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LeoNatan
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Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 13th Feb 2009 13:40 Post subject: 10 First-Person Shooter Cliches |
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Quote: | 10. Obligatory Super Weapon
If the past is any indicator, somewhere towards the end of this mission, you're going to stumble upon a weapon of greater power than even you can imagine. It's probably going to be some sort of alien artifact of some kind or maybe some ancient mystical relic but whatever it's called, if you just pick it up and start shooting people with it, you'll be alright. For all its pseudo-science or mystical other-worldliness, it's basically a giant freaking gun, which, as we all know, is the only thing that gets results at the end of the day. It's true, they might have used it on you at some point in the past, but the fact that you're now walking around with it shows that they didn't do a good enough job. With this awesome minion-mincing murder-machine in your hands, the showdown with the big guy can't be too far away. And once he's dead, none of the rest of it really matters much anymore, does it?
9. Arbitrary Stealth Level
You've got your knife, and your pistol, and your machine gun, and a flamethrower, and a sniper rifle, and a chainsaw, and some grenades, and C4, and bazooka, and a flamethrower. No two ways about it -- you're an unstoppable killing machine. But just so you're not totally taken by surprise, there may be brief (but seemingly endless) sequences where we're going to have to ask you not to kill anyone. I know, I know, it would be much easier and quicker if you just went in and shot everyone and completed your mission but, for right now, there's, like, some kind of alarm or whatever and if you killed someone it would maybe, like, set it off or something and then you'd be faced with so many enemies that even you couldn't kill them quickly enough, even though you're clearly been trained and equipped as an unstoppable killing machine. Look, just don't kill anyone for the next five minutes and then we can go back to business as usual.
8. Honorary Doctorate
Don't get the wrong idea; this mission's going to get ugly. You're going to get hit by rockets, mutilated by frag grenades, fall from perilous heights, and absorb hundreds if not thousands of bullets before you complete your ultimate objective. Luckily, we've come up with the perfect cure-all: bandages and boxes with little red crosses on them. They're true miracles of modern science. When you're hurt in any way, either burned, shot, or broken in half, just grab a roll of gauze or step on one of these little boxes and you're back to battle ready. Brilliant, isn't it? Good thing your enemies are too stupid to take advantage of all the free medical supplies that seem to be scattered around their installation. Don't worry about learning any surgical procedures, the things work instantly on any type of injury. If you can find whoever keeps leaving those things lying around, there'll be an extra bonus waiting for you when you get back.
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The rest are here.
Post moar if you can thing some. 
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wawrzul
Posts: 2336
Location: Cracow, Poland
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Posted: Fri, 13th Feb 2009 14:52 Post subject: |
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They forgot about doors.
Wherever you go, your enemies will keep locking exactly 90% of all the doors and windows you find. Without exceptions, hotel rooms, buildings, hangars, secret facilities, laboratories, mansions... Everywhere you go, there will be one particularly malicious villain that will lock (almost) everything. Luckily for you he will forget to lock important passages and/or forget keys somewhere.
Only exception to the rule are bathrooms, bathrooms are always open. Always.
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Posted: Fri, 13th Feb 2009 15:08 Post subject: |
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They forgot to ad the newest clishey in the post-Halo era - self regenerating capability stronger than even what Wolvarine from X-man has - You might have just been hit by an ominous looking ray of neon lgiht that you just saw desintegrate half your squad but just a short rest behind that rock over their and you are as good as new...
And not to forget the now standard "if you want to survive for longer then 10 seconds always shoot from cover" difficulty level..I miss those times when you could just load your rocet launcher stand in the middle of the room and just sit their and shoot half the world to hell without loosing more then 2/3 of your health(Sin)...
Hmm just thought of something - Anyone remember which game exactly introduced the clip reloading mechanics...I am quite sure Quake 2 did have an endless clip(that is shoot as much as you like without reloads as long as you have ammo) but I can't remember many shooters afterwards....
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lhzr
Posts: 3902
Location: RO
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Posted: Fri, 13th Feb 2009 15:16 Post subject: |
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hl1 had reload. not sure if it was the first, though.
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LeoNatan
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Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 13th Feb 2009 16:28 Post subject: |
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LeoNatan
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Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 13th Feb 2009 16:45 Post subject: |
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Duke Nukem 3D had reloading animations, but it was automatic, not user triggered.
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Posted: Fri, 13th Feb 2009 16:56 Post subject: |
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iNatan wrote: | Duke Nukem 3D had reloading animations, but it was automatic, not user triggered. |
Even Doom (II?) had that.. Can't remember anything earlier than HL myself.
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LeoNatan
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Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 13th Feb 2009 16:59 Post subject: |
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No, Doom didn't have that. Doom only had pseudo reloading animation for the double barreled shotgun and a pumping animation for the regular shotgun, whereas Duke has reloading animation for all weapons as far as I remember. 
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Posted: Fri, 13th Feb 2009 17:05 Post subject: |
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Ah fair enough, did Goldeneye have reloading? I never really played it, but it was released way before Half-Life.
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Posted: Fri, 13th Feb 2009 17:13 Post subject: |
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No it's not about reloading in general it's about the following:
Lets say you have a pistol with 15 rounds. You shoot 4 times, so that 11 bullets are left in the weapons magazine.
When you press reload now, you will get exactly 4 bullets into your gun and exactly 4 bullets will be taken from your stashed ammo. But infact the 11 bullet magazine should have been dropped and a new one taken or you should have to push in each and every bullet manually.
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LeoNatan
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Posts: 73193
Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 13th Feb 2009 17:30 Post subject: |
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Yes, that is what the cliche is about <3 But we're talking about reloading in general (no?)
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Posted: Fri, 13th Feb 2009 18:11 Post subject: |
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PumpAction wrote: | No it's not about reloading in general it's about the following:
Lets say you have a pistol with 15 rounds. You shoot 4 times, so that 11 bullets are left in the weapons magazine.
When you press reload now, you will get exactly 4 bullets into your gun and exactly 4 bullets will be taken from your stashed ammo. But infact the 11 bullet magazine should have been dropped and a new one taken or you should have to push in each and every bullet manually. |
the original ghost recon series did that, added quite a bit of tactics to your situation. You have enemies coming at you, do you use those 4 bullets and hope they take a few down or do you reload to a full clip 
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Posted: Fri, 13th Feb 2009 18:13 Post subject: |
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SpykeZ wrote: | PumpAction wrote: | No it's not about reloading in general it's about the following:
Lets say you have a pistol with 15 rounds. You shoot 4 times, so that 11 bullets are left in the weapons magazine.
When you press reload now, you will get exactly 4 bullets into your gun and exactly 4 bullets will be taken from your stashed ammo. But infact the 11 bullet magazine should have been dropped and a new one taken or you should have to push in each and every bullet manually. |
the original ghost recon series did that |
SWAT (at least 4th instalment) did that too. When you had some 8 bullets left in mag and reloaded the weapon with new magazine, you got a fresh mag (if you had one left) and later you could use that 8 round mag if necessary.
i5 6600k @ 4.3 GHz | MSI z170 Gaming M7 | 32GB Kingston HyperX Fury | 850 Evo 500GB | EVGA 1070 SC | Seasonic X-660 | CM Storm Stryker
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LeoNatan
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Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 13th Feb 2009 18:37 Post subject: |
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Neither Ghost Recon nor SWAT are really the type of games to compare with these stereotypes.
BTW, you guys probably don't remember, but SWAT1 was a quest game shot with real life actors, SWAT2 was a strategy game and finally SWAT3 brought the series in to the FP tactical shooter genre. 
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Posted: Fri, 13th Feb 2009 18:39 Post subject: |
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iNatan wrote: | Neither Ghost Recon nor SWAT are really the type of games to compare with these stereotypes.
BTW, you guys probably don't remember, but SWAT1 was a quest game shot with real life actors, SWAT2 was a strategy game and finally SWAT3 brought the series in to the FP tactical shooter genre.  |
I owned swat 1 5CD Roms, a book thick as shit, and damn fun,.
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Posted: Fri, 13th Feb 2009 20:36 Post subject: |
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I could never get past the sniper scene. I don't know if it was just lack of sniping skill (the mechanics for this were awesome with cold-barrel zeroing in and the training range), or if it was a bug that I made happen.
I also remember being consistently owned rushing a warehouse with terrorists that seemed to come from different angles depending on what i did! That was not fair, whats the point of savegames if they can just alter their timeline!? Certainly a different time back then.
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azzman
Posts: 4052
Location: Australiiiaaa , maate
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Posted: Sat, 14th Feb 2009 03:36 Post subject: |
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Is that the FMV one on 4 cdroms? man thats going back lol
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Posted: Sat, 14th Feb 2009 06:37 Post subject: |
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Degree in Physics from MIT = push button puzzles, hoooahh!
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Posted: Sat, 14th Feb 2009 07:54 Post subject: |
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Well, I don't think writing a thesis would come in handy during an alien invasion.
As opposed to ofcourse, pushing buttons.
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LeoNatan
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Location: Ramat Gan, Israel 🇮🇱
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Posted: Sat, 14th Feb 2009 09:43 Post subject: |
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syke247 wrote: | Well, I don't think writing a thesis would come in handy during an alien invasion.
As opposed to ofcourse, pushing buttons. |
Yeah but it's not like he would ever attempt to repair or operate realistically <experimental physics plot-forwarding device> ingame either. No need for the player to know anything related even though he's in that environment.
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lhzr
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Location: RO
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