Re:09 Wont suck like 08
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Dec 12, 2008 11:07
Repeatedly shooting somebody keeps the genre alive? I'm sure you'll shit yourself when I say this, but Halo, Call of Duty, Half-Life 2, Team Fortress 2, its all the same shit under a different name. And Doom? What the fuck is this, 1993? Sure it was a great game, but how many rehashes can you get?
Works several ways.
I'd agree that fighting games aren't in the pink at present, either in terms of raw hard sales or mechanical innovation, but srsly u guys - look at, oh, let's say the Def Jam fighters (variable in quality though they were) or Guilty Gear, or the Fight Night series, or Bleach on the DS, or even craptastic Naruto and chums. It's fundamentally the same template, of course - beat the crap out of somebody, rinse and repeat - but let's not pretend developers have simply been reskinning the same mechanics for each fresh iteration. There's a lot of light between even heavily recycled titles, too - walk into Virtua Fighter with the intention of hammering buttons Tekken-style and see how quickly you get your arse handed to you.
I also think the whole "same-but-prettier" argument rests on the false assumption that somehow more advanced graphics mean nothing. Go on, tell me it doesn't make a difference when you see the shadows of individual tree branches sliding over your rifle barrel in Crysis. Or that the sight of individual drops of blood flying away from somebody's recently broken jaw is besides the point. Even if there's no direct relevance to the supposedly discrete, mechanical category of "gameplay", these details add volumes to the experience.
The story-telling point is valid, though - I wonder if anyone at Namco, Capcom et al has any ideas on that front. Anyhoo, I shan't rant on. VF5 - I don't think you've been out of order in this thread, but we'll have no bloody platform trolling here, thank you very much. Love Thy Neighbour, etc.