You're not just a camera zooming around to the next thing to shoot. But you have a sense of yourself in this place. The result is a game where you feel weighty, real, even a tiny bit cumbersome. You also have no air control: the moment your feet leave the ground, your trajectory to hit it again is completely predetermined. And you come to a stop smoothly too, which screws you up the first time you try to do some fiddly jumping. You don't burst into a full-blown sprint the moment you touch the forward key, you build up to it smoothly. Shock 2 has a very different feel, and it comes out in your movement too. First-person games often make your viewpoint lower than it realistically would be, to avoid environments feeling claustrophobic when viewed through the small window of your monitor. Fire it up, and the first thing you notice is you're tall.
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