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Yea it could be cool. Oblivion mod with Gatling gun, running through a dungeon wasting masses of hordish creatures, with flesh flying.Warbie said:You're taking what I said far too literally. Of course I didn't mean the Oblivion we are all playing, just with guns added.
What i'm thinking of is more a Mad Max type setting. It doesn't have to be, there's many others that would lend themselves perfectly to a free roaming 'Oblivion style' fps.
And what did that stuff about police and realism have to do with anything at all? :rolling: You crazy foo ...
A lot to do? Not like what was described earlier where you could pretty much choose your own story. Condemned was completely linear. I don't think there were any alternate routes, and there was no way to change the storyline in any way. The only things extra were some extra deadends that wouldn't lead anywhere except to maybe one of those dead birds.Dalamari said:Condemned...amazing FPS game, very scary, a lot to do, feels responsive and interactive
vegeta897 said:Now, Operation Flashpoint was a very nice nonlinear game. But you may notice that it did suffer in the graphics department slightly, and some other annoying things, but the nonlinearity really made the game. You don't see those too often anymore, which is the topic of the thread. It's a lot easier for game companies to put their effort into better graphics than expanding on more storyline. Why? Because graphics are the first things that hook you. You can't look at a screenshot and be able to tell if it's linear or not, or how the gameplay is.
I was actually talking about the singleplayer, which offered huge amounts of gameplay, and you could really shape the gameplay. Don't make it to the Evac point on time? New branch in the storyline. Didn't manage to steal enough Russian tanks? The scheduled battle tomorrow is off.Dalamari said:OFP was a good game, but tbh after doing so many online missions and stealth missions, it gets a tad boring without any real story to follow (the default one is just more missions that don't feel connected) although the vietnam mods and such really made the game fun, but not enough to really bring much else to the table.
vegeta897 said:It's basically like making an entire game for each path the player can take. It's just unrealistic.
This is correct. A lot of people, including me, get overwhelmed when they are presented choices. Then again, that's where the replayability comes in. But like I said, it's pointless anyway because why not just make each of those things different games on their own? What's the point of having all the stuff before it if it all boils down to a certain number of main routes anyway?Pesmerga said:Not only is it an impossible task to create all infinite pathways, the player is oft left worried about whether he or she has taken the right decision, or will back track his steps to try out all paths before making any crucial advancements.
This is where your logic falls apart... I don't know what you could possibly be thinking when you say you have no freedom in real life. I make choices all the time, huge ones, and I'm not even a young adult yet. College is the big choice coming up for me right now. That could have a radical effect on my life. I could choose to murder someone tomorrow. That would have a huge effect too. Please explain what you mean.Pesmerga said:Real life is not your choice, you are pushed and shoved into it by yourself and other forces. Being forced into the video game's path is just the same.
PCgamerUK said:Historically, FPS squadmates have been annoying more often than useful, but Crytek have been careful not to let these ones become a hinderance. You're not responsible for keeping them alive, you don't need to tell them what to do, and you can go off and do your own thing if you prefer. If one dies, he's dead forever. By the end of the game you might have your entire squad intact (six of them currently), or be the only survivor.
They're likely to be an IQ point or two above the standard for friendly AI too: Crytek made admirable strides with the AI in Far Cry. Its not just the other marines that will make Crysis a different kettle of fish. Your own character, Jake Dunn, is better prepared for his jungle expedition than Jack Carver was. Concept art shows him swinging an enormous gattling gun around, and dual-wielding has been confirmed, but the exotic centerpiece of his loadout is the armour. The Nano Muscle Suit is a futuristic bit of kit that can be set to one of four different modes: Speed, Strength, Protection or Stealth.
The idea is that by switching between these with hotkeys, you can sneak into an enemy camp, take whatever you want, survive a few shots a few shots if you're discovered, and get away quickly before things get out of hand. The one mode that's slightly mysterious is Strength -- there's no word on what you can do in the game that requires physical strength, except presumably a melee attack. We're hoping for boulder throwing antics.
But some of the nano suit's features don't come in handy until you get closer to the probably-not-a-meteor. It's around there that the sunny paradise starts to get a bit chilly. The object is of course an alien ship, the aliens are alive and well, and the prefer colder climes. Rather than move to Scotland, they're using an enourmous ice cannon to turn chunks of the island into a winter wonderland.
sinkoman said:No it wouldn't.
The story would be way too stupid, and just ruin the whole ****ing thing.
I mean, it works in oblivion, because that's how things were back in medieval ages. Mercenaries, no cops, gotta watch your own back, I won't tell if you don't.
QFT, just replace "people who actually like teamplay" with bots that have the ability to think and behave like military professionals.Ren.182 said:Just give me BF2 with destructable terrain, buildings and people who actually like teamplay. I'd be happy then.
But for me, this only applies when the game is supposed to be linear-ish. If I play Far Cry, Operation Flashpoint or even Deus Ex, I don't go back. That's because I have enough freedom to just roll with it and carry on with whatever consequences result from my actions. I choose the route I think looks most tactically safe or most fun; maybe next time I play through the game I'll do it radically different. The only time I do what you described is in 'two corridor fork' situations.Pesmerga said:The player is oft left worried about whether he or she has taken the right decision, or will back track his steps to try out all paths before making any crucial advancements.