True Gaming Why do online shooters have such a ridiculous skill barrier? |
- Why do online shooters have such a ridiculous skill barrier?
- Examples of 3D games with extreme freedom of movement and verticality
- Turok Now and Then
Why do online shooters have such a ridiculous skill barrier? Posted: 06 Mar 2018 08:47 AM PST I've been on a mission over the past several years to become at least mediocre at this game type, particularly I play Tarkov, Insurgency, Overwatch, PUBG, Fortnite, and of course COD among others. I only have time to play a few hours a day after work, but I meticulously worked every advantage I could find and have concluded that on average, I'm capped out around a .33 k/d ratio, no matter what game. I know all the standard responses to this: practice, lean maps, good internet speed, good monitor, headphones, yada yada yada. I've done all of this, but what I'm starting to believe there's another phenomenon at work here. One would expect a fairly normal distribution of skill from the players online, but it seems more like someone has lopped off the bottom 80% of the skill curve and the only ones playing are the top 20%. I say this because while I haven't tested it, I would bet money that if I played with a thousand random people from the street, I'd destroy 90% of them. Hell, I play with "non gamer" friends now and then and no matter how hard they try, I completely kick their asses. Go online though and you'd think I was playing with my thumbs in my ass. I understand that there is always a hardcore element in every activity like this, but what the hell? If I want to play ping pong or football or any sporting activity, there are leagues of varying levels where I can play against people of my own caliber. But with gaming, it's like everyone who isn't ridiculously good just gave up and doesn't play. Anyone have any thoughtful insight on this? [link] [comments] |
Examples of 3D games with extreme freedom of movement and verticality Posted: 06 Mar 2018 10:33 AM PST I feel like there's a lack of newer games that fit this description. Specifically, I think of the Infamous series and Sunset Overdrive, which takes the city-based parkour platforming to the next level while encouraging combat while moving. You can grind and bounce off just about anything and you have an air dash. Time slows down when you aim while moving. Infamous only does that while you are using the equivalent of a sniper rifle. Overwatch also has quite a few characters that can also move around the maps in different ways. But at the same time, Prototype 1/2 feel like a clownshow, where you can just run up any building at any point in time. There's no finesse to moving around this way. Which I think Neon is my least favorite power and evil smoke is my favorite in inFamous Second Son. Another thing to mention is that games like Mirror's Edge and Dying Light feel a little too slow as you are a normal person, and not someone with superpowers/abilities. I can't think of other first person games that come close to this feeling. I'm kind of rambling at this point. Can anyone provide other examples of this kind of gameplay? [link] [comments] |
Posted: 06 Mar 2018 12:30 PM PST NightDive Studios re-released Turok 1 and 2 on the Xbox One last week, so I decided to dive back into what was easily my favorite N64 shooter, specifically Turok 1. I was about 5/6 years old when I first played Turok and I distinctly remember the game giving me a feeling of anxiety and dread. I inched through every level, terrified at what was around every corner. I resorted to cheats just travel between worlds, because the maps were too labyrinthine for my young mind to figure out. And ultimately I never finished the game because of that. I played the game for hours and hours and never truly finished it. Now, if you've played Turok, or really any N64 game with large open areas you know how debilitating the fog was. Fog masked the low draw distance of the game and was purely there for technical reasons. But you don't think about that when you're 6 years old. So I took my time and worked through the fog bit by bit not knowing what would emerge. Combine that with the low bass-y drumbeats of the soundtrack mixed with the terrifyingly loud thumping footsteps of a velociraptor stalking nearby just out of sight and you could imagine how nerve-wracking of an experience it was for a child. Not to mention the fact that enemies had fairly short respawn timers, so you were never truly safe and could be attacked from behind at any moment by an enemy you killed 30 seconds ago. It was stressful and tense, but I loved every minute of it. I played the game on and off for years, never able to complete it. This weekend I beat the re-release in ~5 hours. It took me 17 years but I finally realized that Turok was a run and gun strafe shooter. The re-releases extend the draw distance so you don't need to fear the unknown anymore. The respawning enemies encourage the player to keep moving so you don't flanked. Playing the game with stereo headphones means the thumping of enemy footsteps gives you situational awareness instead of being a terrifying reminder of what's beyond the fog or behind you. The levels, while still labyrinthine, are pretty cleverly designed and intuitive (except the catacombs, fuck that level) and it's tons of fun to explore and discover secret rooms. And of course, having 2 thumbsticks means I can actually HIT enemies instead of spraying and praying. I was sprinting through every level, blowing away hordes of enemies with my explosive shotgun and jumping headfirst into lava pits to find secret areas, where as 17 years ago I would have been slowly creeping through each cave, heart pounding, waiting for a leaper to jump out of the fog and fuck my shit. I just wanted to share my experience with the re-release. It's incredible how the lack of fog and updated controls completely changed the genre for me from a scary slow paced intense shooter to a run 'n' gun over-the-top FPS like DOOM. I understand that the game was always intended to be played as the latter, and I'm sure most people played the game like that, but I genuinely enjoyed playing through the game slowly and methodically as a child even if it was the 'wrong' way to play. Now that DOOM 2016 brought the old-school run 'n' gun FPS genre back into the mainstream, maybe we can get a Turok reboot? Pretty please... [link] [comments] |
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