the cover system ppl the cover system!!!
Lean & Peak looks really nice. The next step? Instead of being an emphasis of the game design or focus of gameplay, PLEASE GG, just make it another "option" for the gamer. I don't want to see a Gears clone.
I think that is one of the next evolutions: Some of these unique mechanics popping up, to be migrated into broader designs. It is
cool the first time someone does something new, but after that it really needs to be a nuance of the design than the entire focus.
I will be totally dissappointed if this turns into a pop and shoot game. I will be very happy if it is an "option" and only a part of a broader shooter design--run&gun, tactical fire fights, mono-y-mono duals, large battle scenes, grunt cannon fodder using frustrating squad tactics, big bad bosses with nifty AI, squad interaction, vehicles, etc...
It might not make sense for gameplay reasons to have a huge battlefield considering the gameplay revolves around taking cover. most games with cover systems have streets and alleyways that you fight in.
I agree that KZ2 doesn't need to have huge open battlefields, and if the gameplay is cover oriented GG has the freedom to focus more time and engergy maximizing the visual pay off for not developing open areas.
I would hope that it isn't a game that is: Cover centric, black throughout, mainly in little cubby holes, streets, and alleys. That doesn't mean it needs huge open areas, only that a "Gears" style cover game is sooo 2006!
Heck, if Gears 2 is basically Gears 1 from a gameplay & design perspective, but with new content, I would have to rate it in the 8s at highest.
Bungie had a good all together package, but far too many people act like Halo was revolutionary in technology or firsts, when it wasn't, and by the time it came out, lots of the claimed "firsts" were old hat.
I agree on both parts. Bungie did a lot of various things (and minor tweaks) and have a refined, integrated product.
As for firsts... the industry is littered with "me first!" type games. Look at Killswitch and cover. Ok, but not great. Then we had to suffer through PDZ's attempt at cover (not a bad game, had a lot of potential, but definately fell short and had major design issues). Ghost Recon Advanced Warfighter did a nice attempt at some cover concepts, but had a lot of other things going on. It was really Gears of War, with a solid assist from Rainbow Six: Vegas, that really nailed cover. Now it is all over the place: Brother in Arms 3, Killzone 2, heck, even Mass Effect.
1/ Who used cover first?
2/ Who used cover well first?
3/ Who used cover well in a good game first?
4/ Who used cover well, but in a nuanced, "not only allys and corridores" game first?
For the sake of discussing cover, 2 and 3 only really matter. So 1, while interesting, is pretty irrelevant. So harping too much on, "Others did XYZ first" doesn't mean much. I thought Halo did vehicles well--but I totally agree with you that Battlefield 1942 is the mother of all vehicle FPS (and the consoles still don't have anything resembling it). On the topic of Halo 1, in general design (not cover) it was 4 in a lot of various ways (mostly minor), but did a good job of taking a lot of ideas, sprinkling in some of their own that match their design vision, and converging them under a cohesive design that worked well. I still think Halo 3 could have used the "equivalent" (but NOT SAME!) of cover, squad interaction (ala BiA), etc that meshed well with their gameplay. Heck, sprint + some advanced melee would have been cool. To me it is riding the "classic" FPS design concept and branching out in other design areas (like 4 player coop and larger battle areas). Personally, as MC is supposed to be a great leader, I think voice ops would have worked well. Keep it basic, but instruct humans at certain points -- flank right/left, pull back, rush, hold, etc. Use them as "cover" and to draw in the Covenant for your own flanking movements. Voice would have kept it simple (small popup, "Do you want the marines to... A) flank right B) flank left C) hold...).
I would have liked to see SOMETHING. After Bungie announced 4 player coop, seeing how deep their MP options are (insane), and Forge/Machinima stuff I have felt less of a, "Uhhh Halo 3 is gonna totally suck and fans are gonna make it out to be something it isn't" but I am still left a little bummed about gameplay. Not a
bad shooter, but I am not seeing the things I have in CoD4, BiA3, or TF2 to draw me in to the actual gameplay. Story, yes, but gameplay? Nope.
Hopefully Killzone won't, as you said, rely only on graphics / story. Sure, those don't make a game bad, but it is nice for flagship titles to introduce something new to the game design element. I like the fact they are doing cover -- pretty necessary based on their design tbh.
If they are going to go the graphics/story route + cover they are gonna run into Gears of War 2. Even if GeoW2 is a 2009 title, the PR starts in 2008. I am worried that GeoW2 will be more the same, but if Epic takes their cover system foundation and adds some new design twists and mechanics, improves the graphics, continues/deepens the story, flushes out MP, etc I think some of what KZ2 does will be muted.
Of course we are reaching a point where design nuances and experience/immersion count as much as anything else. It isn't necessarily the novelties or "me first" innovations that count, but how cohesive and fluid the experience is. It isn't enough to have vehicles, but to do them right in a meaningful way to the game.
I think GG nailed the cover system so far -- loving it -- so I am not too worried at this point. It is early, so stuff like AI (godmode, etc) isn't on the "uh oh radar" yet for me. 20 hours of lean-&-peak in black worlds, though, does concern me. Ditto enemy variety. I think the game will need to try being interesting--shooting a giant laser with a rifle doesn't strike me as being very interesting.
I don't think KZ2 needs to be revolutionary on all fronts. HL2 showed you can have an absolutely killer game that puts everything on the table, picks a number of areas to progress the quality in those areas, and then tie in a number of memoriable and varied gameplay experience together in a fairly tight package with an interesting story (told well, and in a unique style) with a bow tie of "nice graphics".
It really comes down to the art of game making. Cool technology doesn't always make great games. Whether KZ2 is a great game will come down to many, many different aspects of the design coming together in a tight package.
I'll be playing TF2 alot more than I'll be playing Halo 3 multiplayer.
I hate gamepads too (grrr!) and I am on board here... but golly gee Wally! Halo 3 has an amazingly stupid number of online variables and modifiers
You know, trying to "explain away" KZ2 graphic advantages, while hinting indirectly at preemptive excuses for the fact that Halo 3 really doesn't look that good compared to its peers. (you know, let's give them a break, they have a huge number of enemies!)
I think Halo 3 underdelivers in a number of ways, visually, but having huge, open areas does have an impact on what they can do. Lets put aside how many people are in there (I dunno how many although I just read an eyewitness account where they saw ~ 30 brutes join nearly the same number in the same battle, and not in a wave), we have seen a couple scenes with very large, expansive areas. The game seems to follow the Lord of the Rings mantra: it isn't where you are going, but how you get there.
I agree with Phil that FPS != FPS. Not that we should compare, but I would say that Gears of War and Killzone artistically and in terms of gameplay design/goals are very, very similar from what we have seen. I
think Halo is trying to do the "FPS" in a different way than Epic or GG did/are. The real question is who made better design tradeoffs and art choices for the limtiations of the current hardware. At least that is my quesiton. And that isn't intended to be a comparative question, but a more general: which developers are making the best use of the hardware? What art styles are working best? What are our boundaries for this gen? What are our limits? What results in the most bang for buck in _____ scenario?
Obviously GG has done a wonderful job balancing their budgets to get a great amount of bang for buck on the visuals. So much so most are overlooking a lot of the "uglies".