Going Back to FPS roots
by Maarten Goldstein, Oct 21, 1999 11:52am PDTThis story on Fast Game News Online has a quote from Thirdlaw's Ronn Harbin, saying how their title KISS: Psycho Circus will return to the roots of the FPS genre by having hordes of monsters on the screen at the same time, making for some intense action like we were used to in Doom.
"Presently, I think the industry has forgotten the genreÂ’s roots. It seems thereÂ’s a move towards more life-like AI and real world environments, but I was drawn to this genre by the intense action of games like Doom and Quake. Our horde creatures and nightmarish levels are a tribute to this. Bringing the FPS into lush outdoor environments will open new gameplay options and that day is coming soon."
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Comments
frantic scrolling shooters they started off emulating.\"
That\'s a great point there, #21, though I still believe the better
direction for FPS games is AI/interactivity/story. Truly, my favorite
genre of game is not the FPS, but the side-scrolling (space) shooter. You
know, R-Type, Gradius, Aleste, that kind of game. It\'s all action, any
plot is pretense, the better ones (Biometal, Einhander) evoking pure
adrenaline. I think if we\'ve found that FPS games, in attempt to emulate
that rush that\'s found in side-scrolling action titles, have \"watered it
down\" in some way, the solution is not to try and breath more carnage-life
into FPS games, but to go back to the REAL action games. Look at
Expendable. That game is the shit. Lots of carnage, no real story, no
cerebral activity, just BLOWING SHIT UP. All in trademark Rage Software
3d-rendered eye-candilicious glory. I\'d like to see side-scrolling action
shooters, a genre appearing exclusively on consoles, to show up on the
PC. Sure, most gamers don\'t have gamepads so they\'d have to go out and
drop $30 on a Sidewinder or whatever, but it\'d be worth it.
MoNsTeR
here, neither of which I\'ve even played all the way through cuz each of
them is so friggin boring. Blood II even had a chance, having a
\"use\" function like SiN, HL, and Heretic II but noooooo it blew it with
the shittiest AI I\'ve ever seen. And as far as Doom and Quake being the
gold standard, I don\'t know. I\'ve honestly never played Doom (heresy, I
know), but Quake did not have \"hordes of monsters\" on the screen, not even
on Nightmare difficulty. Sometimes Half-Life had these \"hordes of
monsters\" and you know what? It sucked. The worst parts of HL were the
ones where you had more enemies to deal with than ammunition and health to
do the dealing, so you ended up cheating or doing a
run-shoot-retreat-quicksave strategy. Q3 and UT manage to have the
\"hordes\" effect, hordes of players/bots that is, but get away with it
because of the fight-die-respawn nature of deathmatch. In DM, you have
all the intensity of \"hordes of monsters\" without the frustration of
linear gameplay and all its baggage. It\'s not that I don\'t like linear
gameplay, Half-Life was great (til the end), SiN would\'ve been pretty cool
if it weren\'t for all the bugs and shit, Heretic II was *truly* a great
game, Unreal had very compelling single-play, the key-door paradigm found
it\'s best incarnation in Descent 1 & 2, even Quake II\'s single-player game
was cool the first time through. Single player linear games in this genre
are often good but rarely great. Lifelike AI (HL, Unreal), a high level
of interactivity with your environment (HL, Thief), and good story (HL,
Heretic II) are all necessary elements for a single-play FPS game to be
fun in *today\'s game market*. Kill the monsters, find the key, open the
door, rinse, repeat -- it\'s just not fun anymore.
MoNsTeR
Translation : We don\'t know what the hell we are doing nor, do we know how the fuck to make \"life-like AI and real world environments\" so, we are just gonna make a simple doom clone wich would have been boring even if it game out 3 years ago,
>Psycho Circus, you stole my shit!
>Spit your blood out, and do your dance,
>but I\'m gonna kick that ass through your leather pants
Insane Clown Posse rules... :)
FrO
I applaud Thirdlaw for this \"new\" approach to gameplay.. what goes around, they say.
If you want hordes of monsters with dumb ai and bizzare looking levels go play DooM or Quake.
Sorry Thirdlaw, but the latest trends in games are shifting away from the \"roots\" as you call them. They werent roots because the designers wanted it that way, they wre roots because the game HAD to be that way. The technology just wasnt there to handle more realistic AI.