See, I had heard a different version of that story which was that this is where the middle finger expression came from, that a bunch of bowmen drew with their middle finger, thus the French would chop those off, and raising a single middle finger was a sign of 'fuck you, i can still send hate downrange'.
God damnit lol.
Physical Therapy.
Whole lot of my tendons and muscles got torn, shifted into the wrong places and misused as I had to keep moving with the muscles that were not completely fucked, bones broken, etc.
I still can't really walk for long periods of time without massive pain, but it is slowly getting better.
Thanks for the well wishes =)
One thing about a lot of shooting games is whether or not enemies or the player get 'stunlocked' from being shot.
Multiplayer FPS? You shoot a bad guy and this almost always has no stagger effect at all. Maybe ín some more realism themed or tactical games you get a large blood spatter on your screen and a camera punch, but usually it just means your health goes down.
Singleplayer FPS or TPS? All over the place. Some games you can injure an enemy and they'll do a stun or stagger animation, others none, sometimes the same applies to the player, sometimes not.
I have played Intruder off and on since its initial alpha, and while it does have some very interesting ideas, (i believe there is a whole mechanic that makes you less balanced and more liable to ragdoll and fallover based off of your movement speed, turning speed and narrowness of what you are standing on, ie a railing vs the floor) it is fundamentally a multiplayer, round based team deathmatch game, whereas SC and MGS are single player.
Does any one actually play it any more? Last time I checked there were maybe 50 players, max, online at any given time.
Agreed, that really set it apart. A few modern games at least claim to use similar systems for enemy awareness, but usually it is more common to just do line of sight + distance.
I believe it is in the first game on PC, and yeah I thought this was/is a very good way to handle variable movement speed with a M+KB set up.
On a controller with a thumb stick, you can vary the degree to which you push it in a direction, unlike the 1 or 0 state of a key being pressed.
I am still surprised more games did not at least allow for this kind of control on PC, IIRC it was only even a thing with some earlier tactical shooters.
Fortunately? we will experience a mass die off and reset after industrial capitalism largely collapses due to climate change, so we will probably not become a planet of those all tomorrows nestled together people cubes.
KEEP CALM AND REMAIN STILL
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Sure, ok. A huge part of stealth action games is precisely that if you fuck up, you can very easily be overwhelmed, and only with usually a combo of significant skill and luck can you recover from this. Generally speaking, the idea of a stealth action game is that you are nearly guaranteed to be fucked should a full alarm be raised.
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You are describing two ARPGs as examples, further lending credence to my assertion that AC is faaaar closer to an ARPG than any kind of stealth game.
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Personally, I call games that set up queued attack sequences against the player artificially easy, an obvious power fantasy for casuals. There are games that are very melee centric that do not do this (Kenshi w/ attack slot mods, Sifu, Mount and Blade, etc.) which are generally significantly more difficult so long as you don't cheese them.
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Oh right, I'm fairly certain you are just wrong when it comes to Dark Souls. One huge reason why at least the original was seen as so hard is that the enemies do not queue up to attack you following some kind of group rules, they'll all go by their own individual AI, not waiting to take their turns.
Is this just attempting to one up ... what is it, the book of Joshua, where the sun just stays still for 72 hours?