What makes or breaks a First Person Shooter?

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deactivated-5c8e4e07d5510

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#51 deactivated-5c8e4e07d5510
Member since 2007 • 17401 Posts
Pretty much in this order: Variety story good enemy A.I. level design gunplay.
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jg4xchamp

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#52 jg4xchamp
Member since 2006 • 64057 Posts

[QUOTE="foxhound_fox"]Really... STALKER, lacking atmosphere? :lol:

dakan45

Well, yeah, cod4's version of chernobyl certainly had a better atmosphere and feeling.That is a fact. Now on stalker, cant say i find anything impressive in the series including atmosphere.

haha no

learn the defnition of the word fact

X18labs

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Wasdie

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#53 Wasdie  Moderator
Member since 2003 • 53622 Posts

Level design, enemy design (including AI), and general control and gunplay.

All elements of an FPS are important, but if one of those I just listed is not there, then the game just falls short. A lot of games have some great level design, and some aweosme enemy design and AI just lack on the weapon feel and maybe have sluggish controls.

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MFDOOM1983

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#54 MFDOOM1983
Member since 2010 • 8465 Posts
1st controls, gunplay and a.i. 2nd presentation, fully realized sp/co-op/multiplayer and story
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Postal_Guy

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#55 Postal_Guy
Member since 2006 • 2643 Posts

for me personally... a lengthy SP is a must

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cainetao11

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#56 cainetao11
Member since 2006 • 38080 Posts
I can only answer for me and Half Life series, Halo series, KZ2, Resistance series, MW and 2 are ones I enjoy a lot.
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MIYAMOTOnext007

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#57 MIYAMOTOnext007
Member since 2006 • 3061 Posts

honestly if it just "FEELS" good shooting and seeing the damage that it causes to the enemy then I will like the game. FEAR was a repetitive corridor shooter in a way, but it was fun because the act of shooting the enemies just felt good. The guns need to seem powerful and the hit detection needs to be perfect.

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RandomWinner

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#58 RandomWinner
Member since 2010 • 3751 Posts

constantly rewarding MP and optional challenges you can complete without looking up. In terms of single player, satisfying to kill enemies quick thinking without it seeming obvious. For the so called "epic" moments in CoD, don't EVER take control from the player. The coolest stuff happens as long as you have control of everything. Think Uncharted 2's collapsing building where even when you briefly loose control, it felt seamless. Definitely include coop, but make the characters work together. Army of Two (40th day atleast) really did this well, I loved it for coop, but you can't make the mistakes that one did too.

Oh and innovation is your enemy for the most part if its not on PC. Use standardized controls and don't change how the shooting works. The only thing I'd recommend changing is the player should need to think, like Mirror's Edge without the horrible level design and shooting part.

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ps3wizard45

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#59 ps3wizard45
Member since 2007 • 12907 Posts

The Multiplayer

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Juggernaut140

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#60 Juggernaut140
Member since 2007 • 36011 Posts
For an FPS to be good in my opinion, it needs to have a learning curve of some kind. I hate games like Call of Duty where you can jump into a game and instantly be on the same level as everyone else. I prefer games like Red Orchestra where it takes practice to get better.
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Blacklight2

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#61 Blacklight2
Member since 2007 • 1212 Posts

Great FPS - Awesome gameplay.

Bad FPS - Poor Gameplay and community.

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BPoole96

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#62 BPoole96
Member since 2008 • 22818 Posts

It has to have either "Halo" or "Call of Duty" in the titie

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theuncharted34

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#63 theuncharted34
Member since 2010 • 14529 Posts

either having atmosphere and style or not having atmosphere and style.

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Eggimannd

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#64 Eggimannd
Member since 2009 • 1734 Posts

Atmosphere is definitely what is the most important in an FPS for me. I like to be completely immersed in the game's world when playing and not detached which is the case with a lot of games out there.