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Fosssil

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Fosssil

639

Forum Posts

8912

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25

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#1  Edited By Fosssil

@Driadon: It really is one of the best examples I can think of where a great game was doomed to failure by absolutely horrific marketing. Mechanics-wise, the Shadowrun FPS is exceptional. Unfortunately, it was all but guaranteed to be a failure after they decided to shoehorn it into the Shadowrun universe (where it clearly didn't belong) and in doing so anger an existing fanbase, instead of trying to make an original brand identity for the game. Also, the $60 price just crushed any chances it had of being an impulse buy for curious shooter fans. I can't help but think that it would have been a much bigger success as an XBLA release for 1200 or 1600 Microsoft points -- it would have been a perfect Summer of Arcade title.

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Fosssil

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#2  Edited By Fosssil

@Sackmanjones said:

YO SHADOW RUN IS A MULTIPLAYER FPS!

SEE GUYS!
SEE GUYS!

God this game was terrible, nice to see it going back to its rpg roots
God that game was awful, anyway this sounds interesting

It was actually one of the deepest and most skillful console FPS games ever made, despite being a poor use of the Shadowrun brand. Hugely underrated game that would have benefited greatly from being an original IP.

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Fosssil

639

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#3  Edited By Fosssil

@big_jon: The problem with sprint in Halo as compared to other shooters (like CoD and Battlefield) is that the kill times in Halo are not even close to being fast enough for sprint to be a balanced option. In CoD or BF, sprint is purely offensive in nature. In those games the kill times are so quick that in most 1v1 encounters the player who sees the other player first gets the kill 99% of the time. That means that in those games sprint cannot be used to flee from an unfavorable encounter -- by the time you turn around and start running in a different direction, you're probably dead. Sprinting in those games is used purely for quick flanks, and adds depth and pace to the gameplay.

In Halo, the opposite is true. Unless it's a lopsided engagement where one player is holding a power weapon (ie. Rockets, snipe, shotty, etc.), the player who is seen by the other typically has plenty of time to react, and in many cases fight back. Now, in previous Halo games if a player was surprised by an opponent, running was rarely an option (occasionally you could "Strongside" away if you were lucky, but most of the time that didn't work). A majority of the time the player with superior positioning would kill his less-aware opponent; those types of encounters made up the fundamental element of "map control" in Halo. It wasn't quite the same as CoD or BF in terms of quick kills, but generally speaking a player who was wandering blindly around the map and not positioning himself smartly was punished for being out of position by a skilled opponent. This is taken a step further when the player who has the superior positioning is able to control the map's power weapons, and directly influence the location of the opponents' respawn based on their own positioning (at least in Halo 1; in 2 and 3 spawn behavior was more random so it was more of an educated guess based on known spawn points).

However, with the addition of sprint to the Halo sandbox, a player who is caught out of position and being shot at by an opponent can now easily flee from the fight, as it takes several shots to kill a fully-shielded player in Halo. In CoD or Battlefield, sprinting from a fight is extremely rare; in Reach, it's commonplace. In many ways, the addition of sprint in Reach destroys map control. A player who would have been punished for bad positioning decisions in any of the previous Halo games now suddenly has a "get out of jail free card" that he can use to bail himself out when he makes a dumb movement mistake and starts getting shot by an opponent. Further, in some cases he actually gains an advantage by sprinting away, as the player who was shooting at him is at a disadvantage to grenades or other opponents if he decides to use his own sprint to chase. If the player decides not to chase, the encounter becomes a stalemate, and all of the work that the first player did to gain a positional advantage is voided. Instead of empowering the more aware player to kill his opponent and establish map control like in CoD or Battlefield, sprint in Reach is mostly defensive in nature and (ironically) slows the gameplay to a snail's pace. I'm not saying sprint can't work in the Halo sandbox, but it isn't optimal with such slow kill times. And I don't know about you, but I personally don't want them to decrease kill times just to make sprint more of a viable option; CoD already does that style of gameplay well enough, and I want my Halo to play like Halo.

Sorry for the long read; hopefully that explanation is thorough enough.

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Fosssil

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#4  Edited By Fosssil

@zombie2011: Dude, the addition of movement AAs (sprint, jetpack, to a smaller extent evade) in Reach ruined traditional map control.

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Fosssil

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#5  Edited By Fosssil

In all honesty, nothing that I saw in the ViDoc or in other media coverage has inspired any confidence that this game will be better than Reach. The only reason I have to be optimistic for this game is that Bungie is finally done with this series, but now I don't know if 343 is bold or smart enough to take the game back to its roots and leave behind the messy mechanics that Bungie burdened us with in Reach. For example, Sprint as a fundamental concept just does not work in Halo gameplay, yet 343 is inexplicably bringing it back for Halo 4. I know the rumors of CoD-style "perks" have been somewhat debunked by Frankie over on GAF, but obviously the journalist who used the term "perk" was describing something in the game that is outside the ordinary for Halo. That something is more than likely another unnecessary, unbalanced gimmick in the same vein as Dual-Wielding in Halo 2, Equipment in Halo 3, or the terrible Armor Abilities in Reach. I know it's premature to complain about a feature that hasn't even been revealed yet, but if previous Halo games are any indication then this new whatever-it-is won't add anything but frustration to the gameplay. And while I'm somewhat happy to see the return of the BR for purely nostalgic reasons, which BR are we getting? The no-spread, hitscan BR from post-patch Halo 2 that was consistent and rewarding of the more skilled player, or the Halo 3 BR with random spread? I want to believe that 343 can get it right where Bungie failed, but I'm not going to get my hopes up.

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Fosssil

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#6  Edited By Fosssil

Zero Bloom is great, because it finally feels like I'm playing a Halo game. 85% bloom is still 100% too much, so it can be very annoying when ZB isn't presented as one of the voting options. I really hope that 343 doesn't mix the 85% bloom gametypes with the ZB gametypes in future playlist updates, and that we can get some ZB Objective gametypes soon.

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Fosssil

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#7  Edited By Fosssil

@Resident4t: Republic Commando was the game that I thought of as soon as I saw the thread title. Such an underrated game. Tight, focused gameplay with intuitive squad mechanics, responsive controls, and a quality narrative that made great use of the Star Wars universe. Plus, it was easily one of the best-looking games of last console gen. Maybe one day LucasArts will wise up and give us a quality sequel.

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Fosssil

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#8  Edited By Fosssil

@ez123: The update itself will be released later this month, but the Matchmaking playlists that take advantage of the new gametype options being added by the TU won't be added until October.

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Fosssil

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#9  Edited By Fosssil

I'm so glad Bungie is not in charge of this series anymore. 343 just took a game that was only marginally better than Halo 3 and, with a few small changes, transformed it into a game that will far surpass Halo 2.

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Fosssil

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#10  Edited By Fosssil

Not even close to the definitive Halo; it's only marginally better than Halo 3.

H: CE >>>>>>>>>>> H2> Reach > H3.