They actually really were, those older FPSs had some serious dungeon crawling 'Action RPG' logic behind them; which made sense they were derived from the genre, right into the level architecture and gameplay tenancies. Exploration was part of the gameplay, which of course could be terribly bad (key hunts oh dear).Apparently those pauses in the action were playing the game.
Wasdie
Modern shooters are criticised in a way that makes them comparable to Time Crisis but with control over the pcs movement. Stop and pop relentless shooting, built around setpieces and moments which more often than not removed the player. Not that it can be all bad at all, see Bulletstorm, but it is a common trend that's overused.
Just like brown mazes and key hunts in the 90s.
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