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Decline Shooters used to be better (but not as much better as we think?)

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Indeed, Unreal was awesome and it had some of the most memorable levels in all FPS games. My favourites were already mentioned - ISV Kran (several levels where you fight through a crashed starship) and the Sunspire (a single huge tower where you fight your way to the top). I don't recall ever seeing a level as visually impressive as the Sunspire in modern FPS games (although admittedly I haven’t played that many of them). Unreal also had great enemy AI going for it - the way those hulking enemies would effortlessly dodge your fire while rushing you is definitely something that I've never seen since.
 

sea

inXile Entertainment
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This is a great example, I think, of sea's point about variety. Of course, I think the best games of the old generation, like DF, did this well, but not to this extreme in my recollection.
Thank you. This is exactly what I meant but I didn't really feel like going into a level-by-level deconstruction.

Now, it's also very fair to say: old-school shooters often had a lot of variety between levels, though I would argue rarely within levels did you see much change. Again, Jedi Knight, Unreal, etc. are pretty good examples of the best level design seen in shooters of the era... but there are a lot of poor shooters from around the same time that lacked their attention to detail and smart design sense (Blood II, Klingon Honor Guard, Daikatana etc.).

It's also very fair to say (as I already mentioned) that usually, the variety and pacing in objectives, level design, space (i.e. open-ended or close-quarters) and so on also comes at the expense of non-linearity and almost by nature creates a far more scripted and limited experience. You must do the rail shooter section during the rail shooter level; you must do the forced stealth section in the stealth level, whereas older games would give you more options and let you do whatever you want in most cases.

The counter-argument to the above, however, is that sometimes restricting the player is actually better than giving tons of options if your goal is not to facilitate player choice, but to facilitate diverse objectives and scenarios. Remember that we aren't talking role-playing games here, but pure shooters - while normally I would say meaningful player choice is at the forefront of good gameplay, it's also worth considering that in an arcade shooter, those choices usually boil down to micro-level decisions (movement, aiming, firing, weapon selection) rather than broader decisions of play-style (stealth vs. carnage), and I'm not sure it's fair to say that a shooter is inferior because it limits what the player does in a given scenario simply because other games with different intents feature those broader choices.

In other words: Call of Duty's shooting mechanics are boring and simplistic, but if you were to create a game with better shooting mechanics (aggressive and capable AI, emphasis on avoidance, precise use of projectile weapons with unique learning curves, resource management), you would avoid a lot of those problems seen in mid-late 90s shooters that I highlighted.
 
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Lorica

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This is a great example, I think, of sea's point about variety. Of course, I think the best games of the old generation, like DF, did this well, but not to this extreme in my recollection.
AvP1.jpg

:) I actually don't know this one. Do you recommend it?
 

Groof

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The counter-argument to the above, however, is that sometimes restricting the player is actually better than giving tons of options if your goal is not to facilitate player choice, but to facilitate diverse objectives and scenarios.

And then you get the kind of variety and diversity that you normally only find in minigame collections. I don't think "variety" counts for very much if they don't successfully make it all be part of the same game.

If I wanted to make a point about variety in modern FPS games, I think I'd make it about some multiplayer ones with vehicle stuff in them. Not Call of Duty campaigns.
 
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avp is good, but i liked avp 2 even more

Surely AvP classic is the better title?

The loss in speed of gameplay was some serious decline from 1 to 2, with the Alien being the worst offender both in its own campaign and when encountered by the Predator and Marine. From what I recall a lot of things levels seemed on much a smaller scale and everything felt less lethal in 2 as well.

Sound design was generally inferior to its predecessor in my book and it also commited the cardinal horror-action game sin of having a YOU'RE UNDER ATTACK BY SCARY MONSTERS musical cue play as the Marine vs aliens. I found the atmosphere was much improved after muting all the music.

(Tangent alert - Dead Space is another noted offender in ths regard; indeed it is even more baffling used in a game which had almost uniformly excellent sound design otherwise. Again, the atmosphere is exponentially improved by muting of all the music.)
 

Carrion

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AvP1 is scarier, harder and probably better. It has its weaknesses, like the "story" that was tacked on at the last minute, but it's just so damn intense and unforgiving that you've got to love it. AvP2 is a scripted corridor shooter that's nonetheless very enjoyable for one playthrough, but it's never really as shit-your-pants scary and brooding as its predecessor.
 

Ninjerk

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Yeah, I've never had a scary game experience like AvP was. I'm going to have to see if my cousin still has his copy (or was it mine? idk).
 

DraQ

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DraQ has written exhaustive essays on the subject as to why he hates Quake 2. I'm sure he'll point them out. I disagree with pretty much everything he says, though, as Quake 2 was one of the best co-op campaign experiences I had
And someone's best cRPG experience might have been Oblivion.

Odds are, something you like very much sucks.
Why? Because this is the RPGCodex.
:rpgcodex:

You might have some grounds for disagreeing with me if I based my critique on subjective stuff like not liking weapons or themes.
The problem is that while I do consider Q2 vastly inferior in those aspects my critique isn't based on them.

It is based on objective factors:
- Q2 enemies are dumb, react slowly, can't aim, aren't too numerous and deal piss poor damage, which makes the game autofail in gameplay aspect.
- The game lacks diversity or other things of interest to carry it despite its gameplay failings - even if you fucking love identical metal boxes and grey corridors, they can only hold your attention for so long before you get bored.

It's as simple as that - whether someone likes Unreal is a matter of personal taste. SP Quake 2, OTOH is just objectively poor, because the best shooter having neither viable gameplay, nor interesting environs nor any other redeeming factors can hope for is utter mediocrity and SP Q2 hits that mark.

Perhaps, but in a game as narrative-lite as Unreal, it's not really needed at all, and most of these felt like wastes of time.
That's just bullshit. Even game as light on narrative as Doom acknowledged the importance of environmental progression (sky and level themes).

Unreal is actually meant to be cohesive and consistent, if still p. oldskool, so those links are crucial, not to mention that some of them are also some of the most memorable vistas in game.

You can accomplish these transitions using maps with actual, you know, decent gameplay, or better yet, forget them and just build short transitions sections into existing maps.
Being short doesn't deprive those levels of gameplay - for example Trench wasn't a very long or complex level, but it had a titan battle, gasbags and skaarj.

Besides, merging those maps into others might have been problematic - if we are speaking of short level using different themes and texture palette (those textures need to be allocated somewhere, you know) squeezed between two others pushing the PCs of that time to their limits, while developing them further might have been non-viable for a game that was already really large by genre's standard and stuck in development hell for 5 years.

To be honest, I like the expansion.
I dislike it. It lacks cohesion and atmosphere, has many indistinct locations, shitty new weapons and falls apart in terms of progression and internal logic after midpoint.

It has some genuine highlights but as a whole it's shit and a fitting prelude to atrocity known as Unreal 2, also developed by Legend.

To be honest, I like Quake a lot
Quake *1* is good, although it falls a tiny bit short of Unreal in terms of weaponry and enemy diversity, plus it lacks genuinely interesting environments.
Still, it's both atmospheric and plays really fucking well.

Quake *2* is just Carmack's "DURR I WANT TO SHOOT A CYBORG" with some interesting level layouts, but boring environs, enemies and kindergarten mode gameplay regardless of difficulty level.

I think the problem is that in Quake 2 the enemies take way too long to actually start shooting at them, so you can get away with just running past all of them. But you'd be surprised how many shooters you can beat without actually shooting anyone - Half-Life is an especially good example of being winnable just by running past everything.
Run past? You wish. You can pretty much fart everything to death in that game.

At least in HL running past stuff was somewhat justifiable, plus it just just blew Q2s ass off in terms of actual gameplay.


The counter-argument to the above, however, is that sometimes restricting the player is actually better than giving tons of options if your goal is not to facilitate player choice, but to facilitate diverse objectives and scenarios. Remember that we aren't talking role-playing games here, but pure shooters - while normally I would say meaningful player choice is at the forefront of good gameplay, it's also worth considering that in an arcade shooter, those choices usually boil down to micro-level decisions (movement, aiming, firing, weapon selection) rather than broader decisions of play-style (stealth vs. carnage), and I'm not sure it's fair to say that a shooter is inferior because it limits what the player does in a given scenario simply because other games with different intents feature those broader choices.
Interactivity is always a strength in an interactive medium.

For example Blood was a pretty simple game centered around killing a lot of shit in gruesome manner. It doesn't change the fact that it benefited a lot from being able to sequence break the levels and lob dynamite at cultists expecting you tome from completely different direction.

In a sense game focusing around player's choice of approach, like Deus Ex or Dishonored are natural extension of original FPS games.
 

sea

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That's just bullshit. Even game as light on narrative as Doom acknowledged the importance of environmental progression (sky and level themes).
I don't think it's bullshit, but obviously we've arrived at simple difference of opinion so this train of thought probably isn't worth pursuing much farther. :P

Besides, merging those maps into others might have been problematic - if we are speaking of short level using different themes and texture palette (those textures need to be allocated somewhere, you know) squeezed between two others pushing the PCs of that time to their limits, while developing them further might have been non-viable for a game that was already really large by genre's standard and stuck in development hell for 5 years.
Fair point. Obviously there are always technical considerations to make.

I dislike it. It lacks cohesion and atmosphere, has many indistinct locations, shitty new weapons and falls apart in terms of progression and internal logic after midpoint.
I finished it shortly after writing this up.

The new guns suck. They're all boring and conventional, for one, compared to the more diverse ones in the main campaign. The other thing I dislike is that they play in a boring way in addition to being thematically boring. The Assault Rifle is just a hitscan spray-and-pray gun that's more accurate, recoil-free and devastating than a gun out of Call of Duty 4, with its only limiting factor being the fact that it eats ammo fast. Noob tube for bonus points. The Rocket Launcher is literally just the Eightball Gun with the interesting parts stripped out - the rockets fire faster so you don't have to lead targets with nearly as much skill, for instance, and its ammo is plentiful (50 single shots go way farther than the Eightball Gun's). The Grenade Launcher is the only slightly unique one, but it's basically just an area-of-effect Bio Rifle. In all of these cases, the guns are super-easy to use and more effective than anything in the original weapon set, pound-for-pound. They're just bad.

However, I will say a lot of the level design is quite good, as already mentioned. While its highs aren't nearly as high as the original campaign's best, I found it consistently more entertaining even if there were still a few weak levels and retardo bits, namely when the "story" rears its head. I didn't really have a major problem with the movement between locations except for the very end, where you suddenly end up at a snowy mountain peak after popping out of a waste pipeline.

It has some genuine highlights but as a whole it's shit and a fitting prelude to atrocity known as Unreal 2, also developed by Legend.
Unreal 2 sucked monkey balls compared to Return to Na Pali. Tried playing it years ago and the entire game was just fucking boring and slow in the extreme - gameplay, story, etc. Even the soundtrack was lame.

Quake *2* is just Carmack's "DURR I WANT TO SHOOT A CYBORG" with some interesting level layouts, but boring environs, enemies and kindergarten mode gameplay regardless of difficulty level.
I don't mind the grimdark cyborg theme in theory, the problem is that they had a blank slate for what to make and basically settled for Quake reskinned and with significantly less interesting or deadly enemies.

Interactivity is always a strength in an interactive medium.
You're conflating broad gameplay choices such as "multiple ways to complete an objective" with interactivity. That's not really fair, in my opinion. Obviously yes, interactivity and choice are related (interactivity is a byproduct of choice), but they aren't the same thing.
 

ZagorTeNej

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Dec 10, 2012
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One observation made by the OP that's been unfairly bashed and left by the wayside is that "variety is a forte of modern shooters."

I may be cherrypicking examples here, but it's only fair to hold up an emblematic game when we're using Doom, Unreal, Darkforces and the lot as "old school shooters" and ignoring the garbage.

Call of Duty: Modern Warfare's levels (source):

Prologue
  • F.N.G: Tutorial level..
  • Crew Expendable: Boat level that goes from creep forward corridor shooter, to close quarters arenas, to dash through a sinking ship (anyone else remember that DF level? hotdamn)
  • The Coup: Cinematic level without gameplay... Only worth talking about for artsy-fartsy reasons.
Act I
  • Blackout: Semi-stealthy beginning, sniping/grenade launcher midsection, close quarters end.
  • Charlie Don't Surf: Railshooter? Closequarters building clearing, urban combat, building clearing again with arena.
  • The Bog: Defend against waves.
  • Hunted: Speedy stealth/avoidance.
  • Death From Above: Railshooter, sort of. It's that gunship mission.
  • War Pig: Escort a tank, clear multistorey buildings and midrange gunplay in urban environment.
  • Shock and Awe: Railshooting, close-midrange combat, second speed based close ranged segment.
  • Aftermath: Another cinematic 'level.'
Act II
Act III
Epilogue
The TL;DR is that this game has decent variety between missions. Building sweeping and urban combat come up a lot, but it's punctuated by defense missions, the odd railshooting section, time trials, some mild stealth and sniping sections, and some arena type fights. If you go into the descriptions for each level, I think you'll quickly detect that even within missions there are usually two or three distinct phases where the objectives, pacing, and environment will often shift.

This is a great example, I think, of sea's point about variety. Of course, I think the best games of the old generation, like DF, did this well, but not to this extreme in my recollection.

Variety, but a variety of ultra linear movie set pieces, it's just a completely different design philosophy compared to "old school" shooters.

It largely comes down to one's preference, personally I always disliked game industry trend to try and bring games closer and closer to movies, it just doesn't work for me, I find all those interruptions annoying.

I like exploring the level at my leisure, finding secrets (even whole secret levels in some instances), managing my resources (health and ammo) and prefer keycard (or the equivalent of) chasing as a means of progression than go to point A, survive a certain amount of time/waves of enemies etc. it feels constrained, instead of being left to my own devices I feel like I'm being constantly dragged down a straight line.
 

Lorica

Educated
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302
You know the line of design philosophy I wish more modern shooters would take? Far Cry 2's. One big open level that tried variety through integrated, diverse environments, a nice selection of weapons and vehicles, and a fair amount of player control over the methods of executing objectives. It's not without its flaws, but I would love to play a true spiritual sequel/design copycat. FC3, in my limited experience with it, seemed to dial those elements back.
 
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Far Cry 2 was really, really boring and repetitive. The setting was atmospheric, and so where some of the mechanics (I liked the spreading fire), but it was all about doing the same things over and over again, without interesting quests, story or characters to give it any meaning. The map was often restrictive (at least in the first half, never played beyond halfway through) and there were no hidden places or secrets to give exploration any meaning, besides some boring suitcases.
I'd like to see all the assets recycled in a proper FPS/RPG(lite) sandbox though.
 

dnf

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There is always Stalker for your FPS/RPG needs, only without cars.
 
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I know, the Stalker games are my favourite FPS series. I wonder what would happen if they threw at GSC all the money they put into FC2.

(Possibly a multiplatform corridor shooter.)
 

DraQ

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That's just bullshit. Even game as light on narrative as Doom acknowledged the importance of environmental progression (sky and level themes).
I don't think it's bullshit, but obviously we've arrived at simple difference of opinion so this train of thought probably isn't worth pursuing much farther. :P
Ok, but don't you think it's a bit hypocritical to both praise HL2 for spatial progression and bash Unreal for it?

Unreal did a great job maintaining clear sense of direction despite pushing you through a lot of wildly different locations. Junction levels played important part in it, along with translator messages, skyboxes and coherency between level exit end entry points.
Would ISV-KRAN work as well if it wasn't preceeded by Trench? Would Temple of Vandora make any sense if you just went there from Terraniux, without Noork's Elbow in between?

The new guns suck. They're all boring and conventional, for one, compared to the more diverse ones in the main campaign. The other thing I dislike is that they play in a boring way in addition to being thematically boring. The Assault Rifle is just a hitscan spray-and-pray gun that's more accurate, recoil-free and devastating than a gun out of Call of Duty 4, with its only limiting factor being the fact that it eats ammo fast. Noob tube for bonus points. The Rocket Launcher is literally just the Eightball Gun with the interesting parts stripped out - the rockets fire faster so you don't have to lead targets with nearly as much skill, for instance, and its ammo is plentiful (50 single shots go way farther than the Eightball Gun's). The Grenade Launcher is the only slightly unique one, but it's basically just an area-of-effect Bio Rifle. In all of these cases, the guns are super-easy to use and more effective than anything in the original weapon set, pound-for-pound. They're just bad.
:salute:

One thing I liked about new guns was altfire for AR, and the way it could be used while firing it in primary. It doesn't change, though, that as a whole it was boring as thousand fucks and tried to outminigun minigun on top of that. GL had nice sound and smoke puff, but model and everything else was just derp. Rocket launcher looked like bunch of pipes welded together and like you said, it was basically eightball with faster rockets and no eightball stuff. It didn't have much more abundant ammo, though, as 8b could still be shot in single fire mode and had max of 48 rockets compared to RLs 50.
Also, new explosions animations were fail.

However, I will say a lot of the level design is quite good, as already mentioned. While its highs aren't nearly as high as the original campaign's best, I found it consistently more entertaining even if there were still a few weak levels and retardo bits, namely when the "story" rears its head. I didn't really have a major problem with the movement between locations except for the very end, where you suddenly end up at a snowy mountain peak after popping out of a waste pipeline.
I think RTNP's main problems, even before the wreck, were lack of direction (you enter a well, exit well, enter a temple for no actual reason only to exit in the exact same location, etc.) and blocks of indistinct, similar maps stringed together.
Then it becomes arbitrary mashup of arbitrary shit.

The maps I liked were the wreck section - including the map before it where you could finally see UMS Prometheus, Spire Valley afterwards (Yes!) and Gala's Peak (because it was a distinctive location standing above surrounding mashup of arbitrary shit).

Let's look at level progression:

Pretty elaborate but otherwise indistinct outdoor map feeling like bigger Ny Leve's falls, except at this point you were no longer awed by it -> Another decent outdoor map that could have stood out if it wasn't immediately preceeded by generic outdoor map -> Jump down the well for whatever reason, emerge from the well (Durr) -> pretty boring village -> More boring village -> Oh, junction map that finally serves purpose - you can see the objective from here, Yay! -> Exploring the wreck, finally change of pace -> more wreck exploration, ok, it's an interesting location, derpy botmatch, though -> Spire Village, distinct, interesting and large outdoor level, you don't suspect yet that the narrative has fallen apart so it feels fine -> Generic outdoor map #ILOSTCOUNT Gah! -> Enter Temple Of Derpy Traps for no reason, loop around, exit back out - WHY!? Why enter it? Why not exit the way you came if you're going back anyway? -> Back to generic outdoor map #ILOSTCOUNT -> Rrajigar mine 2.0, except with derpy conveyor traps, could have been nice, but been there done that -> Industrial shit refinery. If I wanted industrial shit refinery I would have played Q2 -> Ride down the pipe, yet emerge on snowy mountaintops? Wut? At least it's something new, if only a junction map, plus fighting titans while slipping around isn't that bad -> Distinct location, albeit with boring indoors, snowy peak with some building -> Nali Castle 2.0, with marines' craft, without traces of marines for no reason, also with warlord for absolutely no reason - DURRRRRR

See any problems?

For the record (subtractive mixing):
Narrative fail - map makes no sense in the context
Progression fail - map does not follow from the previous one
Environmental fail - map does not stand out

I don't mind the grimdark cyborg theme in theory, the problem is that they had a blank slate for what to make and basically settled for Quake reskinned and with significantly less interesting or deadly enemies.
I don't really like it, but an excellent game could have been done using Q2's premise and themes. The problem is that Q2 isn't that game.

Interactivity is always a strength in an interactive medium.
You're conflating broad gameplay choices such as "multiple ways to complete an objective" with interactivity. That's not really fair, in my opinion. Obviously yes, interactivity and choice are related (interactivity is a byproduct of choice), but they aren't the same thing.
Interactivity can be seen as measure of how much user's action can impact what's happening in the game.
As such it's not really distinguishable from choice, but by magnitude.

A game relying on setpieces is less interactive than identical game that lets you bypass or subvert those encounters (for example instead of storming that turret you find a way to get at it from the back).
Interactivity makes games more engaging and fun regardless of the genre. Even in shooter it means that in addition to being entertained and challenged by twitch mechanics you can also employ spatial orientation, planning and lateral thinking.
 

MicoSelva

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Shooters were always (still are) expensive to make. And back in the 90s, there wasn't as huge a market for video games as there is now. This meant not as many shooters were made as are made nowadays, and the ones that were had higher quality threshold. There were still some shit ones released, even then, of course.

But that doesn't mean there are not any good shooters today. It also depends on what you are looking for in a game. If you want an old-school type of FPS with health packs, secrets, no touch-wall health regeneration, find key/find door non-corridor level design, then you are mostly out of luck. But these elements don't make a good game in itself, just as turn based combat doe snot make a good RPG (*ekhem* Return to Myth Drannor *ekhem*).

I have recently finished Duke Nukem 3D (for the first time, actually). It has fun weapons, cool enemies, fast pacing, and the level design is simply superb, but the game is not without flaws. Aside from the annoying protagonist, which you may or may not like (I don't, Lo Wang rules them all), there is stuff like enemies spawning directly behind your back, enemies being able to hit you with 100% accuracy despite the distance, enemies shooting you 0.01 seconds after seeing you (with 100% accuracy).

Moving on to Painkiller, it still has fun weapons, but its pacing and level design are really atrocious. And enemies? They may be cool, but you really fight one type at a time. And we are talking about a game that is widely regarded as an 'old-school-type' shooter that is a beacon of light among the darkness of popamole. Well, for me it's kind of meh, and I enjoyed Bulletstorm 10x more.

Half-Life 2 was a great game. Haters gonna hate, etc. This game really pushed the technical envelopeof what shooters were back then. Even today, after 10 years, it still holds up against modern stuff. It also has a good setting, interesting story, a lot of gameplay variety, fun gunplay. It is linear, ok. I don't see that as a disadvantage, given that HL1 was too. And no, HL1 did not start the trend of linear shooters. It was released along with Blood 2 and Sin (does anyone remember the three-sided conflict between these three games, as one of them was supposed to take the crown of FPS king from Unreal? HL1 won hands down), which were similarly linear (ok, I have not played Sin that much, I may be wrong here).

Random thoughts on random games below.

Bioshock? Really meh. I only finished it because it was my first next-gen shooter and I was still in awe of the graphical improvements of the five years that have passed since I played Half Life 2. Enemy variety sucked arse and the shooting itself was not fun at all, with the enemies almost always being able to get a cheap shot in. Level design was meh. Guns were meh. However, I like the setting and the story was ok too, I guess. Still, the gameplay turned out to be so tedious that I barely managed to get through to the end and have not even looked at the sequels. Fool me once, etc.

CoD and its likes. Fuck them. Fuck them all with a broomstick. I tried playing a couple. I got bored with the first COD: MW after the third map and with BBC2 during the second one. It seems am simply unable to play any kind of shooter that is not fantasy or sci-fi themed (except the first Soldier of Fortune).

Bulletstorm was the only this-gen FPS I really enjoyed from start to finish. Yeah, ok, it had regenerating health. So fucking what. The guns were great. The characters were great. The pacing was great. The voice acting was great. Even the dick jokes were great. Skillshots system was really fun to use. The level design was pretty-bad (levels were bad, but pretty) and enemies could use a bit more variety. But overall, my definite favourite from the last few years.

Far Cry and Crysis - I only played the first game of each series. I liked them both, but did not finish either one. But I consider this type of semi-open-world shooter to be the best that FPS genre has to offer today. Well, it's either that or corridors, so...

Stalker series. Have not played it, but they seem really cool and I wanted to try them for a while now.

Unreal. Never played it.
 

Ninjerk

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HL2 was boring as fuck. It had a really cool engine, and there were some fun things you could do in it, but for the most part it was boring.
 

octavius

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HL2 was boring as fuck. It had a really cool engine, and there were some fun things you could do in it, but for the most part it was boring.

Most memorabe thing for me was checking out the ass of the chick (professor's daughter or something?) climbing the ladder above me.
 

Lorica

Educated
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Its entertainment value dropped off vertiginously after the joy of pelting riot police with refuse faded.
 

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