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I've been playing video games since the days of Doom 2. That fact
makes me feel young and old at the same time. My early years of gaming
were some of the most formative for the industry, as well as for myself. Sure, there was a lot
that happened before, but I like to think that the real magic came out
of PCs around the time of Civ2 and the like.
Doom
demonstrated the amazing simplicity of a first-person shooter. You
don't need a reason or a story, just some cool guns and something to
shoot at. Years later, many shooters have added some semblance of story
(though not necessarily a good one) and have invented various
alternatives to healthpacks and an infinite array of guns, lasers, and
explosives. The meat of those experiences, however, are relatively
simple - you shoot things dead. Before they do that to you. You're
often a lone-gunman, whether it be superhero-type or just lucky
scientist, out to save the world. First-person-shooters might as well
be called "only-person" shooters.
In most video
games, the perspective has a profound impact upon the player. It
defines the relationship between what's happening on screen and what
the player is feeling. In a first-person game, the player is the
avatar. What happens to the character is in fact displayed as happening
to the player. As opposed to in a third-person game, where the player is
controlling a character that is displayed as someone else, it is very
easy for the player to think about the events in a FPS as happening to
him or her. This is the problem that I have with shooters: I don't like
being shot at. Never have. Never will. And seeing the bullets wizzing
at my head (as the screen is usually thought of as the character's
eyes) unnerves me. Often the result is rather disappointing: I am
unable to think about responding to being shot at. I usually remember
to shoot back, but rarely do I shoot accurately. It's not that I can't
control the mouse - it's rather that I am so overwhelmed with being
shot that I can't focus myself to respond quickly and efficiently
enough. Especially in the instance where I'm playing solo and have only
my own wits to follow, I find it incredibly difficult. Add to that the
fact that some shooters love to scare players (Doom III, anyone?), and
I very often just don't play them. I'd much rather play a game with a
third-person perspective, where I don't take my character's personal health nearly as personally.
All this led me to expect to not
appreciate Crysis or Call of Duty IV: Modern Warfare (and yes, I am
just getting around to both of these games). But amazingly, not only
did I play both of them extensively, I keep wanting to go back and play
more.
I rented and played the single player campaign
of Modern Warfare. Aside from being a solid all-around experience, with
great art, animation and generally good AI, what that game really
brought to the table for me was a brillaint demonstration of how a
first-person shooter can be a team-based game even in single-player
mode. This especially rang true to me in the flash-back section where
you're sneaking around and following your commanding officer. I thought
the story-arc and pacing of that mission was perfect. It was great to
see a level that felt intense and pressure-filled without even shooting
at anyone for minutes at a time. Having what was essentially a guide
lead you around in this mission and in others was a great approach to
dealing with the linear, on-rails nature of FPSers. By having someone
barking orders and directing player actions, the linear nature slipped
away as there was rarely a time that the player needed to forge his own
path and figure out where the developers and level designers wanted the
player to go. Rather the player was in the wonderful position of
waterskiing behind the NPC boat - able to enjoy some jumps off the
wake, but always connected and moving forward.
I'm
still in the process of playing Crysis. I am enjoying it as well,
though obviously for different reasons, as there is no guide walking
you through each level. Rather, Crysis's brilliant addition to the FPS
genre comes from the power suit. As I mentioned, most shooters add new,
interesting weapons. Borderlands is a game predicated almost entirely
on the idea of getting cool new guns. So far, at least, the guns in
Crysis are nothing to write home about. I've used a sniper rifle,
shotgun, rocket launcher, some C4 and some different machine guns.
Being able to alter the components on each gun (laser sight,
flashlight, scopes, grenade launcher) is certainly fun, but not
earth-shattering. No, the brilliant change is deceivingly simple - make
the player super strong, super fast, invisible, or super armored - but
only one at a time. This choice means that there are different ways of
playing the game. You can sneak up to a bad guy and then hit him, or
shoot him, or run really fast past him. It means that in a game that is
still relatively linear, there are many more choices about how to get
from A to B. That change is the world in a genre that is so often
claustrophobically straightforward.
Unfortunately for me, Crysis had
some issues running on my PC. Unclear if it's anything I did (I've got
an overclocked PC that I put together, I just added a second ATI radeon
4850 video card and recently played around with some voltages), but
it's a sad reminder of what can go wrong with gaming on the PC. Next
time I'll write more about the bad rep PC gaming gets, and what can be
done about it.
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That is where I quit reading.