[QUOTE="skrat_01"][QUOTE="dakan45"]Better than halo yes, better than killzone 2 i doubt, crysis has very weak fps gameplay.dakan45
No it doesnt. It doesn't go by standard shooter conventions the likes that Killzone 2 do - copying titles like Medal of Honor AA and Half Life in design (its that dated). Crysis core strength is the sheer density and complexity of its game design. Yes it does, re-read my above posts to understand what i mean "pure fps gameplay" "Crysis core strength is the sheer density and complexity of its game design." EXACTLY not its fps gameplay, well in call of duty 4 and killzone 2 the "core stregnth" is the fun fps gameplay which is done right. Not their linearity or their psychics, its the godamn shooting which is fun in killzone 2 and its not fun in crysis, therfore its weak.What is commonly recognised as pure FPS gameplay = that of the likes of Doom.Run and Gun, circle strafing, collecting pickups, and killing many, many creatures with powerful weapons.
Your definition of 'what is FPS gameplay' is completely flawed in this regard, as none of these games are 'pure shooters', they are all hybrid designs from a variety of other shooters that bent shooter design conventions.
Which makes Crysis just as much of a shooter as all of these games, despite is much more complex design.
And run and gun is very enjoyable to me in Crysis, enhanced by the scope of level design, and flexibility of the nanosuit, and weapon modifications (on the fly). The dynamic A.i. also enhances this.
Reality is the shooter has evolved far beyond its original conventions, which is why games like Serious Sam and Painkiller, that relate back to shooter design conventions almost two decades old stand out.
And no that does not fit the definition of 'weak' in design.
Quite frankly shooters such as Killzone 2, relying on strict level design and scripted 'awe' sequence, following general shooter conventions are much more weak in design, relying in high production values, to enhance the experience.
A shooter that defines traditional and popularised design conventions such as Crysis, realising something much more complex and compelling is an example of strong design in the genre, despite its own flaws.
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