_phil_ said:
if you can make the light move ,it's dynamic.So ,turning it on and off is not a problem.
And yet they don't. Like I said,
time to rethink the virtual world and gameplay. My point was not merely technological, but that the industry is not adapting to the technology. We are still treating FPS like lights cannot be broken. We have been seeing dynamic lights in retail games since 2004. Far Cry and Doom 3 in 2004 and a slew of PC and 360 titles in 2005. The graphics are decent in this title by next gen/PC standards, but Insamniac is a very good developer. As their first FPS I would like them to bring something new to the table in a big way.
That is how people in the industry get ahead and make an impression in the VERY tough FPS category. Just some examples of how this genre has evolved and what it took are below (there are a lot more examples, but this shows what a "new comer" has to do to strike it big):
GoldenEye 007 -- Rare created a great SP experience broken into chapters roughly following the movie; the AI was good and the story elements were strong. One of the first FPS to really feel like a codified story that involved the player; MP had 4 players on one console and had a variety of characters, weapons, game types, and maps that further extended gameplay.
Unreal -- Epic offered great mod tools to the community, online was very good for the day, and had excellent graphics.
Half-Life -- Valve offered a rare blend of story telling and action with excellent AI and a lot of interactive characters (for the time). The mod tools and community support also spun off some massive franchises (Counter Strike, Day of Defeat, Team Fortress Classic, etc)
Call of Duty -- Through the use of heavy scripting and visceral music, Infinity Ward was able to create an intense, "Saving Private Ryan" experience where players felt immersed in WWII.
Halo -- Bungie had a great mix of story telling and epic music with a unique health system, unique weapons, and the ability to use vehicles (which was one of the first games to do this, and it did it well); Halo also had coop, LAN, and a strong online offering and codified the "proper" way a FPS is to use a gamepad.
Battlefield 1942 -- DICE created a new sort of FPS where up to 64 players played online, at the same time, fighting for control points. With an excellent balance of no-pressure teamwork/lone wolf and having dozens of easy to control vehicles with a high learning curve, Battlefield attracted a massive faithful following. The game also spun off a number of very successful mods.
Far Cry -- Behind the excellent graphics, extremely long draw distance, and pretty water and forest were solid mod tools, strong AI, and semi-non-linear gameplay.
Basically, if you don't do anything new, it is hard to get noticed. There are dozens of 80-90% FPS released every year. The great ones are either super refined and take lots of evolutionary baby steps (so many it is hard to ignore) or they are solid across the board and introduce a number of elements that make them fresh, unique, and fun.
We all expect nice graphics out of an FPS. But a new title needs more than that.
When I see a FPS that looks a lot like the competition I want to see how it plans to set itself apart. One great way is to make it a more thinking game. Lights are Dynamic? Why not allow us to shoot the lights out in a room (or hall) to gain the upper hand... or at least allow us to confuse the enemy and disable their vision long enough to avoid them.
Perfect Dark is a perfect example of a game just not doing enough. It had solid graphic technology, nice animation, and great online and coop. But the game had some "style" issues, and even though it had a roll and cover system, the SP seemed dated.
A new FPS that is an "action" FPS run-and-gun will have a hard time distinguishing itself, even if it has pretty graphics. We obviously have not seen much of Resistance. My guess is they are keeping mum on most of the story and gameplay elements and all the various weapons, vehicles, enemies, and environments. That is to be expected and a good reason not to rush to judgement.
But as a jaded FPS player it is the same reason I am not jumping up and down. Over half my games I own are FPS. I want developers to take a step back and say, "Our technology allows us to do X, Y, and Z now... lets step back adn see how that can alter our version of FPS reality... wowzers! We can now shoot out lights! How can that change gameplay?"
That is how a lot of great/famous FPS got started. They tried something new that the "traditional" FPS were not brave enough to do. That is the only way to brake all the cloning. Because after a while, Quake is Quake, Unreal is Unreal, and everyone wants to make their version of Half-Life 2. We heard a lot of, "Half-Life 2 like story telling with no cut scene" hype at this E3. GREAT! Now... what are you doing that HL2 did not do?