Quote from: MrColossal on Wed 08/11/2006 16:25:50
By shoot-em-ups do you mean like top down shooters? I don't know if I can compare the two.
yeah like Alien Breed. A game that eventually changed in a FPS. A decent one too. It was "Doom - but on the Amiga"! and then they made a crap sequel. But I've always felt that it's the same principles, you shoot things. I still love a game of metal slug though.
QuoteDid point and click improve in 2d over the years?
Hmm I think the point I was trying to make (if there was indeed one to begin with) is that the advancement of 3D worked in shooting game's favour as the ability to shoot in all directions helped it without having to do much. Whereas the move to 3D for adventure games seemed to harper it somewhat. I blame this mostly on the designers though. In this case, naturally moving to 3D wasn't enough to make a leap in the gameplay, unlike the shooting games. Or rather it seems a lot of these games moved to 3D but were stubborn about it, and kept the fixed camera perspective, but now you had to deal with clumsy resident evil style controls. One of the good thing about adventure games I've always liked, is examining things. So in 3D, why not let me get a closer look, and let me physically pick up objects myself, like in half life 2 but less clumsily done. That homemade 3D game had a good idea of what I mean.. what was it called? Pendora or something? Where you could swing locker doors open and shut by moving the mouse.
"Deus Ex."
Hmm was this the PC version? I had the PS2 version, so I know the graphics were slightly improved, I don't know if anything else was. (it also had some things cut from it)
It's sequel is shorter, but the combat works a LOT better, and the graphics are sublime. AI is still a bit dumb sometimes, but better. And the sneaking was okay, no qualms here.
The puzzles in the latest hitman would be trying to kill someone by making it look like an accident! They're usually things that the designers put in there themselves though. The best one is..
Spoiler
When you replace the theatre actors fake gun witha real one and he shoots his acting partner in the head. Actually that's kinda cliche now I think about it, but it was cool knowing I did it!
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Helm: Yeah, FoA's approach also meant replayability! I've never played quest for glory... is it too late? Will my "modern" mind find it ancient in gameplay? (and does it have C64 graphics or early Amiga graphics or what?)
EDIT: Babar: "How exactly would you make a game where you would could progress in shades, learn, etc. to proceed?"
Hmm I think Helm touched on this once, with his desert island thing. I'm not sure. Well anyway your character could learn skills, that open up the game. For example he'll learn another language by finding a book, or a translation device, and be able to talk to more people in the game world. Or he'll (She'll, whatever, not improtant now) will learn the correct method to climb ropes without hurting his hands and falling off. Thus gaining access to climb them and explore more.