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Fenixp: Anyway, just so this topic has a point, what's your worst experience with similar terribad design? You don't necessarily need to limit yourself to platform sections in an FPS games, but it would be nice to limit ourselves to FPS in general. Like that escort mission in Metro 2033. grr.
Dark Forces 2: Jedi Knight. Not only was the level design both extremely complex and abstract, you frequently had to make insane jumps, get your timing right to get on some moving platform or run like a maniac from a switch to a gate that is only opened for a short time etc.. IIRC Jedi Outcast still had such issues, I don't recall having trouble of that kind in the last game, though.
Hmm, I thought that I heard that they patched in quicksaves... Guess that wherever I heard it from was wrong. Or I'm just imagining things...
Post edited February 12, 2014 by GOGwiiisfun
Anyone who thinks that platforming in first-person view is a good idea should be fired on the spot. This is just one of those things that don't work and will never work, the view is too limited to make accurate estimations of your position and velocity and you lack all the other sensory feedback you would have in real life (sense of balance, sense of motion, hearing, depth perception, ...).

I remember in Dark Messiah of Might & Magic pretty early on there is a part of the game where you need to chase some creature and the entire thing is one large first-person platforming obstacle course. And yes, there are instant death traps and if you are too slow you lose as well. That's easily the worst part of the game. here is a video:
http://www.youtube.com/watch?v=Qx286Tzs2oo

Other than that, well, anything with instant death in general. XIII had stealth sections where getting spotted was instant death, or sections where the gameplay introduced new rules on the fly (which would never be used again) and if you had no idea what to do you died as well. That's just BS.
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HiPhish: Anyone who thinks that platforming in first-person view is a good idea should be fired on the spot. This is just one of those things that don't work and will never work, the view is too limited to make accurate estimations of your position and velocity and you lack all the other sensory feedback you would have in real life (sense of balance, sense of motion, hearing, depth perception, ...).
I agree 100%. I honestly can't think of a game in first person where platforming works, though correct me if there is one. You just have no real sense of where your feet are in order to line up a jump, so your forced to guess.
Post edited February 12, 2014 by SleepyOwl
Return to Castle Wolfenstein's stealth levels. They just... don't work well. There's no real way to judge if you might be spotted or heard. The one in the town is especially annoying. The level design itself is cool, but it's ruined by the difficulty of sneaking.
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SleepyOwl: I agree 100%. I honestly can't think of a game in first person where platforming works, though correct me if there is one. You just have no real sense of where your feet are in order to line up a jump, so your forced to guess.
Mirror's Edge. In fact, I have enjoyed platforming in that game so much that I've even been attempting all the time trial stuff, which is something extremely rare for me to do. It's very well-designed - you can actually see your body, so you always get a sense for where you physically are in the world, the game can visually convey speed very well, so you can guess how far are you going to jump, and generally it just gives great visual and sound feedback to make it work.
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Fenixp: So, I'm playing the new Rise of The Triad and there's an ENTIRE level based around the premise of jumping puzzles, avoiding traps, instadeath, bottomless pits and almost no combat whatsoever. On top of all this crap, some idiot thought it's going to make the game more 'hardcore' if they don't implement quicksave.

First of all, what the fuck? It's clear to anyone with half a brain that what the game excels at shooting, and without seeing the rest of your body to precisely judge your position and VERY tight controls, you won't be able to properly jump anywhere. So... Entire. Level? ... Seriously?
The point I stopped playing this game was when you had to do these four challenges or whatever they were called, those that involved quite a bit of platform jumping.
Then I uninstalled it.
Then I felt better. :-)

Worst design in an FPS I encountered lately, along with the (buggy) user interface in Metro 2033, which I also played recently.
At least I got through this one, but only with cheating.
> First Person Shooter platforming sections

are completely useless. I don't understand why they're included because more often than not the controls and FOV of the game prevents you from getting the most out of them. I think Mirror's Edge is a good example of platforming and FPS done right, but otherwise such a combination makes you feel like you have some sort of muscular defect which prevents you from moving your neck.

OTOH, Magrunner has platforming as well, but I didn't hate it despite the awkward controls because the puzzle aspect added to the gameplay.
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SleepyOwl: I agree 100%. I honestly can't think of a game in first person where platforming works, though correct me if there is one. You just have no real sense of where your feet are in order to line up a jump, so your forced to guess.
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Fenixp: Mirror's Edge. In fact, I have enjoyed platforming in that game so much that I've even been attempting all the time trial stuff, which is something extremely rare for me to do. It's very well-designed - you can actually see your body, so you always get a sense for where you physically are in the world, the game can visually convey speed very well, so you can guess how far are you going to jump, and generally it just gives great visual and sound feedback to make it work.
Ya I can agree with that one. You can actually see your lower half a bit which helps and you feel less stiff and more fluid.
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Daedalus1138: Return to Castle Wolfenstein's stealth levels. They just... don't work well. There's no real way to judge if you might be spotted or heard. The one in the town is especially annoying. The level design itself is cool, but it's ruined by the difficulty of sneaking.
The only one I remember having an issue with was the first (terrible) one. I seem to remember going loud in the town an still completing it.
Much as I adore Medal of Honor: Allied Assault I am glad that there are no more levels like the one known as sniper town. This level had at least two dozen snipers camouflaged in the surroundings and waiting for you to blunder into their sights so they can take off anywhere from 50 to 90 percent of your health in one shot.
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Fenixp:
I recommend you play Turok. =P

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mushball:
I loved that level. =D
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Fenixp:
http://forum.cheatengine.org/viewtopic.php?t=554171&view=next&sid=0138e3f56df33b4d54151a0b00919cd3

The good genius level folks at Cheat Engine drafted up a beautiful table that allows you to fly and hover through walls and avoid that entire mess of a shitshow. Highly recommended.

The rest of the game is great, just those instagib jumping nightmares are not.
Any TPS with the chest high wall mechanic that is used as a jump button to a higher level. Mass Effect 2 end boss fight comes to mind.
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Fenixp: Like that escort mission in Metro 2033. grr.
Don't Tell me about that FUCKING ESCORT MISSION!
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Daedalus1138: Return to Castle Wolfenstein's stealth levels. They just... don't work well. There's no real way to judge if you might be spotted or heard. The one in the town is especially annoying. The level design itself is cool, but it's ruined by the difficulty of sneaking.
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doccarnby: The only one I remember having an issue with was the first (terrible) one. I seem to remember going loud in the town an still completing it.
They DON'T WORK AT ALL!
Post edited February 12, 2014 by fr33kSh0w2012