FEAR and Why I Miss Physics Engines in Games
I miss the fuck out of ragdoll physics. FEAR
combining ragdoll physics and gore is one of the many reasons why that game
nails combat so well. 8th gen, give me a AAA fps game like FEAR and shove your
open world shit up your ass. Doom and Titanfall don't count.
It's amazing how FEAR basically combines, Max Payne 2's ragdoll physics with
Quake 2's over the top gore. I think this is what FEAR 2 and 3's combat was
missing in many ways, the ragdoll physics. It's really disappointing that the
more the 7th gen progressed physics engines pretty much became more and more
irrelevant. Star Wars the Force Unleashed and GTA 4 were probably the last
games that really pushed the ideas of exaggerated game physics. But back to
FEAR, it seems FEAR 2 and 3, just only remember the blood and gore but not the
over the top exaggerated death animations when you hit an enemy. Hitting an
enemy in the first FEAR and Extraction Point just provides a great stimulus for
combat that no game provides. It truly is a very big fucking shame that the god
awful horror elements of FEAR gets talked about more than this stuff. This
along with the level layouts, the AI with it's goals and communication with
each other, the amazing weapons to use, the level of detail in the environments
where at times it can put you at a disadvantage(smoke, explosions wrecking your
focus while in BT, and glass breaking to surprise enemies), and the weapon
limit making you improvise is among the many underused examples of why FEAR is
great. The AI, I get, but the scripted obvious as fuck horror sequences can
fuck themselves, and should be a negative.
It's quite interesting when talking about physics engine in general. Games in
the early to mid 00s were basically abusing it and was in almost every action
game, from Half Life 2, Second Sight, Psi Ops, GTA 4, FEAR, Max Payne 2, Star
Wars the Force Unleashed, and Painkiller to name a few.
In a lot of the games they were in, they added a hilariously over the top
element to the gameplay. The most fun thing about GTA 4 was using explosive
weapons to see the bodies flying. Jumping out of cars were hilarious due to how
exaggerated the death animations were. Killing Niko over and again was just
hilariously fun. Jumping out of cars, helicopters, boats, buildings was just so
damn funny because Niko would just bounce like if his body barely had any
weight.
In Star Wars the Force Unleashed, it was a so hilariously dumb and over the top
to play around with the Stormtroopers. Just pushing and pulling them around,
having them grab on to the environment, having them grab on to each other
provided for a somewhat unique Star Wars and gaming experience. Where Psi Ops
and Second Sight only lightly touched up interactions with enemies and the
environments with psychic powers, TFU really took the idea two extra steps
further.
Max Payne 2 and Painkiller had combat be really over the top because blasting
enemies with the weapons would cause them to go flying and land to the ground
very lightly. It's like sort of like those action movies where enemies would go
flying every time they got hit by guns. It really made the weapons feel that
much better.
Instead of open worlds, and MMO shit maybe gaming should go back to
incorporating physics engines into their games for more fun and unique gameplay
experiences. I know it's expensive but I would rather see physics engines come
back then high powered graphics.
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