In my childhood there were no shooters, we called them differently – “shooters”.
There were a lot of them, and all of them were united by one simple mechanics, a methodical shooting of opponents. It has not changed until now, for one simple reason – It is fun. I recently passed the game that made me watch at a different angle throughout the genre, and I remembered a few games that gave me the same emotions as she also. It is about shooters that give new emotions and experience that I want to talk.
Heritage Call of Duty
At the beginning of the 2000s Call of Duty Popularized the gameplay, which is well familiar to all of us now. If earlier in the games there was a purebred action, where the player only needed to destroy enemies as efficiently as possible, then Call of Duty introduced such a thing as cinema. In general, it has done it again Medal of Honor Under the leadership of Stephen Spielberg, but it was Call of Duty who popularized.
This was expressed both in scribbled moments and in gameplay. The pace of the game became much slower: there were many shelters at the levels, aimed shooting appeared, enemies applied a lot of damage. All this together pushed the player to a certain sequence of actions – to take shelter and methodically shoot the enemy, gradually changing his position.
In the future, the pace of the game slowed down even more, but they became more spectacular. Self -healing health appeared, which forced you to occupy a shelter much more often until your health is restored. The shooting from the hip remained in the past, if in the first games it was possible to conduct a shootout without resorting to the use of the sight, then in the future it became almost unrealistic. I had to aim more accurately, which further reduced the pace.
You can shoot from the hip in any part, but in the first it is done much more convenient.
It was this type of gameplay that became dominant in modern shooters, most of which are games about military conflicts. Such mechanics suit them, and game cats are only beneficial, adding kinematographic by this game. Not all games follow this path.
The fall of the titans
Titanfall 2 – A unique game. She gives fresh emotions and new experience to the player. The developers did not get rid of health regeneration or aiming, but shooting from the hip has become much more convenient. I did not waste time on aiming, which is why the game increased its pace, and the speed of shootings increased.
In addition, our character knows how https://fortuneclockcasino.co.uk/ to do a tackle, which allows you to take the enemy by surprise and conduct a series of beautiful shots, after which we can safely jump onto the wall and make a tactical retreat or go from the flank and continue to beautifully exterminate the enemies.
The game refuses hide and seeking for shelters and methodical shooting of opponents, but offers movement and gives everything necessary for this. She spurves the player in every possible way to change her position. For example, at a certain moment, rapidly moving robots appear, who try to get close to the player as much as possible and explode next to him, they work as an excellent incentive for movement along the entire location.
The murder in the tackle is one of the most funny ways to shoot opponents that makes you constantly move.
By the way about locations. Each built in such a way as to give the player new impressions. At the very beginning, we get to the factory for the assembly of rooms, for combat simulation. Our goal is to go up, but the difficulty is that the level consists of a randomly moving platforms by which you need to move. The attention of the player, which has already adapted to the static environment, begins to dissipate and needs to make considerable efforts to concentrate and carefully monitor the situation.
Together with enemies, the method of movement and level design, the game keeps us into a state of light tension and makes me look for non -standard, for my typical representation, methods of moving and battle with enemies. Simply put, she throws us into uncomfortable situations in which it is nice to be.
But most of all I liked the level where we are offered to travel in time and all his passage is built on this. Our movement begins to change, moments with platforming require more attentiveness, and the battle with opponents is radically transformed. We can move between a clean laboratory at any time in the past and abandoned in the present.
Opponents remain in their time, which gives us the opportunity for tactics. But if you were shot, and you decided to hide in the past – nothing will come of you. Evil representatives of the local fauna are expected there. Thus, you have to quickly remember the location of the enemies in each of the temporary lines and quickly move between them, in order to survive trite. As I said: “Damn it is nice in such situations”.
Titanfall 2 sets the pace at the very beginning of the game, which withstands to the end, and so that the player does not exhale, she throws him into unusual situations. All this is achieved thanks to the very things that I talked about earlier, the main of which can be called movement. But I would like to talk about another game that partially built on a similar principle, it makes you get out of shelter.
Bullet storm
Bulletstorm – unpopular game, but it can definitely be called a cult. The developers managed to create a magnificent gameplay, which is complemented by an excellent story with a good scenario, which, objectively, are very few in shooters. How did the developers manage to achieve magnificent gameplay, abandoning the hide and core behind shelters?
In the game there is a system of incentives. Depending on how you kill the enemy, you are accrued by glasses that are reinforced by a delicious description of the murder you have made. He threw the enemy into the air and juggled it with a shotgun, made a “juggler”, while falling into the anus, you will get an “anal sex”. He wrapped the enemy with a grenade and kicked his friends into the crowd, you get a “Rocket Man” and there are a huge number of such techniques.
In French-this is when you demolish the heads of two enemies or more, an explosive charge.
I think it is unnecessary to say that such a type of gameplay makes you experiment and look for new methods of killing the enemy and do not want to hide behind the shelter, although it is sometimes necessary. Each weapon has its own unique list with techniques for which you get glasses that can be spent on buying cartridges or improving weapons.
The weapon in the game is an integral part in the variety of gameplay, each of them allows you to use a new approach to the battle with enemies, whether it be a sniper rifle with a controlled bullets, a shotgun that has a siping everything around or a drill that sends the enemy to flight. Each of the weapons has an alternative type of shooting, which is insignificant, but still differs from the standard and makes a variety of gameplay.
The levels themselves have a “dangerous environment”. Somewhere there will be sharp spikes or cacti, on which you can plant an enemy with a delicious kick, and somewhere bare electric wires or neon signs. Thus, the game encourages interaction with the environment, which introduces diversity to a steep fighting.
If Titanfall 2 was about movement, then Bulletstorm about style is Devil May Cry from the world of shooters. Such games make you look at the usual mechanics in a new way and allow you to have a great fun. They correspond to the simple principle: “Easy to Learn Hard to Master”, it is easy to master, it is difficult to become a pro. Recently, more and more shooters have been trying to rethink old mechanics and on their basis create something truly interesting. Whether it is the recently released doom and his many expected continuation or restarted Wolfenstein.
When many points appear on the screen, you experience real euphoria from the work done. This picture is far from "many"
Such projects, although they begin to appear more and more often, but there are still few of them. Therefore, he only returns to turn his gaze into the past and try to recall games that somehow unusually used such simple mechanics as firing at enemy. I am offhand remembers Timeshift with its movements in time and Singularity with a similar idea.
And what shooters were remembered for you, where a non -standard way to kill enemies was represented? Waiting for your examples in the comments …
Superhot, I forgot to mention her, a great example in the context of this story.