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When Attrition Is Not The Answer: An Indictment of SP Respawning

The brilliance of the sun blinded us all as we emerged from the bombed-out subway system for the first time in days. It had been a hard trek to get to what had been supposed as a largely undefended strategic outpost, the capture of which would aid us immensely in our campaign. The base was exactly where, and in the condition, that we had expected, but it transpired that appearances were deceiving. An eagle-eyed guard spotted one of our scouts and the station was suddenly a hive of activity, and we were forced to take up our arms as enemy forces poured from the heavily fortified gate. Our infantry, including myself, took up our weapons, firing with reckless abandon in the belief that our information was correct and their numbers were few.

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Ravenor1430d ago

Really good article and something I've been thinking about for quite a while now.

We need AI that actually thinks a bit, we need level design that actually allows for things like multiple points of attack or perhaps even the potential for reinforcements.

Nothing sucks you out of a world quicker then realizing all those enemies were just materializing out of a small tiny room and their main objective was: Run outside>>>Find cover>>>Start shooting in the players direction>>>Go through different "I'm shooting at you animations">>>Di e

It's why I always thought Crysis was a step in the right direction. It's just to bad that we have taken like 5 steps back since 2007.

FinaLXiii1430d ago (Edited 1429d ago )

shooters just need to add more rpg elements into play like for example: status condictions depending where and what you been trough in real time like fatigue, stress, stamina, injuries to be deal with, camoflage, etc.

MGS3 as all of these things and yet no game tried to implement better like this game did since then games like Crysis just simplefy those into 1 magic solution removing creativity into play.

Same things goes to friendly and enemy AI and depending where they have the advantage/disavantage factor comes into play.

Also Teamwork as a strong element in these games is something i apreciate, too bad games like Army of Two and Kane and Lynch failed on that.

SJPFTW1429d ago

"shooters just need to add more rpg elements into play like for example: status condictions depending where and what you been trough in real time like fatigue, stress, stamina, injuries to be deal with, camoflage, etc."

yahh you practically just described fallout. especially with New Vegas and its hardcore mode

FinaLXiii1429d ago (Edited 1429d ago )

i meant in general for FPS games, Fallout isnt very hardcore stimpaks fix everything up even broken limbs.

And i havent played New Vegas.