When I was trying to sleep yesterday, I was kept up for quite some time by an immortal mosquito, I just couldn't get rid of that bastard. I also played through Modern Warfare 2 for the first time yesterday, and with that game fresh in mind lying awake it came to me. The major design problem with CoD and all its clones.
The games are acting like they are high-action adrenalin-pumping supershooters with onslaughts of enemies just lining up in your crosshairs, but they play like they want to be tactical shooters. It's a massive contradiction where you have slow gameplay, yet insane action. It just doesn't fit together very well.
Speaking of that, when did tactical shooters start to mean slow gameplay and taking cover? Because I sure as hell can confirm that neither Call of Duty nor any of the other similar FPSes have got anything remotely tactical in their single-player gameplay. And when did the gameplay in FPSes decline so much that you actually have to send a practically never-ending army against the player, making his trigger finger almost permanently used to not bore him?
Rainbow Six, one of the more famous tactical shooters didn't feature cover based bullshit, nor a truckfull of enemies to gun down like a rail-shooter. What it featured was an actual need to use tactics to tackle each mission, instead of just run in guns blazing. It didn't feature regenerating health either, so it actually had some pacing. Not just TURBO all the way through. I wish developers would think of that when trying to mix stuff all the time.
Anyways, I'm off to pick up Duke Nukem Forever now. I've got absolutely no expectations, but we'll see what the game manages to deliver.
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