the first person shooter game thread (eew fps)

Anything from run & guns to modern RPGs, what else do you play?
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ExitPlanetDust
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Re: the first person shooter game thread (eew fps)

Post by ExitPlanetDust »

Lord British wrote: Tue Dec 31, 2024 4:00 am I'm not an FPS guy normally, but I picked up Gun Grave G.O.R.E. on sale for $6 on PSN and I feel I've certainly got my $6 worth. It's an FPS that feels like it was made on a fancier NAOMI board. Wasn't aware of it's PS2 prequels either til recently, so if you're unfamiliar, the gameplay is just being a walking tank that's constantly shooting. Has it's flaws for sure but I've found it pretty gratifying so far. Check a vid on it.
G.O.R.E. is so rad. The beating it took in major outlet reviews is a crime. Both it and Wanted: Dead are the perfect pair. Absolute under appreciated masterpieces. Slices of PS2 era action teleported through time. It’s worth grabbing a disc for PS4 or 5 to appreciate the original difficulty before patches watered it down. That train level… perfection. The rage from random playthrough videos could power a city. :twisted:
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Lord British
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Re: the first person shooter game thread (eew fps)

Post by Lord British »

ExitPlanetDust wrote: Tue Dec 31, 2024 4:12 am
Lord British wrote: Tue Dec 31, 2024 4:00 am I'm not an FPS guy normally, but I picked up Gun Grave G.O.R.E. on sale for $6 on PSN and I feel I've certainly got my $6 worth. It's an FPS that feels like it was made on a fancier NAOMI board. Wasn't aware of it's PS2 prequels either til recently, so if you're unfamiliar, the gameplay is just being a walking tank that's constantly shooting. Has it's flaws for sure but I've found it pretty gratifying so far. Check a vid on it.
G.O.R.E. is so rad. The beating it took in major outlet reviews is a crime. Both it and Wanted: Dead are the perfect pair. Absolute under appreciated masterpieces. Slices of PS2 era action teleported through time. It’s worth grabbing a disc for PS4 or 5 to appreciate the original difficulty before patches watered it down. That train level… perfection. The rage from random playthrough videos could power a city. :twisted:
Yeah, at first I was like "Ooh, a modern PS2 game, how brilliant!", but then I discovered that it's a continuation of the PS2 games. Yep, gonna buy Wanted: Dead whenever that goes on sale.
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guigui
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Re: the first person shooter game thread (eew fps)

Post by guigui »

Did anyone tried the port of the S.T.A.L.K.E.R. games on the Nintendo Switch and could give info about quality in terms of gameplay, lags and all ?

I was a fan of first era Fallout games in their time and I read that STALKER had the same kind of setting and atmosphere, with FPS gameplay ofc, so I would definitely try them if they run well on the NSW.
Bravo jolie Ln, tu as trouvé : l'armée de l'air c'est là où on peut te tenir par la main.
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ExitPlanetDust
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Re: the first person shooter game thread (eew fps)

Post by ExitPlanetDust »

I’ve been playing a lot of Doom on PS5 lately with the 1&2 collection that was updated and overhauled last year (or was it the year before). Mouse and keyboard support is pretty good on my lagless display and some neat mods have been ported over. I get a kick out of playing through Knee Deep in the Dead with the Priss mod. “Boomuh!” *squish* I found a couple of Brutal Doom weapon mods, one of which increases the rate of fire ever so slightly on the shotgun, turns the pistol into a rifle with the ROF of the old chain gun (with a plasma rifle reload animation when the trigger is released), and a shredding good fun minigun that goes through rounds like a trick or treater who found the secret stash. It’s a shame these mods don’t seem to be compatible with multiplayer. Though multiplayer connectivity is pretty lousy anyway on console.

Also, it’s not really an FPS, but Compile Heart’s recent Zaleste announcement brought Scar-Lead Salvation to my attention. It’s basically anime Returnal and I’m all here for it. Hopefully it gets a localization sooner rather than later. I definitely need Roguelike anime 3rd person shooter in my life.

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ExitPlanetDust
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Re: the first person shooter game thread (eew fps)

Post by ExitPlanetDust »

I recently inherited an iPad mini 6 from a family member and I grabbed the iOS version of Bright Memory Infinite for around $6. The initial launch on iOS was lacking good controller support, but the game was patched up and it plays brilliant. There’s even leftover keyboard and mouse support from the initial port that kind of works, but it’s difficult to navigate menus and some commands aren’t mapped, meaning soft locks at QTEs.

This game is sofaking cool. I know it’s not the first to explore intentional high mobility in the genre, but the moment-to-moment combat, pacing, and short length push it into a tier well above what one would expect. The game feeds players instructions and gives them tools to deal with situations, but the combat remains mostly open-ended. Similar to a competent character action game, players are free to style on enemies as they see fit. Clearing an area of enemies makes you feel like a super soldier badass. This is how I wanted the Black Ops 3 campaign to feel.

I also played the first game by the developer and it’s mostly a demo for what was to come with Infinite. I hope they make another game that further apes games like Titanfall. I would love to see some mecha play by this guy. As well focused as it is as a single player campaign, the combat would lend it self quite well to multiplayer. I can just imagine parry wars and other shenanigans.

Definitely try this one out on one of the many platforms it was released for if you’re lookin for a solid, bite-sized ninja-like FPS.

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XoPachi
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Re: the first person shooter game thread (eew fps)

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Daytime Waitress
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And Alexander wept, for there were no more worlds to conquer

Post by Daytime Waitress »

Human endurance (and speedrunner brainrot) are simply terrifying things:

https://www.youtube.com/watch?v=Cl3jW_VdJRw
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Lemnear
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Re: the first person shooter game thread (eew fps)

Post by Lemnear »

viewtopic.php?p=1579529#p1579529
Since they are FPS maybe I should have posted this here.

Now it's the turn of The Finals. Swedish game (but published by South Korean Nexon) by Embark, a team composed of former legends of DICE (Battlfield series).

Without mincing words, the trailer shows scenes of REAL gameplay (it shows some extreme situations but ok).... and I think it's been YEARS since I had this much fun with an Online FPS!
- There is the mobility of Apex Legends (it doesn't reach the levels of Titanfall 2 but Apex yes).
- There is the TOTAL destructibility of the environments like in Battlefield.
- You can grab objects and throw them.[/list].. I don't even remember when was the last time in an FPS I could grab anything and carry it around or throw it... [yes you can put a mine/C4 on a vase and throw the vase like in the trailer if you want], or you can directly take gas canisters, electric batteries or toxic gas containers... or even dumpsters.

The overall aesthetic is reminiscent of Mirrors Edge (but with a shitload of Ray-Tracing everywhere), which isn't necessarily a bad thing, the maps are huge, expansive and absolutely verticalized, EVERY single door can be opened, EVERY building is fully explorable, and destructible, there's even a wrecking ball with physics, with objects that it throws away everywhere. There is also a Sponsor system, to unlock clothing etc.

The most popular mode is a 3v3v3 where the three teams have to break into what is basically a small safe, and then take it away, so it has a bit of Ground Control and a bit of Capture the Flag. Whoever takes 2 wins, in case of a tie a third or fourth "Vault" (that's what they call it) will come out.
the competitive mode is a mini tournament, with 3v3v3v3 groups (for a total of 24 players) multi-round match, same rules as above. Alternatively there is the 5v5 deathmatch

A bit like in the forgotten Brink, you can choose between 3 different statures and consequently different skills and weapons, the Small size has the grappling hook, invisibility or dash/blink, the medium size has Heal or an automated turret or can dematerialize a wall or floor and rematerialize it (without destroying it) or use a riot shield, while the large size can use barricade shields, demolition hammers (with which you knock down walls, floors or throw opponents away) instead of a grappling hook to climb, it has one to grab things and bring them to itself or charge ram style and knock down walls like a bulldozer.
Funny that your primary weapon can be a grenade launcher (Medium Size Class), or a Flamethrower (Large Size Class), there are also throwing knives and katanas.

The game is fast, with high mobility, the gunplay is responsive and very precise, allies when they die become figurines, they can be revived, or you can grab the figurine and throw it away perhaps near a companion in a safer area to revive, even the Vault can be thrown (whoever carries it obviously can't shoot).

Being inspired by a sort of "Show" there are commentators, I thought they would have been a pain in the ass... instead they are extremely useful because they describe the game action in real time giving useful information (they are AI voices and not recorded).

This The Finals pleasantly surprised me, I can't understand how a Warzone can still be full of players after the existence of something like this honestly...(is also on PS4).
PS: Oddly enough unlike the music in the trailer, the game's music is entirely synthwave-ish :| .
Last edited by Lemnear on Sat May 31, 2025 6:07 pm, edited 2 times in total.
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AGermanArtist
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Re: the first person shooter game thread (eew fps)

Post by AGermanArtist »

Just bought Mullet Madjack on Xbox. That's fantastic. It's a lot like a rogulike Suda51 FPS. It's not quite as refined as Neon White, but It's a 9/10 here.
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Sima Tuna
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Re: the first person shooter game thread (eew fps)

Post by Sima Tuna »

I've been playing Borderlands 3. I got three of the characters to levels 25ish. I'll probably pick my favorite and keep going. The gameplay is still good and they've expanded skill trees a ton from previous borderlands games, but it does kinda feel like the individual skill points don't provide as much return as they used to. Or if not that, then the individual skills have some pretty wide variation between "absolutely broken wtf" and "underwhelming as fuck." This was a problem in BL1 and BL2, but the Pre-Sequel pretty much solved it. There were not too many skill trees that were shitty in TPS. I won't say these skill trees are shitty... It's more just a case of why certain skills weren't combined with other skills to make them more loaded, rather than putting 5 points into a pretty mediocre skill that provides only a slight or moderate increase to one thing. If a skill is going to hit only one stat, it should hit it a lot.

My major problem with BL3 is the writing and characters are absolute trash. Not gonna elaborate much, because the whole internet complained about this five years ago. I heard them described as "Flanderized" characters and that's exactly right. Nobody really acts the way they are supposed to and a lot of the old characters get mad disrespected by the writers. The new vault hunters have pretty boring and mediocre personalities. In practice, they all seem like retreads of ideas Gearbox has already done. To the point that some of their builds and skill trees are just replicating previous vault hunters, like Flak with Mordecai and Zero or Amara with Maya and Athena. I guess there is only so much you can do with skill trees in a shooting game, but TPS proved there was still a lot of room to mine new build ideas. Claptrap, Jack and Aurelia had some really unique play styles and Athena was probably THE best elemental character Gearbox have ever made.

The mantling in BL3 is weird. The hit detection on it doesn't always seem to work unless you are specifically trying to mantle on a signposted "yellow paint" ledge. Which is lame.

But hey, at the end of the day, I like picking up loot and shooting things. This game still feels good to shoot things with. Mashers are back (kinda) and they kick ass. Drop rates are hilariously generous and you will be swimming in legendaries within the first hour or two. Which is honestly a little sad. Yes, Borderlands 2's drop rates were complete bullshit and super stingy. However, they went too far over-correcting this time. Items of the Day (sold by vendors) should probably be capped to purples. And the drop frequency for legendaries would still be generous even if it were cut in half from where it is now.
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Daytime Waitress
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Better Exposure Therapy Through Practical Application of Orbital Cannons

Post by Daytime Waitress »

If you like lootin' and shootin', Sima, you might do well to pick up Nightmare Reaper.

Following on from my post in the other thread, the summer GabeSale and a nearly 2/3 reduction in price proved enough of an excuse for me to pick it up.
And I'm very glad to say that not only have my previous impressions with the chapter one demo borne out, but I'm enjoying it exponentially more as I near the middle(?) of chapter three.
The flaws that I mentioned previously are still present - sometimes even more glaring - but after a certain point I just plain stopped caring about them, and in some cases came to appreciate the limitations they place on both the core gameplay and the manner in which the game's world is expressed.

The levels have, by and large, expanded considerably - not just in terms of complexity, but in the amount of space they afford both the players and the opposing hordes. You're given comparatively massive arenas to bunnyhop around in at considerable speed, kiting increasingly larger and more viscious hordes, and there's a pleasingly Quake-like feeling of being blessed with overwhelmingly superior agility compared to your foes - something that only increases as you unlock movement tech such as dashing, double jumping, and a formalised grappling hook.
Spoiler
The latter is available from the start of the game if you find a "chained saw" weapon, but the sheer amount of verticality from chapter two onwards necessitates it being part of your inventory, so, fuck it, dev just puts it straight in your backpack.
But, crucially, even when levels do bunch back up into more claustrophobic corridors, it's more interesting past chapter one because of the way in which it's expressed.
The very modern city levels expand upon the previous medieval village theme and head into full Build territory, with office block buildings presenting enough of an approximation of a real world place, albeit one limited by the tile-based procgen of the engine.
So you still encounter situations where it feels rubbish to do any kind of exploration, because the randomness precludes it: 30 years of playing FPS's and your human brain which is both conditioned to and hardwired for searching for patterns tells you that there is a reward at the end of the corridor, but, no, the alorithm just vomited three empty rooms back there with little rhyme or reason...
And as frustrating as that is, the more the levels come to resemble approximations of real world places, the more the tiling/procgen creates a fragmentary, stitched together nightmare-like atmosphere.
The docks are a great example of this: the levels play out in a bizarre diorama where movement is restricted to waterside tiles, the backsides of buildings providing the background, but nothing else is rendered - skirt into an alleyway to collect treasure whilst panning the camera around and you'll find that the other half of the building just doesn't exist. It's just you and the hordes atop small islands of illumination, the night sky above and the inky depths below, the bright pixelated cityscape way, way in the distance contrasting this effect even more harshly.

Practically, functionally, all this is little different to the caverns and "forests" of the opening chapter, but thematically, conceptually, it's a lot more interesting and therefore more entertaining to progress through. Part of this I'd put down to the visual vairety which leads to better navigability (rock interior -> rock exterior versus engine room -> first-class cabins); and part down to that dream-like, liminal space which is overexposed when the fourth wall is torn down and the engine can't really be bothered rendering more than 500 metres in front of you.

It threatens to come apart a little in the third chapter as the maps simply become islands floating in the void.
Again, conceptually great, but the Spider-Jank grappling hook just doesn't feel as slick as it could; and one level in particular just reminded me how much better Dusk's e3m7/9 handled the concept - you were always snapped straight back into the action, rather than pinballing about wondering if you were gonna make your next jump or not.

And whilst there are certain sections, particularly in the third chapter with it's "oxygen zones", that I vibe with less, I'm always appreciative that it's trying to add something to the exhilarating catharsis of the core gameplay. Certain ideas work better than others, but there's always something more than there was in the previous chapter; and in this respect it reminds me a lot of HROT. Both games ignore the Romero axiom of going back during development and making your first level one of the best - in both titles you can see the dev getting more ambitious and bolting more onto the chasis as the chapters advance. Sometimes those ideas don't gel well with the foundational building blocks of the game, but I always find that naked progression fascinating when it appears in indie titles like this.

30 hours in now and "oh god I can't see a thing" has blossomed into "I can't see a thing - that must mean everything within my splash damage and DOTs are cooking".
And the novelty of the random weapons still hasn't worn off.
And sheer fucking capacity the game engenders in making the player feel ingenious when kitbashing weapon combos is only just becoming apparent (vacuuming everything in a room into successive black holes, then laying down a napalm carpet for them to land on and soaking them with an assault rifle is my current fave).

Adore it.
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