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Re: FPS Discussion - Old School/New School?
[Re: Machinery_Frank]
#252720
02/19/09 22:11
02/19/09 22:11
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mercuryus
Unregistered
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mercuryus
Unregistered
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But Bioforge was no fps at all. I've played Bioforge but it never kept me playing long. I remember the endless time critical situations to pass to a corridor or laser beam - just awfull...
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Re: FPS Discussion - Old School/New School?
[Re: ]
#252730
02/19/09 22:38
02/19/09 22:38
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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This is right Bioforge was no FPS, it was similar to some todays adventure or horror-games with pre-rendered backgrounds and 3d-characters. But it rendered all this without hardware acceleration on CPU.
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Re: FPS Discussion - Old School/New School?
[Re: Dan Silverman]
#252783
02/20/09 07:15
02/20/09 07:15
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mercuryus
Unregistered
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mercuryus
Unregistered
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Interesting idea! Proper implemented it could give a fps an extra appeal. Thanx for clarify this.
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Re: FPS Discussion - Old School/New School?
[Re: Dan Silverman]
#252817
02/20/09 15:33
02/20/09 15:33
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Joined: Nov 2008
Posts: 946
the_clown
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User
Joined: Nov 2008
Posts: 946
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To throw in a new point, beside all the discussions about story and whatever: I think there is something that the so-called "next-gen" shooter games like Crysis do better than (most of) the old-school shooter games: They are very intense, you really feel like you're in the game. I know that is mainly because of the graphics, but it's not just the graphics. For example, F.E.A.R (both the new and the original one) has very good particle effects and nice physics that make even just running through the levels while shooting a funny thing; In a fight then, you're just thinking "wow" because crates and barrels are flying around you, sparks and wall fractures are scattering all over the floor and explosions are blasting everything away. This can also be found in Crysis, Far Cry 2 and nearly all modern first person shooter games (as well as in most third person games like GTA 4). Another thing: Try and start one of these old-school FPS, for example Unreal, and take a look down. What do you see? I can tell you, nothing exept for the floor. Now start, say, F.E.A.R. Now look down. You can see the body of the main character as well as his shadow. This is as well giving the player the feel of really being in the game, and it's also something you cannot find in most of the older FPS. Well, but that's just what I think, others may have other opinions.
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Re: FPS Discussion - Old School/New School?
[Re: the_clown]
#252818
02/20/09 15:59
02/20/09 15:59
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Joined: Jan 2008
Posts: 1,580
Blade280891
Serious User
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Serious User
Joined: Jan 2008
Posts: 1,580
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Yeah that is true, i think what the old school FPSs' were/are missing is background action, something to add a little more realism to the whole experience
My Avatar Randomness V2"Someone get me to the doctor, and someone call the nurse And someone buy me roses, and someone burned the church"
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Re: FPS Discussion - Old School/New School?
[Re: Blade280891]
#252836
02/20/09 19:03
02/20/09 19:03
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
Senior Expert
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Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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But to be fair: Games like the old Unreal rendered with software on your CPU only. They could not display Hundreds of particles and enemies, they even had to optimize sound, using CPU extensions like MMX and still the game was too slow on most of the hardware. And if they would have let you look down at your own player model then it would be an ugly mess of 150 polygons of a body. They did what they could do best at that time. And it was a revolution of gameplay and technology.
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