Re:Why F.E.A.R.’s AI is still the best in first-person shooters
by TheGRS on Tuesday April 04, 2017 @01:51AM
(#14029866)
Yea, not to defend that type of gameplay, but this is basically the point. Uncharted and Tomb Raider and the like are out to make interactive movies. Its a great way to avoid the sort of awkward sequences you get in many games where an enemy winds up in a corner spinning around at the end of the map by accident and you can't proceed until you find him. The cinematic approach is exciting in the moment, if maybe a little boring when replayed or if you enjoy any sort of real difficulty.
Re:Why F.E.A.R.’s AI is still the best in first-person shooters
by Jaruzel on Tuesday April 04, 2017 @05:26AM
(#14030832)
There's about 3 sections like this in TR (2013). In the rest of the game, any hazards seen on screen are mostly dangerous. I always thought that the extra 'hazard' visuals and noisy audio were there to disorientate the player (along with a bit of shaky-cam) in the hope they'd mis-step the climbing/running/jumping, and thus increase the difficulty.
For skilled gamers (which I am most definitely not) I can see how this 'cheat' is annoying, but for me, who isn't the best at precision movement in 3D games, I found it helped me immensely during these types of sections to simply turn off the sound.
The same stuff that made critics laugh at enemies not seeing you when standing on a 0.5 square meter shadow in the middle of a well-lit room because you're technically "hidden in darkness" is what is now "solved" by removing the mechanics altogether in favor of safe and cool looking scripted sequences.
Basically, this: https://twitter.com/robotduck/status/759529875992698880