Author:
Jaime Wolf
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Date:
12/31/2018 12:02:37 PM
Subject:
RE: hereticii
Another thing I've noticed is common among the new good ones is a sense of speed and fluidity when it comes to movement. They even include specific movement oddities for the corresponding engines they're trying to emulate, such as faster movement while going diagonal, strafe jumping while bunny hopping, wall hugging and damage boosting.
Movement in Blood always felt extremely loose compared to its Build engine comprades, normally one would equate loose movement with being bad but not so with Blood, it gave the game a very unique feel when it came to the subtleties of locomotion through maps.
The other specific is the feel of the weapons- nothing ruins an old school shooter quite like weapons that feel, look or sound weak. Dumping 50+ shots on a guy to get a single kill or burning through ammo in general on single targets goes completely against the feel. Again, going back to Blood as a measuring stick, no other game besides Killing Floor 2 has had an equally potent feeling double barreled sawed off shotgun. And to mention Dusk again, the super shotgun in that game (And the entire arsenal, really) is just about perfect in that regard.
Remember Blood 2? And those behemoth guys that would literally require 3/4s of your entire ammunition pool to take out? Yup, me neither.
One last specific are the design of the enemies, both the feel and the look. With enemies that fire projectiles at you rather than just giving them hitscan weapons which fire rays that can hit you instantly from halfway across the map and not giving you any chance to evade their shots. Again, the Blood measuring stick: One of the more brilliant things Blood does is putting hitscanner enemies in the game that you can still dodge, in the form of the shotgun and tommygun cultists. It accomplishes this by giving both these enemies a limited turning speed, meaning you can circle around these guys and their instant hit shots will slightly lag behind your position, making them a weird, cool hybrid between hitscan and projectile enemy designs. Dusk has a bunch of guys with guns in its bestiary, but even they fire visible projectiles that you can dodge with sufficient reflex.