068

>>9245185
It's a classic shooter, Halo is the first modern shooter.

>> No.9246073

>>9245185
Neither.
It's not classic, and it's not the first modern FPS.

>> No.9246107

What was the first (subjective pedantic label) FPS?

>> No.9246119

>>9246107
Maze War from 1973.

>> No.9246374

>>9245185
>(boomer shooter)
kys (faggot)

>> No.9246375

The plot, set pieces, linear levels and cover-based fights with the commandos brings it closer to modern FPS design as one of its forerunners. One the other hand the resource management and the unlimited amount of weapons you can carry are conventions largely dropped by later FPSs that Half Life still holds to. And finally the strong emphasis on variety, from enemy types to the pacing and level design makes it different from both what came before and after it. It's a modern shooter that tilted the genre in a direction that later shooters partly followed and partly deviated from, for example the focus on variety and in-game cutscenes didn't catch on. It showed an alternative possibility for how shooters could have evolved that didn't materialize.

>> No.9246478

It's a bridge.

>> No.9246567

>>9246375
>The plot
It's literally the same plot as Doom (ie, a science base unleashes monsters)

>set pieces
I honestly don't know what people mean when they use this expression. Does it mean the most-designed/unique arena in a map? Because basically all FPS games do that since W3D. Does it mean sector scripting? Because basically every FPS can do that after W3D.

>linear levels
How is it more meaningfully linear than most singleplayer maps from Q1, 2, or Unreal?

>cover-based fights
How is it more cover-based than other FPS games? This one especially needs to be explained.

>fights with the commandos
How is having soldier enemies in a video game a modern idea? Most FPS games did it. Wolfenstein, Doom, and Quake did it. Hundreds of games from the 1980s before FPS existed did it. Well, this is true for basically all these points really.

>> No.9246595

It's neither. It's really a shame that the term "boomer shooter" entered the zoomer lexicon because it honestly makes no sense. Boomers like Jack Thompson were actively fighting AGAINST violence in video games. Hell, it was the silent generation's Joe Lieberman and Herb Kohl that spearheaded the congressional hearings that resulted in the ESRB. Dumbass kids don't know how good they got it nowadays.

>> No.9246607

>>9246595
yeah we know

>> No.9246609

>>9246607
Good for we.

>> No.9246668
File: 817 KB, 1920x1080, e3fe59197b4be9e885a10f55ad1c3be8.png [View same] [iqdb] [saucenao] [google]
9246668

>>9246567
>It's literally the same plot as Doom (ie, a science base unleashes monsters)
From a rather reductionist standpoint it is. But in reality only Half Life has a plot, Doom is just a series of disconnected maps.
>I honestly don't know what people mean when they use this expression (set pieces).
Highly scripted encounters with an emphasis on spectacle. HL2 is full of them, but HL1 has a few too (eg. Blast Pit).
>How is it more meaningfully linear than most singleplayer maps from Q1, 2, or Unreal?
From what I remember Quake is the same as Doom, explore the level, look for secrets, find keys, backtrack, open locked doors. Half Life gets rid of all that and builds the levels as long "worms" where you are constantly moving forward.
>How is it more cover-based than other FPS games/How is having soldier enemies in a video game a modern idea?
It has entire levels with hitscan-only enemies that can take you down with a few hits, can use grenades and have semi-unpredictable AI. So you have to use cover and aim for the head instead of sliding left and right dodging projectiles (like when you are fighting the soldiers from Doom)

They are pretty different from where I stand.

>> No.9246756

>>9246668
>Doom is just a series of disconnected maps.
Not really. Most maps and all episodes go through a progression where they attempt to have a cohesive theme by using certain textures to illustrate types of specific buildings or locations. This is true in both Doom and Doom II. The game also features text and illustrations to serve as the story. I don't need to use just Doom to prove this point really either, I just picked it because they use an identical premise. It would really be a lot easier to bring up Marathon, GoldenEye, Dark Forces, Duke Nukem 3D, Blood, Unreal, TekWar, Future Shock, Quake 2, etc. as FPS games with plot before Half-Life 1, since those games have a greater emphasis on cutscenes, text, and level continuity than Doom.

>Highly scripted encounters with an emphasis on spectacle
This sounds rather subjective to me. How scripted and how much spectacle is required? Would you consider anything from Duke Nukem 3D, Blood, or Shadow Warrior to meet the definition? Those games are literally built to show off the effects they can do, like earthquakes, level destruction, having set enemy movement, more realistic environment, interactivity, etc. Would you not consider detonating a building or launching a rocket while enemies explode down a door and teleport in during Duke to be a setpiece? HL1 was stealing most of its ideas from that game. Would you consider anything from Quake 1 and 2 or Unreal to be a setpiece? Honestly asking. Would you consider anything from Doom to be a setpiece? Like the Spider Mastermind vs Cyberdemon, or the Spider Mastermind being crushed, or anything from a map like Tricks and Traps that purposely shows off gimmicks like descending floors, teleporting enemies, walls/arenas opening up, darkness, acid pits, etc. If so, why/why not? Would you consider the bosses from Wolfenstein 3D to be setpieces? They're spectacles, aren't they?

>> No.9246759

>>9246668
>From what I remember Quake is the same as Doom
It's not really. Romero said that the levels had to be smaller to accommodate the technology. Quake is smaller than Doom. Doom is smaller than Wolfenstein. Quake 1 doesn't really have much backtracking. It's relatively straight-forward and streamlined for most of the game. The same is true for Quake 2 and Unreal as well. Half-Life is in this same category of this era, where levels are streamlined but still constructed in an intuitive way that isn't boring.

>It has entire levels with hitscan-only enemies that can take you down with a few hits
So, it's exactly like basically every FPS beforehand? Wolfenstein 3D was hitscan ONLY, baby. Doom, Duke, Quake, Blood, they all did this. Projectile monsters with hitscanners. Half-Life is the exact same thing. How do you not know that Doom's soldiers are hitscans? In Half-Life, you have the same movement speed as Quake with more weapons. Don't tell me you had to "use cover", like this is different from Doom or Wolfenstein. If you want an FPS with no whatsoever hitscan, I guess you could play Hexen(?) or something.

>> No.9247012

>>9245185
It doesn't have built-in co-op, that's all I'd say on the matter.

>> No.9247026

>>9245185
"boomer" shooter.
i group it with doom in my memory, a rare mix of re1 and doom.
single player , crt monitors, windows 98 , no internet.

>> No.9247064

>>9245185
>>9245193
>>9245247
i consider quake the first modern FPS as much of what's been commonplace in FPSes for the last 26 years and the genre as we know it ultimately started with quake.

the shift from doomclones & key mazes to more linear and action/story focused setpieces was already happening long before half life and it would've been popularized by something else. (same with halo or COD).

multiplayer FPSes ultimately became the fuck it is because of stagnation (from both the devs & community) & e-sports pandering.

>> No.9247083 [DELETED] 

Doom unironically sucks.
Babby first 90's fps.
Can't believe you retards still worship this tripe when games like Quake, Half Life, Unreal, Blood, Duke, System Shock, Marathon exist.
Also Ultima Underworld was released before.
>but muh wads
Reddit garbage

>> No.9247131
File: 2.01 MB, 1200x1200, alf.png [View same] [iqdb] [saucenao] [google]
9247131

It's by no means a boomer shooter, and people use that term way too loosely.
It fits in a broader category of millennial shooters incorporating immersion that I personally find to my liking

>> No.9247269

>>9245185
Did half life do anything new?
Everything it does seems to be have done before it.

>> No.9247291

>>9245869
Would you make me a sandwich?

>> No.9247347

Half-life just an evolution of Quake 2 and Duke Nukem 3D. Both had more off an emphasis on "real" worlds, instead of the abstract designs seen in Doom and Quake.

>> No.9247361

>>9245185
Yes I do, fucking Halo is where things went down hill with characters moving slow, two weapon limits and regenerating armour/heath. The fact this style of gameplay became the norm for FPS is tragic as it not only saw the end of the classic style of FPS but also the Rare/Timesplitters mission style eventually.

>> No.9247409

>>9246756
>Most maps and all episodes go through a progression where they attempt to have a cohesive theme
They are thematically coherent internally, but they have no narrative connection to other maps, much like say Mario Bros. Where in Half Life you have plot progression between the chapters. Other games like Blood and Duke3d don't have a plot either. They have a vague premise, and that's it.
>This sounds rather subjective to me. How scripted and how much spectacle is required?
Do we agree at least that Half Life 2 and Uncharted 2 are full of them? Half Life 1 is not dominated by set pieces like these two, but I think it's the one that really started using them with stuff like the Apachi chase etc. It's true that even the scripted sequences in Half Life are not as scripted as in newer games.

>> No.9247431

>>9246759
>It's not really. Romero said that the levels had to be smaller to accommodate the technology. Quake is smaller than Doom. Doom is smaller than Wolfenstein. Quake 1 doesn't really have much backtracking.
And Half Life streamlines it even further by getting rid of the locked door centered design altogether.
>So, it's exactly like basically every FPS beforehand? Wolfenstein 3D was hitscan ONLY, baby. Doom, Duke, Quake, Blood, they all did this. Projectile monsters with hitscanners. Half-Life is the exact same thing. How do you not know that Doom's soldiers are hitscans? In Half-Life, you have the same movement speed as Quake with more weapons. Don't tell me you had to "use cover", like this is different from Doom or Wolfenstein.
Fighting the soldiers in Doom is nothing like fighting the Commandos in Half Life. First of all it's not true that in Half Life you have the same movement speed as Quake. The Commandos have much better AI (doom's mooks just have a script that tells them to shoot when they see you), they can use cover, throw grenades, advance or retreat etc. They can also kill you very easily, you can't beat them without cover.
>How do you not know that Doom's soldiers are hitscans?
Not in Brutal Doom, lel

>> No.9247437

>>9245185
I don’t classify games by the bullshit categories you made up in your head

shit thread, op is a faggot

>> No.9247846

what are any other games with HL-esque weapon selection system besides Gunman Chronicles (which is essentialy a retail TC) ?

>> No.9248052

>>9245185
Best FPS ever made

>> No.9248064

>>9247846
I think the early 2000s builds of Duke Nukem Forever did this.

>> No.9248063

>>9245185
Gen 0.5 - Catacombs 3D, Wolfenstein 3D, other maze shooters with no meaningful vertical axis at all
Gen 1 - Doom and its clones that incorporated more verticality, strafe-running, etc
Gen 1.5 - Marathon, Descent, the Build games and others which included precise aiming, levels-over-levels, etc
Gen 2 - Quake, Half-Life, Unreal other full 3D FPS games
Gen 2.5 - Counter-Strike and others which focused more on realism, headshots, "tactics", etc
Gen 3 - ironsights-core

>> No.9248069

>>9247431
>Not in Brutal Doom, lel
Nice b8 retard

>> No.9248223

>>9245193

We need three "eras" to really get this accurate. 1992- 1998, 1998-2007, 2007-Present.

Classic shooters- Wolfenstein, Doom, Duke 3D, Blood, Quake 1/2, etc. Games rarely had a very well fleshed out story, but the gameplay was focused and pure.

Early Modern shooters: Everything from Half Life through to Half Life 2, Doom 3, Quake 4, FEAR, etc. I would call this the golden age of story-based shooters, personally.

The modern shooter began with Modern Warfare, Bioshock, STALKER, and Crysis. I would argue that much like the original Half Life, Crysis has one foot in both eras, it bridges the gap so to speak.

In general though shooters are much more focussed on multi player these days- I can't think of one noteworthy single player FPS since like, Bioshock Infinite. There must be something, but I can't think of it.

>> No.9248229

>>9248223
>Early Modern shooters: Everything from Half Life through to Half Life 2, Doom 3, Quake 4, FEAR, etc.
No thanks. Keep HL with the other 1998 shooters.

>> No.9248235

>>9245185
Half Life expects more from the player than murder everyone while walking towards the glowing objective marker so I could hardly call it modern

>> No.9248239

>>9248069
What do you mean

>> No.9248250

>>9248229

But those were all the era of games that followed directly from Half Life.

Linear "cinematic" adventures where you rarely broke from your character's perspective, and the chronology of the game's events followed your character's actions more or less directly.

Half Life was the direct inspiration for all of those games, and the first example of that style, whether you like it or not.

>> No.9248272

>>9248223

>I can't think of one noteworthy single player FPS since like, Bioshock Infinite. There must be something, but I can't think of it.

Metro series is the only really memorable example that comes to mind. Everything else is open world, co-op, looter shooters like Far Cry, Borderlands, Destiny, etc.

Doom and Wolfenstein reboots are okay, but I don't think they really count when they are literally retreading the ground of the very first true FPSes.

>> No.9248273

>>9248250
That’s fine but just because it ended up being influential does not mean I’m going to put it with Fear, Halo, or Doom 3 when it is far closer to Duke 3D, Quake 2, and Unreal - the last of which also places a big emphasis on narrative and story.

>> No.9248275

>>9248223
>FEAR
>pre-scripted event bullet time ironsights faggotry galore
>"early modern"

>> No.9248346

>>9248273

But it's not far closer to those games at all, in anything but graphics. Half Life established and invented the style of gameplay those games all used.

(FWIW I wouldn't really consider Halo relevant to this discussion. Halo comes from a separate lineage of console shooters, starting with Goldeneye.)

>> No.9248373

>>9248346
>But it's not far closer to those games at all
In regards to gameplay, they absolutely are.

>> No.9248384

>>9248346
>the 1% of Half-Life that is "cinematic" cancels out the 99% that isn't

>> No.9248397

quake team fortress was the first modern fps because it introduced headshots

>> No.9248447

>>9248397
that would be goldeneye which predates TF by 2 years

>> No.9248454

>>9248447
>initial release date for Quake Team Fortress: Aug 1996
Were headshots not in that initial release?

>> No.9248461

>>9248454
nevermind you're right, i did a retarded.

>> No.9248476

>>9248461
It’s oddly timed either way, just a year and a day apart:
>Aug 24 1996 for QTF, Aug 25 1997 for Goldeneye

>> No.9248479
File: 30 KB, 337x432, 3202.jpg [View same] [iqdb] [saucenao] [google]
9248479

Doom fags honestly just sound like angry retards over the fact that all games ever made aren't exactly the same. Am I actually meant to care that some games have more story than others? Or some games have reloading, or aim-down-sights, or weapon limits?

>> No.9248485

>>9248479
everything was fine until CoD4. that was what ruined it all.

>> No.9248489

>>9245679
>Half-Life is a slightly more realistic Quake
>If anything, Half-Life's level design is a lot like Duke Nukem 3D
So its basicly DN3d in real proper 3D?
Can't argue with that TBPH
it even features laser-triggered remote bombs as part of your arsenal

>> No.9248494 [DELETED] 

>>9246595
>(((Lieberman)))
>(((Kohl)))
Oy gevalt . . .

>> No.9248502

>>9248064
I seen some .webm's of ppl dicking around with the leaked protos - thats what made me think of asking this question yet again

>> No.9248504
File: 134 KB, 1711x963, fQrcypihvc8FpZMFUT7FWC.jpg [View same] [iqdb] [saucenao] [google]
9248504

>>9248275
Don't talk shit about bullet time.

>> No.9248505

>>9248485
>trying Quake 4 for the first time and running into all these soon-to-be “modern” shooter tropes
It was surprising seeing things already going down hill well before CoD4 hit, I wonder how this happened?
>realizing Q4 is published by Activision
This makes a scary amount of sense.

>> No.9248506

>>9248504
At least leading the bullets in Max Payne during slo mo felt more challenging, and the movement was more fun.

>> No.9248518

>>9248223
The modern era here is way too broad. Stalker plays nothing like Modern Warfare. Though it depends on what you're using for differentiation. It seems like your modern era is just any FPS that has iron sights and more realistic movement. Arma would be in here too despite it again not playing much like the other games.

Other things that would differentiate Stalker from the other games
>Hub based, at least in the first game. Progression more resembles an RPG than a story based FPS.
>I think it has a small bit of regen health but it's negligent and basically doesn't exist. Need to use health packs.
>Inventory (again, RPG-like, as well as an RPG-like conversation system)
>Grenades and melee are separate weapons instead of quick buttons

>> No.9248519

>>9248505
at least with Q4 it was such a rotten turd that nobody bothered emulating it. had CoD died out we probably wouldve seen more Halo derivates and a few more games like DOOM 3, riddick, quake 3, timesplitters, etc. insteadz CoD4 absolutely astroturfed the entire genre and turned every single game into one with the "linear shooter with 2 weapons, ironsights, sprinting, perks" formula we've seen for 15 years and we still havent recovered from it.

>> No.9248543

>>9248504
Max is a good example of how typical genre wisdom/complaints aren't always relevant. It's a quite rudimentary shooter with linear highly-scripted levels, but it's got so much care and love and soul it never gets any shit for it.

>> No.9248560

>>9248518

What all the games from the "early modern" era have in common is that they were all that on rails kind of like, "hero goes from one stage to next in relatively linear fashion" kind of game. Know what I mean? Where you had 10 weapons in the roster and you picked them up at relatively even intervals throughout the story. You went from one level to the next in a chronological sequence. Levels narratively followed on from one another, and the games would attempt to make it feel as seamless as possible, within the technological capabilities of the time.

The modern era is where they started to branch out from that and experiment with different structures. Less linearity, more dynamic and "emergent" gameplay. That's why I say Crysis is kind of the bridge- You can still feel that corridor shooter DNA in its soul, but it breaks out into a blueprint for the much more open ended shooters that would come to characterise the 2010s. It's not really about the exact game mechanics, ironsights, regenerating health, or whatever that these autists are getting hung up over. It's the overall design and structure of the game. Know what I mean?

>> No.9248575

>>9247269
i could be wrong but i feel like half life did the first when it came to physics-based puzzles even if it was very limited

>> No.9248585

>modern FPS
If you mean the first (or one of the first) boring linear story-heavy bullshit non-game pile of goddamn trash "FPS" shit, which is basically what "modern FPS" is, yes.
It in no way represents actual CLASSIC FPS games like Doom and Quake. HL is garbage.

>> No.9248603

>>9248575
The only thing related to that I can think of is that you can slide boxes around. I don't remember how often you need to actually do that. Tresspasser had shit you could move around and that came out a month before Half Life but I don't know if it was used for anything. I don't really remember but I feel like Ultima Underworld had things like that and that came out 6 years before Half Life.

>>9248585
It is linear but you seem to be thinking more of HL2. HL doesn't have anywhere near as much of the thing that HL2 had where you get locked into scripted sequences. Honestly I feel like Doom-kiddies just find HL too hard and that's why they shit on it. Because it doesn't make the player overpowered and doesn't essentially amount to moving around at the speed of sound clicking on enemies for them to die. You actually have to think and do things other than shoot to be able to beat the game, which is too much for Doom-kiddies.

>> No.9248617
File: 767 KB, 1250x994, sit your faggot ass down, nigger.png [View same] [iqdb] [saucenao] [google]
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>>9248223
This post is fucking brain damaged, besides S.T.A.L.K.E.R. not being much of anything like Call Of Duty, as stated by the other guy, Bioshock isn't either, unless maybe you mean the later ones (I never played those).

I would even say that Wolfenstein 3D doesn't fit together with Doom, in spite of not coming out very long before it, because it's just so incredibly plain and better fits in with comparatively simpler earlier games such as Hovertank 3D and Catacomb 3D. They're chronologically close and there's lineage, but Doom is such a gargantuan leap from Wolfenstein 3D that it's nowhere in the same league, the latter is much more like games such as Hovertank 3D and Catacomb 3D, real primitive and barebones first person shooters of the early era, but much faster and with way nicer graphics sounds.

Doom was a new era, and people had to hurry catching up, for the next 12 months basically only Quarantine and Heretic were on a comparable level of complexity in graphics and gameplay (and the latter is straight up built on a licensed Doom engine). For most of 1994, most other first person shooters were still stuck on or near Wolfenstein 3D's level. This is excluding Ultima Underworld, which wasn't a fast first person shooter (it was slow and plodding), but which was a fully texture mapped realtime 3D world that mogged near everything else and served as a benchmark for what PC's really could do, months ahead of Wolfenstein 3D.

You'd be leaving out lots of 'stoneage' shit like Corporation, and the primordial ooze that is Maze War.

>>9248560
Such branching out and departures were already going on in the 90s, some even predating Doom. Games such as System Shock, Quarantine, Marathon, TekWar, Strife, Unreal, Hexen, Terminator : Future Shock, Trespasser, Deus Ex, Isle Of The Dead, Team Fortress Classic, Counter-Strike, Goldeneye, Rainbow Six, Descent, Cybermage, Powerslave, and Realms Of The Haunting, along with associated sequels.

>> No.9248626

>>9248575
Here's an oddball example of what could be constituted a physics puzzle: Extreme Rise Of The Triad was an expansion of Rise Of The Triad, and it was designed to be really sadistic. There's a level you get to where you must cross a gap, but it's actually only possible to do if you selected the right character at the start of the game, the others will either move too slow, or move too fast, and they'll fall.

>> No.9248752

>>9248506
This. There's no comparison between Max Payne's bullettime vs FEAR's heatscan slowmo

>> No.9248763
File: 29 KB, 452x908, incoming message from bungie.png [View same] [iqdb] [saucenao] [google]
9248763

>>9248575
>>9248603
>>9248626

>> No.9248770
File: 224 KB, 1874x923, 1589409364107.png [View same] [iqdb] [saucenao] [google]
9248770

>>9246756
>>9246759
>no doom fan has been autistic enough to try and properly refute these posts yet

>> No.9248773

>>9248770
What has that got to do with Doom fans, you inbred?

>> No.9248780

>>9248770
>Unreal
I always forget that it actually came out first. That alone should eternally btfo the Half-Life autist.

>> No.9248783
File: 2.75 MB, 640x360, HL Deathmatch.webm [View same] [iqdb] [saucenao] [google]
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>> No.9248787
File: 1.50 MB, 640x480, get out of here stalker.webm [View same] [iqdb] [saucenao] [google]
9248787

>>9248223
>The modern shooter began with Modern Warfare, Bioshock, STALKER, and Crysis.

One of these is not like the others.

>> No.9248907 [DELETED] 

>>9248052
/thread

>> No.9248909 [DELETED] 

>retards still taking the bait
/vr/eddit indeed

>> No.9248940 [DELETED] 

It's boomer approved.
See this list.
https://rpgcodex.net/content.php?id=11398

>> No.9249443

>>9248773
Games don't exist in a vacuum, lmao

>> No.9250385

one thing i really like about hl1 is that it did away with keycards

>> No.9250389

man, get out my fuckin face

>> No.9250391

>>9245193
Wrong, that would be Halo

>> No.9250398

>>9249443
>he doesn't run Doom on his Dyson V15 Detect
NGMI

>> No.9250408 [DELETED] 

>>9248940
yeah but rpggrognard69 said he think it's overrated so it's bad and i'm gonna post about it for 10 years

>> No.9250481 [DELETED] 

>>9250408
Meds