Going back in time also brings back several woes, such as servers that are hijacked by hackers or random disconnects because the P2P system craps out the moment the host’s connection stumbles only a little bit. Older Halo titles also knew about the value of encouraging long-term online friendships, and there’s a good reason why Xbox 360 was considered the go-to console for competitive FPS gaming and chill (or competitive) vibes. It’s easier to make both friends and enemies when the game isn’t constantly rebuilding lobbies. It’s also why so many of us are now perceiving these gigantic AAA releases from a decade ago as “smaller,” arcade-like, comfort food places. I’m not into the trash-talking that has always occurred inside them, but when your game doesn’t have dedicated community-run servers available, this way of grouping together players for long sessions is integral to developing a real sense of community and camaraderie. Persistent lobbies are another thing I didn’t know I missed so much. I enjoy both approaches to FPS design, but AAA projects have almost completely forgotten about tighter offerings. And you either roll with it or you don’t. I appreciate how both Call of Duty and Battlefield validated more distinct play styles as time went on, but there’s something very pure about this type of FPS experience that has a clear idea of what it wants to do. The fewer options you have, the more you have to step out of your comfort zone. I instantly missed some of the modern features, but these games – mostly because of technical limitations, let’s not kid ourselves – relied way more on picking the right guns and perks for the right occasions. The biggest difference is that I spent way less time inside menus and fine-tuning my classes and weapon builds.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |