Posted February 08, 2012
I found this stashed away in my documents folder, from back when I used to think that I could write a blog that people would read. Looking over it now, I still agree with most of this. Maybe I could come up with a few more entries if I thought about it... but either way, I thought it might be fun to discuss...the underrated aspects of thoroughly classic FPSs.
So, here's what I thought/think.
10. The Visuals - Serious Sam: The Second Encounter
This isn't necessarily something that nobody ever mentions, but I personally don't think that Serious Sam's visuals get nearly the credit they deserve. This game is beautiful. Nearly all textures feature some sort of detailing, the enemy count and level size is simply staggering, there are many kinds of great-looking graphical effects including lens flare, reflections, bloom, fog, etc, and best of all it runs on just about anything. It doesn't quite have the chops to stand up alongside Doom 3, Halflife 2, or Far Cry, but it's pretty darn close. And its texturing and scope are beyond anything that those games even dreamed of.
9. The Logs - Doom 3
We all know that Doom 3 pretty much sucked as a Doom game. But truthfully, taken on its own, it wasn't too shabby an FPS. The gunplay felt pretty nice, the environments were atmospheric, the monster designs were cool, and it looked great to boot. The biggest problem with it was that it took to many cues from System Shock 2, and not enough from its older brothers. And chief among these was its inclusion of "data logs," or audio journals left by dead crew members. And surprisingly, although this sort of thing has no place in a Doom game, the implementation of these logs was actually really really good. Unlike in System Shock 2, where each log was simply a single audio recording, Doom 3's logs included user emails and information as well as recorded diarys. Instead of feeling like you were picking up random recordings, you felt like you really were collecting the personal data of dead crew members. And best of all, most of the audio logs's voice acting was superb. Does Doom 3 deserve its title? Not really. But it should be given some credit for what it does succeed at, even if it's not what we had hoped for.
8. The Machine Gun - Wolfenstein 3d
Wolfenstein 3d...ahh, Wolfenstein 3d. It was so revolutionary, yet it's aged so poorly. Unlike Doom, whose lost none of its luster, Wolfenstein 3d just doesn't hold up too well today. Well... most of it, that is. Even in this day of bumpmapping, HDR, physics, and bloom, Wolf3d's machinegun is still one of the most satisfying weapons in any shooter. No, not the chaingun. Noob. I'm talking about the MACHINE gun. You remember, that gun you can get in the first level that makes you virtually unstoppable for the next dozen or so levels? Yeah, that machine gun. I don't know why, but there's something about it that just feels great. Perhaps it's the fact that it can massacre low-level enemies in one hit. Perhaps its the satisfying "choonk choonk choonk" sound it makes. Heck, I don't know. I just know that I've seldom enjoyed shooting a WWII weapon more than I have while mowing down Nazis in Wolfenstein 3d with my old buddy the machine gun.
7. The Interface - System Shock
The controls for System Shock SUCK. I mean, these are literally some of the worst FPS controls I have ever used. And, good lord, I wouldn't want it any other way. If System Shock had a nice, clean HUD, simple controls, and an easy-to-understand UI, it wouldn't be nearly as immersive and charming as it is. You aren't just told you're a hacker with a computerized neural implant... you FEEL like a hacker with a computerized neural implant. Your HUD is filled with text boxes, buttons, readouts, and menus. Your mouse is used for shooting, aiming, selecting HUD elements, interacting with the environment, and even movement should you choose it. The keyboard abandons WADS for a less traditional button setup that cannot be changed, and takes a huge amount of getting used to. But it all just WORKS. Instead of feeling frusdrated and overwhelmed, you feel like someone controling a highly sophisticated machine, as you bring up logs, resize your automap and activate awesome implants. When you screw something up, you feel a sense of "I need to work at that and get better" rather than "arrgh! This game sucks!" It takes a great game to disguise its flaws. It takes a fantastic game to convince you that its flaws are actually assets.
6. The Guns - Soldier of Fortune II
For a long time now, I've been paying close attention to the various effects, both visual and audio, that go with the firing of guns in videogames. The thing is, most FPSs don't do a very good job of capturing what it actually feels like. Virtual firearms lack the hard, brutal kick and feeling of power that they have in real life. Soldier of Fortune II, however, does the best job I've yet seen. When you pull the trigger of an M16 or a shotgun, you can feel the weapon slamming back into your avatar's shoulder, barely under control, and you can see in disturbing detail the effect your bullets have on enemies. You don't just hear "pew pew pew." Every bullet gives a powerful "boom" or "crack," and every reload heralds the sound of metal sliding against metal and loose moving parts. On top of this, the game has more buttons to change weapon functions than any other game I have played, including an alternate fire button, a toggle to switch between fire modes, and 4 seperate buttons for other actions such as scope zooming, dual weilding, tuning on lazer sights and flashlights, etc. If not for the fact that it's remembered as one of the most violently graphic FPSs ever made, Soldier of Fortune II would probably be remembered for its awesome weapons.
(rest incoming after 10 minutes has passed)
So, here's what I thought/think.
10. The Visuals - Serious Sam: The Second Encounter
This isn't necessarily something that nobody ever mentions, but I personally don't think that Serious Sam's visuals get nearly the credit they deserve. This game is beautiful. Nearly all textures feature some sort of detailing, the enemy count and level size is simply staggering, there are many kinds of great-looking graphical effects including lens flare, reflections, bloom, fog, etc, and best of all it runs on just about anything. It doesn't quite have the chops to stand up alongside Doom 3, Halflife 2, or Far Cry, but it's pretty darn close. And its texturing and scope are beyond anything that those games even dreamed of.
9. The Logs - Doom 3
We all know that Doom 3 pretty much sucked as a Doom game. But truthfully, taken on its own, it wasn't too shabby an FPS. The gunplay felt pretty nice, the environments were atmospheric, the monster designs were cool, and it looked great to boot. The biggest problem with it was that it took to many cues from System Shock 2, and not enough from its older brothers. And chief among these was its inclusion of "data logs," or audio journals left by dead crew members. And surprisingly, although this sort of thing has no place in a Doom game, the implementation of these logs was actually really really good. Unlike in System Shock 2, where each log was simply a single audio recording, Doom 3's logs included user emails and information as well as recorded diarys. Instead of feeling like you were picking up random recordings, you felt like you really were collecting the personal data of dead crew members. And best of all, most of the audio logs's voice acting was superb. Does Doom 3 deserve its title? Not really. But it should be given some credit for what it does succeed at, even if it's not what we had hoped for.
8. The Machine Gun - Wolfenstein 3d
Wolfenstein 3d...ahh, Wolfenstein 3d. It was so revolutionary, yet it's aged so poorly. Unlike Doom, whose lost none of its luster, Wolfenstein 3d just doesn't hold up too well today. Well... most of it, that is. Even in this day of bumpmapping, HDR, physics, and bloom, Wolf3d's machinegun is still one of the most satisfying weapons in any shooter. No, not the chaingun. Noob. I'm talking about the MACHINE gun. You remember, that gun you can get in the first level that makes you virtually unstoppable for the next dozen or so levels? Yeah, that machine gun. I don't know why, but there's something about it that just feels great. Perhaps it's the fact that it can massacre low-level enemies in one hit. Perhaps its the satisfying "choonk choonk choonk" sound it makes. Heck, I don't know. I just know that I've seldom enjoyed shooting a WWII weapon more than I have while mowing down Nazis in Wolfenstein 3d with my old buddy the machine gun.
7. The Interface - System Shock
The controls for System Shock SUCK. I mean, these are literally some of the worst FPS controls I have ever used. And, good lord, I wouldn't want it any other way. If System Shock had a nice, clean HUD, simple controls, and an easy-to-understand UI, it wouldn't be nearly as immersive and charming as it is. You aren't just told you're a hacker with a computerized neural implant... you FEEL like a hacker with a computerized neural implant. Your HUD is filled with text boxes, buttons, readouts, and menus. Your mouse is used for shooting, aiming, selecting HUD elements, interacting with the environment, and even movement should you choose it. The keyboard abandons WADS for a less traditional button setup that cannot be changed, and takes a huge amount of getting used to. But it all just WORKS. Instead of feeling frusdrated and overwhelmed, you feel like someone controling a highly sophisticated machine, as you bring up logs, resize your automap and activate awesome implants. When you screw something up, you feel a sense of "I need to work at that and get better" rather than "arrgh! This game sucks!" It takes a great game to disguise its flaws. It takes a fantastic game to convince you that its flaws are actually assets.
6. The Guns - Soldier of Fortune II
For a long time now, I've been paying close attention to the various effects, both visual and audio, that go with the firing of guns in videogames. The thing is, most FPSs don't do a very good job of capturing what it actually feels like. Virtual firearms lack the hard, brutal kick and feeling of power that they have in real life. Soldier of Fortune II, however, does the best job I've yet seen. When you pull the trigger of an M16 or a shotgun, you can feel the weapon slamming back into your avatar's shoulder, barely under control, and you can see in disturbing detail the effect your bullets have on enemies. You don't just hear "pew pew pew." Every bullet gives a powerful "boom" or "crack," and every reload heralds the sound of metal sliding against metal and loose moving parts. On top of this, the game has more buttons to change weapon functions than any other game I have played, including an alternate fire button, a toggle to switch between fire modes, and 4 seperate buttons for other actions such as scope zooming, dual weilding, tuning on lazer sights and flashlights, etc. If not for the fact that it's remembered as one of the most violently graphic FPSs ever made, Soldier of Fortune II would probably be remembered for its awesome weapons.
(rest incoming after 10 minutes has passed)
Post edited February 08, 2012 by jefequeso