Call of Duty's Shooting Mechanics
I write game and occasional anime reviews. I might do a write up on a more broad topic here and there.
Call of Duty's Shooting Mechanics
How I would Write Spider-Man Homecoming
I have made it
clear that I am not a fan of Spider-Man Homecoming or a fan of the MCU's take
on Spider-Man in general. Instead of doing my usual complaining, I want to make
a version of the movie that I think is more true to the characters while also
being good movie in it's own right and being a bit in line with the plan of the
MCU.
The first thing I would change right away would be the villain. I am not big on
the Vulture in Homecoming and how his sole motivation is to get back at Tony
Stark and shoehorning in his family at the last minute just felt like a cheap
way to have Vulture and Spidey get a climatic showdown at the end.
My version will have 3 villains. The first being The Mandarin, the second being
Norman Osborn and the third being Ezekiel Stane.
First, why Mandarin? Well, the Mandarin was built up since the first Iron Man
movie and his organization was one of the reasons why Tony become Iron Man in
the first place. A lot of people were upset over how he was treated in Iron Man
3. Now I think this movie is the time for the Real Mandarin to actually do
something against Tony Stark. It's just strange as fuck how Mandarin was there
since the first Iron Man and yet he never actually fought Tony in any capacity.
He would mostly be planning and supplying Norman Osborn Stark tech but he would
be acting through a proxy for this movie, and that proxy would be Ezekiel
Stane.
Okay, now why him? Well here is the thing, Zeke Stane was supposed to make an
appearance in the first Avengers movie because Joss Whedon thought Loki would
not be enough of a threat but Kevin Fiege said no. I think Obadiah Stane having
a son at all is pretty interesting and he would make an interesting foil to
Peter. Zeke hates Tony for killing his father and robbing him of a future. And
he knows about the Mandarin through past dealing with his father, and wants to
get back at Tony Stark for ruining his life. Peter thinks while Tony is
egotistical and pompous, he thinks there is a good side to him and he's just
trying to make up for his wrong doings. His role in the movie would be him
making a series of Terrorist bombings throughout New York with stolen Stark
tech and framing Tony Stark for crimes he never did.
Now finally, this leaves Norman Osborn, I put Norman in the movie mainly because
I felt his company Oscorp and as well as him in general as always been to me,
Spidey's greatest foe. And I feel him teaming up with Iron Man's arch nemesis,
The Mandarin would be an interesting team up. That and it helps give Spidey a
villain to fight while not turning his rogues into glorified Iron Man villains.
He's in the movie because he feels Spidey has been a great nuisance in taking
over the crime underworld and Zeke Stane learns about how Oscorp is trying to
get rid of Spidey, so Zeke gives the idea to the Mandarin to use his Stark tech
to frame Tony. Norman's role is to give Zeke plans on how to use the tech to
blow up parts of the city that would get the most attention because Norman
knows New York inside and out. I probably wouldn't make the Green Goblin just
yet. That'll be saved for future movies.
Now with the villains out of the way, I want to address Peter himself. I don't
think Tony being a father figure is a super bad idea but like everything
execution matters first, and I found the execution to be lacking.
I would make Peter in my movie conflicted about the idea of Tony being a
possible mentor. Tony wants Peter to be taken under his wing, but Peter is
unsure about it and still tends to think of Ben Parker a lot. Peter does
respect Tony for his accomplishments and part of him thinks he is
"cool" but he knows that Ben Parker will always be the father he
never had. Tony thinks he can redeem himself by steering Peter down the right
path.
Aunt May thinks Tony is a bad influence on Peter, and despite Tony being as
nice as he can, like helping to pay bills, she still thinks he is ego maniac,
and doesn't want to do anything with Peter. Aunt May just thinks all that
Avengers stuff is dangerous and thinks the world could be ruled by them if they
are unchecked and they leave a lot of collateral damage in their wake.
Now throughout the movie the terrorist attacks get worse and worse and
eventually Aunt May refuses to see Tony anymore, Peter knows it's not him but
everyone in the city is against him now. This also means you can't have the
Avengers.
Then the finally track down Zeke Stane after the battle, Zeke goes to jail. And
all though Tony is proven innocent by the end, people still don't trust him
because after all his tech was used to kill thousands of people. Tony resorts
to alcohol to deal with the stress but Peter eventually tells him to lay off
and they will deal with the problems together.
And finally, no suits made by Tony in my version, screw that.
And in the sequel, Spidey goes to China and brings the fight to Mandarin to
honor his mentor that he never truly had, Tony Stark. I have never seen Far
From Home nor do I plan to in the near future.
Why I am bored of Resident Evil
I recently just
beat REmake 3 and the game is just okay to me. The Downtown section was by far
the most open but after that it mostly becomes a linear trek which I didn't
hate but at the same time I feel like the game is super confused.
It sort of has the open levels of old school RE while having more action stuff
in the actionized REs. It throws lots of enemies at you and scripted sequences.
You also get dodging and counterattacking. The Carlos Hospital level was
basically the house hold off from RE4.
I'll just be get to the point and say it, I am BORED as fuck of Resident Evil.
Or at least these "horror" oriented RE games. I would rather just
have another balls to the walls action RE at this point.
The guns in both REmakes 2 and 3 both don't feel that great at all. I'll give
REmake 3 some credit for improving the weapon feel to varying degrees but it
has the same issues, but just to a less noticeable degree. You will still put
in a lots pistol and shotgun rounds into the zombies and they will still get up
after a lot of shots. I just don't get the point in having a Resident Evil game
where the guns just feel don't feel that great to use. Also, the amount of
times I got jumped by random zombies in REmakes 2 and 3 are so numerous it's
not even funny. I always go like, "what" every time I get jumped from
behind. Resident Evils of old at least gave you various audio cues is to when
an enemy was near by but in these modern REmake games I have no idea when
enemies are near by or when they are actually dead. When a zombie grabbed you
on the ground in older REs at least they die after mashing a few buttons, in
the modern REmakes you STILL have to shoot them and hope they actually go down.
I can at least forgive the weaker weapons in RE6 to varying degrees because you
had to use the melee along with the guns. But these newer REmake games, it's
even hard to run away from zombies due to the third person camera. In the fixed
camera REs, whenever you got grabbed or punched the static camera at least gave
you an idea of what position you were in but since a third person camera
follows the player, getting grabbed or punched gives you a harder idea of where
your last position was thus giving you a window to be attacked again. So now,
the weapons are weaker, and the third person camera makes enemy evading harder
than it needs to be.
And now this just leads into more next point, if Capcom wants to continue RE
either they should mix up releases of Action and Horror RE games to avoid
staleness. I really feel like with these newer REmake games that Capcom, deep
down wants to make an action RE but the backlash that 6 just made them afraid
of making another. These third person REmakes really, to me, in some ways feels
like an awkward blend of action and horror. It has the third person camera of
the later REs and the level design of classic but since the weapons feel
terrible and the third person camera is better for action games, it feels like
the games are in awkward frankensteined position.
Let's be honest here, Resident Evil 4 as much as you love it or hate at least
when it came out, put the series in an interesting position. It was no longer a
game that was inventory management and saving ammo when it counts but more
about using a variety of weapons to kill enemies with the occasional
backtracking. My point is, it at least brought genuine freshness to the series
where these REmake games just feel like an awkward combination of fixed camera
RE and 4. It just feels like the games aren't even making any major innovations
anymore and is just frankensteining old school RE and action RE.
I mean you can feel Capcom wanting to make an action RE again when Jill
literally lifts a railgun over half her size to kill Nemesis and the Carlos
levels.
Either I want an action RE or make a new Dino Crisis or Lost Planet game
because RE is just a a weird position now.
Why Deus Ex Human Revolution and Mankind Divided do not work as Prequels
I'll be honest and
say that Human Revolution was my first introduction to the series and I didn't
start PC gaming until late 2013. I didn't even play the first Deus Ex game
until 2016 and it's sequel Invisible War until 2018. I'll admit that I did kind
of like the story of Human Revolution when I first played, I thought Adam was
an interesting character to some degree and I did kind of like the conspiracies
it had in it's story or at least from what I remember. It came around a time
where so many franchises had prequels and you couldn't go a year without there
having at least one.
Now after playing Deus Ex 1 and IW, I have to say that as prequels, Human
Revolution and Mankind Divided don't work at all. It adds in more retcons to
the overarching narrative of it's series than the whole Big Boss saga of Metal
Gear Solid. And none of these retcons are particularly compelling either.
For me while prequels tend to be hit or miss a lot of the time, I think 2
aspects of what makes one work are this: the first being that it should answer
questions that the lore or the media property of that it's a prequel of has or
it can recontextualize how you first saw see the said media property.
Does the Deus Ex prequels do either of these things? Well no. First of all, the
character of Adam Jensen was never once mentioned in Deus Ex or IW. The closest
thing to a possible mention is when Illumanted Saman mentions an "ideal
individual" when talking to Alex D in IW and even then that is a vague
detail at best. Is he clone of JC or Paul? Is he prototype for the augs that
characters like Gunther Herman and Walton Simmons uses? Well I am not even
sure. Then there is fact that his blood is supposed to be immune to the drug
augmentations requires. If he has that why was this never mentioned in the
other games? Why are the villains in HR or MD never mentioned in the games
after? Or Janus? Or Sarif Industries? Okay yeah it has FEMA in it but the game
never makes you think of them in a new light, they just a generic evil bad guy
group to oppose the player. The only important details you get from these games
are the scenes involving Bob Page and the Illumanti and even then they are
short and brief and don't and a whole lot. Cliff Stephens is great in the role
as he always is so I'll give Edios Montreal that they never recasted him. And
the funny thing is, Bob Page is the only thing that really links these prequels
to the original game(it's sequel was mostly ignored due to the hate it got).
Also Megan Reed creating the Gray Death but once again the previous games never
mention her either. Take out Bob Page, the Illumanti and to some degree Megan
Reed and there's hardly anything that links HR and MD to the overarching series.
And then there is the overarching narrative of Adam trying to stop Bob Page and
the Illumanti. Well, being spoiled is a topic that is much of for debate, I
think playing Deus Ex 1 already makes the conflict of Adam trying to stop them
already boring because if you beat that game, you know Bob Page and Majestic 12
were the ones to disband the Illumanti. Adam has nothing to do with it. So now
Edios Montreal has put themselves in a weird situation, give an ending that
everyone who played Deus Ex 1 sees coming and lacks dramatic force due to
knowing how it's going to end or add further and more uninteresting retcons to
the Deus Ex story just to create some degree of actual tension and to create
actual consequences in these games but who knows now. Edios is too busy helping
Crystal Dynamics making a cash in Avengers game.
Now I want to compare this to two game stories that I feel does the idea of the
prequel correctly and also to much derided Star Wars prequels.
First I will compare this to Halo Reach, while Halo in it's games have never
told an amazing story. I feel Reach does it's job as a prequel mostly well.
It's mostly very consistent with the timeline of the Bungie games minus the
armor powerups. First of all, let's start with how it's introduced(I know Halo
the Fall of Reach book came out before the game but I am talking about how
Reach is introduced into the series of games). In Halo 2, the Covenant are
attacking earth and Commander Boone mentions that "this isn't even as big
as half the force that wiped out Reach". With that line, it now steps up a
possible prequel in the Halo universe dedicated to the Fall of Reach and how it
happened and it's introduced organically into the lore. Then there is the
greater implications of the game's events itself, while Halo Reach's story is
far from amazing due to mostly dull characters outside of Jorge, the events of
that game does make you view Halo CE in a new light. When you play Halo CE,
it's basically just a crew of marines, an AI and supersolider finding a ring
world that just so happens to be a doomsday weapon, and they have to stop it
from being fired by the covenant and 343 Guilty Spark. It's a pretty basic step
up. With Reach now added you know the sacrifices that were made to get Pillar
of Autumn running into space and the amount of hardships that were done to make
sure the Covenant does not wipe out humanity. How Noble Team and everyone on
Reach sacrificed themselves to get the Cortana AI out and make sure there can
be some warning to Earth. The whole game gives you the feel that Noble 6 is
basically in a mission where they won't come out alive. And makes you view CE
in a new light. This could be a lot more dramatic if the characters were more
interestingly written but as a prequel it's surprisingly effective.
Now let's look at a game where it's consistent with it's a game and has good
characters to boot, Call of Juarez in particular, Call of Juarez Bound in
Blood. In the first game, there is a monologue by one of the playable
characters, Ray McCall, on how he used to be a hard headed cowboy and how his
rashness during a heated situation caused him to shoot one of his brothers
while he bringing out a bible. This perfectly sets up the prequel that is Bound
in Blood because it not only organically introduces an event that is
established in the lore but also it makes you curious on what on earth could've
gotten a man who is a preacher and shouts the name of god to do such a horrible
thing. I played Bound in Blood first because I had a PS3 and when I played the
first game afterwards, it made me appreciate that game greatly like a good
prequel should.
Now, I am might get shit for this since back a decade ago, the Star Wars
prequels were the most derided movies around. But a sub par movie trilogy and
other questionable Star Wars media later, I think the prequels work as prequels
quite well for the most part. I think it's mainly due to how George Lucas kept
things intentionally vague in the original trilogy. Like for example, how did
the jedi get wiped out? How did the Emperor get to power? How did Anakin fall
to the dark side? What were the clones wars? How did the Emperor gain so much
power to the point where he could dissolve the Imperial Senate? How did the
Empire form? With all these questions in mind, saying the prequels were
"pointless" is stupid because Lucas deliberately planned the idea of
possibly making prequels as early as a New Hope. This isn't what Edios Montreal
where they introduced retcons on and plot threads because they knew they appealing
to an audience who don't PC game. Lucas at least knew he wanted to make
prequels. And the thing with the prequels that I think really work if you just
view the movies is that that all these questions get answered and there are no
characters that get introduced that serve no purpose in the timeline later.
Darth Maul(back in the Phantom Menace days), Count Dooku, General Grievous, and
the rest of CIS are just pawns for the Emperor and nothing more. There's no
character retcons like Adam Jensen and Megan Reed here. They are pawns to be
disposed of and nothing more. There is one retcon of Boba Fett being a clone
but I argue it made a character that is super overhyped more interesting but
that is a topic for a different time.
All in all, I have rambled enough and I say this, Edios Montreal should've went
with Crystal Dynamics' route with the Tomb Raider series because I tend to
think of Deus Ex HR and MD as reboots in disguise more than prequels.
How Audience Plays a Role in Games in more than just Budget
This video has
really got me thinking how much of a role an audience plays a role in the
design of any game:
https://www.youtube.com/watch?v=Tc8hrXyG1xw&feature=emb_title
It's not just something to use to excuse why AAA gaming are being dummed down
but it plays a role in how your game will be designed. Kingdom Hearts 2 has an
interesting combat system but since the game is appealing to people who enjoy
Disney, Final Fantasy players who might or might not actively play real time
action games, people who like the shounen anime aesthetics and story and
finally the people who want a good combat system and play it for the challenge.
They have to design the game with all these things in mind so therefore all
it's depth might not be found by all the players who play it.
Another example is the MGS series. There's different people who play MGS for
different reasons, they like the story, the long cutscenes, the ficitional
versus battle people to see how "tough" and "cool" the
Snakes are against. With all these people Kojima has to appeal, not everyone is
going to notice the gameplay details and crazy stuff and the "depth"
the game has.
Compare to say Thief, Mark of the Ninja, and Splinter Cell, those games are
primarily aimed at people who want an indepth stealth experience and when
discussion with these games are involved, they tend to mostly mechanical, level
design, overall gameplay focused. The less people to appeal to, the more people
will notice everything a game has to offer and the devs will make design and
put work around those design decisions.
People often bash Spidey PS4 and Batman Arkham for being "too easy",
"too simplistic", and lacks the "depth of Devil May Cry",
but the thing is, those games are licensed games and they also have to appeal
to fans who like that license. People who purely read Batman and Spider-Man
comics or view media with them and don't actively play games at all. I met up
with someone recently who couldn't even beat the Arkham games on normal and had
to play on easy. This is the trap licensed games will always fall into.
Then there is the CoD series. Yes, it constantly gets made fun of for recycling
so much and barely having any innovation. But I'd argue one reason why the sps
are so stale is because CoD has to appeal to two groups of people, ones who
play it for the sp and the ones for the mp. Yes, the devs could easily overhaul
the whole series' combat system and I really fucking wished they did but at the
same time, would they really want to put in so much effort into a mode only a
fraction of the player base will play? It's the trap CoD has been in for so
long now.
Halo is an interesting one where it has multiple audiences but the series does
in a way have discourse that is consistent. People will play the sp and mp but
both seem to have consistent amount of effort put into both with the exception
of 5. People who play Halo generally also play the sp, coop, mp and are really
passionate for the story and lore too.
And yes, everyone is annoyed to death about the Sekiro "easy" mode
debacle. The thing is, From's audience and the people they appeal want super
challenging games and that's what they expect from them so From wants to make a
game that they want. The easy mode to them shits all over everything they
expect From Soft. It's just pointless adding an easy mode to a game where the
design isn't even built around and to appeal to an audience that probably won't
even play their game anyway.
"Audience" is not just something that be used to explain inflating
budgets, but it plays a huge role in any game's design.
Why David Cage's "answer" to Game Overs don't Work and
Comparison to Telltale
Playing Detroit
made me realize to some degree why Telltale's games are so scripted. Yes the
latter should cut out the "this game is tailor made to how you play"
crap. But with Detroit, the game just wastes your time for the first few
chapters and then kills your character off in an anti climatic way just because
you didn't have walkthrough in front of you during the "danger"
sections. At least with Telltale games, a first time player can get the whole
story on their first run while with Detroit, a section can catch you off guard
and then you lose good chunk of story and then you got to do that section again
and have a walkthrough this time. This isn't so much a "solution" to
game overs as it is just wasting time and making you wish checkpoint restarts
were in the game because removing the "gamey" elements makes the
story a lot worse when compared to Telltale games and especially other mediums
that David Cage is trying to emulate.
I have a lot of issues with the way Telltale does the "game" part of
their "game" but at least they play to their strengths and have their
stories be a universal experience and don't waste the player's time re doing
sections with a walkthrough on hand.
Telltale games don't give you any reason to re visit and the first playthrough
might as well be your last but David Cage's solution is to just have you replay
sections and watch the same scenes until you stumble upon the best solution or
just keep a guide with you at all times.
Then there is the fact that Detroit has an "easy mode" where
characters can't die and you get the full experience no matter how much you
fuck up. It's strange how what makes David Cage's game different from
Telltale's games is that "choices do matter" but here, he is giving
you the idea option to view the story. Now, if you fuck up, you won't get
locked out of story sequences, and the story will play out as intended. So in a
sense, David Cage is giving you the option to play it as a normal story without
any of the pseudo game overs. So basically, all of this "flow chart"
nonsense is basically just one big gimmick.
Why I dislike Call of Duty Multiplayer
I am not a big fan
mp games in general and I feel like a large contributor to that is the CoD
franchise, in all fairness I used to play World at War's mp a lot but later
games just annoyed the piss out of me, and every mp game at the time the time
of the 7th gen were basically emulating CoD.
I find CoD mp to be really uninteresting in general. Its basically who ever
melee or shoots with ADS first wins. I don't get why CoD hates the idea of hip
fire so much. And you want to know why people camp in CoD games? Its because
ADS is king and you are better off holding the ADS button at all times then you
are actually running and gunning because running and gunning means you have to
aim your crosshair and then press the ADS button then shoot, clearly running
and pressing ADS is too much work so just sitting there removes the busywork.
And killstreaks, boy oh boy, not only is the act of running and gunning in a
run and gun shooter not fun at all but now, you get rewarded for sitting around
and waiting for the enemy to come to you. Which basically puts all the players
who want to play properly at a huge disadvantage. Mainly because it exploits
CoD's weak combat and rewards people who don't want to run and gun. People who
actively don't play the game will get air strikes, gunners and radar scans and
further attacking people who actively want to run and gun and have a good time.
This stuff ain't got shit on arena shooters. Prestiging? Who cares if the core
shooting is so weak. Arena shooters encourage you to move and learn the layout
of the maps, the weapon placements and encourages you to run around and get up
close and personal. You have to learn the map, find the weapon placements and
you have to yes, actually run and gun. None of that customizable loadout shit
where you have 10 machine guns and pistols that all do the same thing. Each
weapon in arena shooters feel different from each other and have their uses.
And no stupid killstreak rewards putting other players at a disadvantage.
Maps feel nice and large with lots of verticality, and decent amount of space
to get the drop on enemies.
And getting kills in Arena shooters actually require more skill than just
pressing ADS first, since you can take a decent amount of damage before you
die, you can run back get some health and armor, find some weapons come back
and even kill the player hunting you. Getting a kill requires quite a bit of
dedication from the player, and requires you to pay attention rather hitting
ADS or melee first.
I know later CoDs probably fixed the kill streak and camping problem but people
often say MW series is the high point of CoD mp and I so strongly disagree with
that. They really are overly nostalgic.