An Early Look At Next-Gen Shooter Bodycount 238
If you ask fans of first-person shooters what feature they'd like to see in a new game, their answers — now and for the past 15 years — probably involve destructible environments. Game developers have tried to satisfy this demand with scripted events, breakable objects, and more crates than you can shake a rocket launcher at. However, Bodycount, an upcoming game from Codemasters Guildford, is aiming to deliver what gamers have wanted for so long: the ability to blast apart whatever you please. Quoting the Guardian's games blog from their hands-on with the game:
"... it's not just about effect, it's about access. In Bodycount, you can blow chunks out of thinner interior walls, allowing you to burst through and catch enemies by surprise. You can also brilliantly modify cover objects – if you're hiding behind a crate and want to take out enemies without popping up from behind it, shoot a hole in it. Bingo, you've got a comparatively safe firing vantage. The difference between this and say, Red Faction or Bad Company, is that the destruction isn't limited to pre-set building sections. It's everywhere. This should, of course, grind the processor to a halt, but the team has come up with a simple compromise to facilitate its vision. 'The trick is that we're not running full physics on everything,' explains lead coder, Jon Creighton. ... This is tied in with one of the best cover systems I've ever seen. While in a crouching position (gained by holding the left trigger down), you can use the left analogue stick to subtly look and aim around your cover object, ducking and peeking to gain that perfect view of the war zone. It's natural, it's comfortable and it's adaptive, and it will surely consign the whole 'locking on' mechanic to the graveyard of cover system history."
The only question that counts: (Score:5, Interesting)
Will this also be available on a system with an input controller suitable for shooters? Like, say, a mouse?
Else, pass. No matter how good the effects, if I can't control my character, I don't need it.
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I agree, but I'd also like to point out that the technology is ready to give players the separation of vision and aim.
I want to be able to watch in a direction, run in another and shoot in another one. As running is going to be linked to a hand (as foot controls are cumbersome) and shooting to the other, vision should be linked to head movement.
What I'm suggesting is: Don't "evolve" to mouse control if you can truly evolve.
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Wait, uh, how do you line up a target your not looking at?
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Yeah, my thoughts, the only 2 times in a game when this would work would be:
1. Lock on targeting, like MMOG, oh wait, people already do this with pan camera, select a target and run in another direction.
2. When using a weapon as a suppressive tool, but then, you are generally not wanting to look away in case you are not hitting near your target and they are lining you up for a shot.
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Haven't played any of the older Tom Clancy games, I see.
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2. When using a weapon as a suppressive tool
I've never seen this actually work in a game. Not against AI, not against humans. In real life, a single stray bullet can easily ruin your day, so caution is obviously smart. In a game, someone firing in your general direction is unlikely to hit anything, and even if they do, no big deal.
I agree. I've only ever seen it work in games with a HIGH penalty for getting shot or injured AND the people playing were somewhat skilled so that the standard run forward and ev
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Aside from that, I can't ever see a situation where I would need to be looking in one direction while firing blindly in another.
and
Wait, uh, how do you line up a target your not looking at?
Years ago I played a state-of-the-art full immersion shooter with headset for visuals and gloves for pointing, etc. The graphics were pretty lame (compared with the current crop) but it was awesome to be able to run through a room whilst focusing on the door I was running towards and be able to shoot the bad guys on either side by aiming just using my peripheral vision.
So, I wasn't (directly) looking at the target(s), or indeed firing blindly (as I hit most with the first shot!) and with good (binocul
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In the same vein, I can run at a door and track and shoot targets perfectly well with my mouse and keyboard without losing my bearing about my heading or target and what would you rather focus on, the door or what will be shooting back at you?
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If your plan is to get to cover rather than kill the enemies, probably the door.. in this situation, mouse = good, keyboard = not quite so good (as an analog stick). I basically vowed years ago that I'd never play FPSes on a console, but it isn't so bad when you get used to it, and as long as you know everybody else is limited in the same way. Still, I'd like to be able to play most games with a mouse for aiming and a pad for other controls - and in fact you could do this with Quake 2 on the PS1. I wonder i
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I've never really enjoyed the Unreal style of "shoot your enemies a million times" compared to games where one or two decent hits will kill (not counting stuff like the Sniper rifle in Unreal). This discussion actually made me look into the subject and I've just ordered a Fragnstein [bannco.com], looks like a decent option and it should work with any of my FPS games :)
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Originally Quake 3 was going to have this control style ... "this" meaning a control scheme where you can simultaneously run, shoot and look at different directions.
[citation needed]
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My first thought was the Mechwarrior games as well, but the combat in those games is closer to a flight sim or a tank game than a FPS. I have absolutely no desire to look and shoot in separate directions in a FPS. I just make my mouse very sensitive and if I want to peek in one direction, I just look over quickly and look back. This way I can glance as quickly as IRL. Having a 16:9 screen helps.
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All nice and fine, I'm not religiously attached to the mouse/keyboard style of controls. I'm all game for better input controls.
I'm not complaining about an input method other than my prefered one. I'm complaining about one that is, at least in my opinion, not suited for the game at hand. I find trying to aim with a game pad highly frustrating. You push that thumbstick ... ok, a bit more to the right... no, not that much, a bit back ... sigh, again too far, let's take a step to the left maybe we can even it
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I agree, but I'd also like to point out that the technology is ready to give players the separation of vision and aim.
Mechwarrior 2 had this control scheme. You controlled the direction your legs were moving in, the direction your torso was aiming, and the direction that your guns were aiming, all independently. Most people just locked the targeting to the center of their torso.
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Suppressive fire?
Using a weapon that has an area of effect so accuracy doesn't matter so much?
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*HD ready.
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Never saw a resolution iwth 640 vertical lines but in 2000 I was using a trinitron that did 1200P @85hz. If I'd had a little more $$$ I could've gotten the widescreen version that did 1500P.
Oh I'm sorry I forgot mentioning that makes the "Chyeah 1080P brah" crowd froth at the mouth a bit.
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Re:The only question that counts: (Score:5, Insightful)
PC games: RPGs, first person shooters.
If it ain't on PC, you can take one lost sale away from the "OMG TEH PIEWATS!" statistics, and add it onto "Don't know which platform a game should be developed for" chart.
I've played FPS games on a PC and a console. If I have to wait 2+ seconds to spin 180 degrees, or the same amount of time lining up the crosshair / ironsight to get a headshot, you've failed in creating a good FPS.
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These days I play FPSs solely on the 360. I'm forever getting the most kills, the most headshots, leading the pack - why? Either I've gotten better, or everyone else has gotten worse.
I can flick the thumb stick and the crosshair lands pretty close to the target. No different than using a mouse. A little step left or right with the lef
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Your eyes have apparently gotten worse as well if you haven't noticed that most modern console shooters are that easy because they're basically doing half the aiming for you.
Oh jeez (Score:2)
I'm a PC gamer and I prefer a keyboard and mouse for FPSes. But a gamepad is generally usable as well, it just takes a little getting used to. Every non-PC gamer on the planet seems to be OK with playing FPSes with a gamepad...
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I'm a PC gamer and I prefer a keyboard and mouse for FPSes. But a gamepad is generally usable as well, it just takes a little getting used to. Every non-PC gamer on the planet seems to be OK with playing FPSes with a gamepad...
As does anyone who has only ever had McDonald's hamburgers. It works, but there IS better out there, they just don't know it.
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Seconded. Only consoles and pussies need a cover system. Because they are too inexact and clunky.
If you disagree, let’s meet for a round of Quake 3 Challenge Pro-Mode Arena on my server. You with the console, and no aiming assistance, and me with my real computer. ^^
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The less lawful person inside me would say that this problem is easy to fix, compared to the problem of having to use a controller that's not suited for this type of game.
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Because they suck for it, not accurate enough or fast enough for them.
Its the same thing as when people think "oh a touch screen would be awesome for FPS", no, no it isn't.
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Was talking touch screen on pc, but point taken, the game definitely needs to be customised to the input for it to work.
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Yeah, well, I have that in my PSOne. But those are not for FPSes, those are for rail shooters. I think an accelerometer could be used for things like leaning or so. Not that I would prefer it over normal buttons.
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Oh, I didn't know about those schemes. I'm still attached to the whole concept that the game only knows where you shoot, not where the gun is at all times. Lots of images of arcade Time Crisis still in my head :)
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Re:The only question that counts: (Score:4, Insightful)
Nonsense. The reason we can't control our characters in PC gaming is because game manufacturers have figured out that they can cut a corner and port their crappy console games for PC.
Companies that don't develop specifically for the PC platform are leaving a lot of money on the table, DRM or not. The ones that figure that out are going to make a lot of dough.
The Half-Life games were not crappy console ports, and they made Valve enough money to start Steam. And Gordon Freeman was not some 2nd-person wooden puppet that I had to use combination techniques to fight with or run with. When I said "jump" he said "how high?". When I said "duck" he ducked. With a crowbar in one hand and his dick in the other he crossed friggin' dimensions to put shit right...
Sorry, I got carried away there. Anyway as I was saying, somebody's going to figure out that people on PC's want to play games and we've got the hardware to do it. We'll pay for games, too, but you can't fuck us around with console ports and if you treat us like criminals with the always-on DRM, we're going to act like criminals.
Two thoughts (Score:2)
And the feeling of destructible environments is fun. It would be fun even if it didn't serve a purpose in the game - seeing a firefight in a confined space cause decent-looking bullet holes in walls and "more crates than you can shake a rocket laun
Space Invaders (Score:5, Funny)
"You can also brilliantly modify cover objects - if you're hiding behind a crate and want to take out enemies without popping up from behind it, shoot a hole in it."
Space Invaders has had this feature for a while now.
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Also, reading the sales brief for a previous game (also named Bodycount, funnily enough) one notices a few.. marked similarities:
http://www.mobygames.com/game/operation-body-count [mobygames.com]
Quoting:
"OBC also features a near fully destructible environment; the Flame Thrower can set bad guys, scenery and the level itself on fire, which could make movement extremely hazardous for the player, especially as the fire randomly spreads. The Grenade launcher meanwhile can destroy any wall (with some hard coded exceptions)."
Whi
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"OBC also features a near fully destructible environment; the Flame Thrower can set bad guys, scenery and the level itself on fire, which could make movement extremely hazardous for the player, especially as the fire randomly spreads."
Fire doesn't randomly spread. It spreads fairly predictably, in fact.
Also, wouldn't a crate that you can blow a hole through make for a pretty useless piece of cover? Given that your adversaries can blow holes right back...
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Fire doesn't randomly spread. It spreads fairly predictably, in fact.
I am just imagining how fun random fire would be. Although it is not truly random if there is no possibility that you face can light you a$$ on fire.
Also, wouldn't a crate that you can blow a hole through make for a pretty useless piece of cover? Given that your adversaries can blow holes right back...
We will of course implement the same mildly retarded AI that is currently used. So if they cannot see you then you are not there. Even if the box you are crouching behind is shooting them.
-matt
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It depends. Fire spreads differently if exposed to wind. Since wind can be random and you can't "feel" it in a game, fire can also be quite random for the player.
Re:Space Invaders (Score:5, Funny)
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But that's half the fun of open-world, sim-like games (the ones that actually deserve the "sandbox" term). Sure, major unintended functionality should be ironed out in testing, but the ability to approach a situation in a way the designer never anticipated is fantastic.
Re:Space Invaders (Score:4, Insightful)
Why does it stop? Probably because some guy set a couple of oil drums on fire, which lit the grassland and started a forest fire.
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Hahaha! So true.
My *favorite* thing about Halo for PC was that there were places where you could bypass part of the board by doing something unexpected. There's a bridge in one place, for example, were you are supposed to fight your way across, into the mountain on the other side, and emerge in the valley underneath the bridge, then fight your way up another mountain at the end of the valley. OR you can steal a banshee, if you're fast enough, and fly straight to the other mountain. OR you can slide down to
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True Combat, Quake 3 mod, had the ability to shoot through object for some time. Too bad enough players for critical mass was not included.
Re:Space Invaders (Score:5, Insightful)
Not to mention that if a shot from your gun makes a nice hole in an object for you to see through, how many holes in the object can the enemies make? And how many of those holes will proceed with their holiness into you?
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That's a good point, and shouldn't enemy fire have the same capacity to eventually blast through your cover?? the advantage then becomes who knows where the other guy is, which could go to you or them. Sounds like fun to me :)
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Bender: [panicked] He's a mad man! A mad man!
Bad Company 2 (Score:2)
"You can also brilliantly modify cover objects - if you're hiding behind a crate and want to take out enemies without popping up from behind it, shoot a hole in it."
Sounds suspiciously like what I did in BC2 last night. Noob tubed a hole in a cement barrier and blew out the wall on the side of the building so I could cover the MCOM station. Took the attackers (squad rush) a few minutes to figure out where I was at since the kill cam was turned off.
Wasn't this done before (Score:5, Informative)
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Well, from the summary I infer that it wasn't fully:
The difference between this and say, Red Faction or Bad Company, is that the destruction isn't limited to pre-set building sections.
But Wikipedia [wikipedia.org] says different:
GeoMod allows the player to alter (and destroy) the environment so significantly because of the way it designates altered (or "GeoModded") areas. Whereas other game engines would have to modify the shape of the altered object to create a similar effect, GeoMod creates special objects which represent empty space.
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There were internal environments (most irritatingly, cubicles) which were immune to geomodding.
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Yeah, but wouldn't that be "realistic"?? to blow up a house you'd only need a grenade; to blow up that reinforced bunker you might have to go find a pocket nuke. So I'd say it's a matter of what's explodable being reasonably logical, depending on the materials it's made of. You wouldn't expect steel plate to fall apart like balsa after just a few shots; personally I'd be disappointed if everything had the same shatter strength.
Of course the same should apply to enemy fire and your cover ;)
Re:Wasn't this done before (Score:5, Funny)
No, that was Boulder Dash [wikipedia.org] ;)
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so did Nethack :P
Except when the floor was too hard to dig in.
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The first Red Faction was cool in the sense that yes, just about everything was destructable but after you finished blowing away the current level you were left with a cool metal boxframe that reminded me of Bomberman but in 3D.
The latest Red Faction is similar in that you can destroy just about any building but the landscape at least remains the same.
Either way, its been done before, and the only thing this "Next-Gen" might do to interest me is 4 player split screen, because Red Faction: Guerilla was too p
Brilliant! (Score:2)
You hide behind a crate, through which you can easily shoot a hole. This happens without anyone hearing the shot, the splintering wood and no one notices the exit hole in a random crate through which muzzle shots flash. _Then_ you shoot through said hole, not seeing anything. Your Magical Box Of Holding will then just eat all bullets which want to go the other way.
Moral? If you say you make realistic environments, make realistic examples.
Also, I probably care more than I should ;)
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Your typical shipping crate is fashioned from two kinds of woods - a hard, dense kind (beech, oak, etc) for the edges and a softer, ligher, cheaper kind (fir, spruce) for the rest of the panels. FMJ rounds may cause some (little) splintering in the former, but should pierce right through the latter, leaving very small holes (5-6 mm for a typical 5.56 mm round).
A silencer can take care of a lot of the noise, with the usual goal of moving the emission spectrum into a zone that's more difficult to pin down aur
FULLY destructible? (Score:2, Insightful)
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Yes, this pisses me off too. Until I can literally destroy *anything* in the game, without limitation at all, even if the game slowed to an absolute crawl when I do so... it's not a "true" destructible environment. I should be able to knock down every building, chop every door into small pieces, blast a tunnel through a hill or mountain, drain a lake by building a canal system etc... anything else is just "another" clever way of making it look like I can do that but actually just changing the limits of wh
Paradox? (Score:5, Insightful)
...fans of first-person shooters... ...can use the left analogue stick...
Your implication is quite ludicrous, sir.
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Well, he's damn right. If you can't handle that ,well, hide under a rock.
Instead of hiding under a rock, can I just continue to play and enjoy my console games where I shoot people from a first person perspective?
FPS games will never be console games unless some sort of revolutionary control pad appears.
*shrug* call them whatever you want, I guess. There's shooting, it's from a first person perspective, and it's fun. But I wouldn't want that to stop you from trying to shit all over someone else's enjoyment with your pointless sass and trash talk.
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*shrug* call them whatever you want, I guess. There's shooting, it's from a first person perspective, and it's fun. But I wouldn't want that to stop you from trying to shit all over someone else's enjoyment with your pointless sass and trash talk.
Which is exactly what you're throwing up on the keyboard?
Console is good for platforms, sports, driving, adventure.
PC is good for strategy, MMORPG, and FPS.
Plain and simple.
If you're feel so insulted by pointing that out, well, I think you would do well to the world hiding under that fucking rock.
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Which is exactly what you're throwing up on the keyboard?
I'm trash talking you in that I'm accusing you of trash talk? Sure, whatever. If it makes you feel better, look at it however you like. I'm not really expecting a lot from this conversation.
If you're feel so insulted by pointing that out, well, I think you would do well to the world hiding under that fucking rock.
Insult me? I think you have an inflated sense of your own importance. It's not so much that I'm threatened by your opinion as perplexed. If a person enjoys playing first person shooters on a console, what do you care? I thought the point of video games was to entertain yourself and have fun.
More British terminology (Score:4, Funny)
Ah, but then there's Black. Released at the fag end of the PlayStation 2 era and developed by Guildford-based studio Criterion, this 2006 cult classic, was a stylised, hyper-kinetic deconstruction of the FPS concept.
I take it that's what non-British speakers would call "the tail end"? Otherwise, that's a pretty gay piece of tail they're smoking.
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They're clearly talking about the period towards the end of the PS2's life when it gained a huge gay following...
No, it's one of those idioms that confuses Americans in the UK and gets Britons in the US into a lot of trouble; a fag is a cigarette, thus a fag end is a cigarette end, thus they are indeed referring to the tail end of the PS2's life.
Re:More British terminology (Score:5, Funny)
You're a cigarette.
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Actually, I'm quoting Kevin Smith, you whippersnapper.
Now get off my lawn!
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It must get really confusing when you start talking about the fag end of a fanny pack.
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About your sig:
Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
Nope, Funny moderation does not give you any karma at all.
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Fanny packs have a different end we should know about??!
Next next gen. (Score:5, Insightful)
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Quake-like FPS games aren't suitable for consoles, therefore they are not being made anymore.
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Interestingly enough, I think Quake 3 on the Dreamcast was the best console FPS ever.
For some reason though, it sucked hard on PS2.
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Quake-like FPS games aren't suitable for consoles, therefore good FPSes are not being made anymore.
There. Fixed that for ya.
Seriously. Quake (especially CPMA) is pretty much the perfect shooter. You can’t improve the pure shooter aspect anymore.
And if you want to talk about other aspects, let’s talk about System Shock (1) which came out 3 months after Doom (1), and which still is unbeaten in what you can do.
Lame (Score:2)
Getting hyperbolic language from the game's lead programmer is...unconvincing.
"Everything being destructible" isn't much of a goal, particularly in their example. Shooting through a box to give yourself cover? Um, if I can shoot through it and destroy it, how much value does it provide as COVER?
No, as a longtime shooter fan what I'd like is more along the developmental lines: I'd like a 3d world engine in which you actually BUILD things from their pieces, like in the real world. If I build a wall of 3d-m
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That sounds like Red Faction:Guerilla, though you can't assemble things - but it does have all the structural stuff you're referring to.
Ummmm ... (Score:2)
"if you're hiding behind a crate and want to take out enemies without popping up from behind it, shoot a hole in it."
If we're looking for realism, I'm pretty sure in the real world a crate you can shoot a hole through is one the guy on the other side can shoot a hole through.
Probably not good cover.
Not being seen (Score:3, Interesting)
Cover can serve multiple purposes such as armor or camouflage. Cover that you can shoot a hole through is not going to make for effective armor, however it may serve effectively as camouflage.
And for those who've forgotten the importance of not being seen...
http://www.youtube.com/watch?v=idXgVLpB6bY [youtube.com]
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Brown Note time! (Score:2)
Um, not so safe (Score:2)
If you can shoot through one end of it, I'm pretty sure they can shoot through the other end of it.
Left Analog Stick? (Score:2, Insightful)
Next Gen? (Score:2)
Did Anyone Else... (Score:2)
Hear Smash TV when you read the word "Bingo" in the quote?
What I want to see... (Score:2)
...is something else than the “run around and shoot everything in sight, press this button there, and perhaps have this cutscene”.
You know... something different than just re-heating old ideas.
I mean, System Shock 1 still beats most FPSes in terms of what you can do, hands down. And that game is exactly as old as Doom 1. (Yep, while Doom got the publicity for the gore, SS1 was the real innovation here.)
Leaning is innovative? (Score:2)
Am I missing something, or is leaning to one side a control feature that's been available in (PC) FPS games for a decade or more?
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Random Fact: No one cares.
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In Trespasser, it's all about the boobs. [google.com]