Comment on Finally, the FPS I keep asking for: Deep combat, classic modes, and an honest-to-god server browser
ampersandrew@lemmy.world 7 hours agoI think the article makes it pretty clear how this game is different than those.
Comment on Finally, the FPS I keep asking for: Deep combat, classic modes, and an honest-to-god server browser
ampersandrew@lemmy.world 7 hours agoI think the article makes it pretty clear how this game is different than those.
9point6@lemmy.world 6 hours ago
I’m not disagreeing with you, but does it?
Honestly it looks (refreshingly) very much like those kind of games just with modern graphics and a load-out system
Is there something I’ve missed?
ampersandrew@lemmy.world 6 hours ago
9point6@lemmy.world 6 hours ago
Quake doesn’t have sprint and a lot of those kinds of maneuvers are straight out of shooters like that. Quake players also basically invented the wall-run and dive rolling was pretty common in UT99 IIRC too
That description is literally what playing old school arena shooters is like
ampersandrew@lemmy.world 6 hours ago
I never recalled seeing a wall run in Quake, and now that I’ve looked it up, I think it’s the same words to describe two different things. Less “taking advantage of weird math for optimal speed” and more “kung fu action movie with guns”. They’ve got similar DNA, but this isn’t just Quake. For wall running in particular, think of The Matrix, which inspired GunZ: The Duel; the author seems to think that’s the closest touchpoint. I played the demo a while back as well, and I felt some influence from F.E.A.R., if that helps you.