Area of Effect
So, F.E.A.R. MP beta - it's like this: there's dynamic lighting, but not to much gameplay effect, melee attacks aren't (quite) useful enough, team deathmatch mode works in a similar way to Call Of Duty, and there are lots of particles. Its cute though. That is all.
Because any more description than that would be nit-picking beyond what is reasonable. I am trying to maintain a wider perspective on gaming innovation so that when it comes to my turn, I won't expect my audiences to be happy with a game that, at a glance, only increases the number of smoke.gif sprites you'll be seeing at any one time.
If I was to pursue the finer points of Monolith's new multiplayer test, I might mention the intriguing item choices - only one grenade per spawn, thrown with a hotkey (omg Halo style :O:O:O) and how the less usual balance of tight, devestating area of effect impacts on the corridor based level design. Or the tactical significance of smoke walls created by more intense fire fights, whether this mechanic will have a lasting impact on common codes of multiplayer shooters. I might also comment on the blend of carnage and the more realistic touch ironsights introduce, along with leaning - also present.
But I shouldn't, because it's all nonsense! These are minute adaptations to a form we all know like the back of our hands. Concentrating on them is to encourage the development of them, rather than the reinvention.

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