@Pedro: I said it featured objectively superior design over what today is pretty much just straight, point A to B lines, not really saying much to be honest, while it is my opinion that I get kicks off level design rather than only the core gameplay aspects of games, my point was wanting to see more games of that nature. I have played every FPS released since MP pretty much so that assumption is invalid. I mean if you enjoy stripped down shooters that's your choice I guess, but there are plenty of people like me that enjoy complex, well designed levels that require navigational skills to conquer, each level being somewhat of it's own puzzle in a sense. Secrets don't make it non-linear, agreed, but they add a lot to the design if incorporated in well designed levels, hell, look at TNO and that new Shadow Warrior that claim to be an old school shooters with secrets that are just corridors that stray off the railway like path. I'll say it again, linearity can be pulled off well if which the level design is still interesting and well designed but that isn't the case anymore, pretty every FPS now has turned into a mindless, wave-based slogfest. Most of the powerups are completely optional such as the secondary fire modes on guns which aid you intensely in some boss fights, my first playthrough of Metroid Prime I missed a lot of equipment so had a tough time on some of the later bosses playing on veteran. Eh, I never liked the aesthetics of Halo much, the art direction to me always felt pretty flat and uninspired not to mention the horrible level design and dumbed down gameplay mechanics such as regenerating life.
If you take Metroid's design as an example, you're pretty much placed on a massive level with hundreds of objectives to complete, a large percentage of them optional and most of them you're able to complete in any order you please, that's where I defined non-linearity in that experience, sure there was a lot of backtracking and that's not what defined it's non-linearity but I loved returning to an area near the beginning of the game that had a room previously inaccessible due to not having the right equipment, I itched to see what was behind that rock that my cannon in the beginning of the game was not powerful enough to penetrate, the level design was fascinating and the sense of discovery aided the experience as a whole a lot... I hated Hard Reset lol, I detest arena based shooters, those to me are mindless. Mindless shooters are also what I'd label CoD as you pretty much auto-pilot and pick off dozens of the same boring enemies in waves and requires absolutely no skill at all, old school shooters required resource management, good navigational skills, good maneuverability, if you played Metroid Prime like a mindless shooter you'd come off very short.
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