Chapter 794: The old-school FPS game is bound to make a comeback

What are the characteristics of old-school FPS games?

Basically, it's the kind of confrontational FPS that preceded Counter-Strike, with terrifying speeds, frequent pacing, high-intensity movements, a completely 'no-foot' fighting style, and an uncompromising level of difficulty — and that uncompromising difficulty wasn't intentional.

Rather, it is a natural occurrence after satisfying the preconditions of terrifying confrontation speed, frequent tempo changes, high-intensity displacement, and a completely ungrounded fighting style.

Just imagine, a person who has already been in this kind of game has these characteristics are pure, and a novice has just come into contact, when facing such a game, when facing such a veteran confrontation, it is no different from a piece of minced meat, nothing more than the difference between being killed horizontally or vertically, and it will take a lot of time to learn these things skillfully.

This is naturally possible when there are no other competitors.

But after there are enough competitors, then this can't be, because your opponents will have more things to absorb new players, and these new players will not continue to stick to your game that they don't lower the door bar and cold, and abandon you, which is also an inevitable thing, after all, the core or gameplay of FPS games is to kill, not to be killed.

No one can feel the slightest pleasure in hundreds of hours of being killed by others and boring practice.

Anyone who has no experience in this type of game can easily get started, without the slightest unbelievable way of fighting, and the normal pace of combat - you won't be bombarded into the air by a rocket launcher. Then you are bombarded into pieces of flesh by rocket artillery in the air, and you don't even have a chance to touch the ground during the whole fight, and you can't be shot and killed by someone from a distance of six hundred yards, and you really can't understand why you can't see why you are still killed by your opponent when you open your scope.

Team Fortress 2 is undoubtedly an excellent game, and it has all the advantages of an old-school FPS.

The speed of confrontation of terror. Frequent rhythm changes, high-intensity displacement, and a completely undown-to-earth fighting style, as well as the setting of classes, add to the gameplay infinitely.

It can be said that this game is a tribute to "Thor's Hammer", and when it first came out, it was indeed very popular, and many of Thor's veterans can be called tears of tears for this game. Since shooters like CS dominated the market, it seems that FPS games like "Quake" in the FPS genesis stage are nowhere to be seen.

Therefore, as soon as this very emotional FPS came out, it poured into a large number of players.

However, while satisfying all the old-school FPS games, he also perfectly inherits the biggest drawback of this type of game - for novice players to get started without compromising difficulty, a novice player still needs to be abused by old birds I don't know how many times before he can gradually become familiar with how to play this game, so as to become a player who can appreciate the fun of this game.

But that's a long time ago.

Coupled with the valve's indulgence of plug-in users. Let the game's game life drain rapidly, though at the time of Jester's crossing. There are still tens of thousands of people online on the STEAMB platform at the same time, which is still among the best on the STEAM platform, but that's all.

It was a clarion call for a back-school shooter attack, and although it didn't lead to any decisive results, it was a game that showed one thing. That is, there are still a lot of players who like this kind of old-school shooting game, and after playing CS this down-to-earth combat FPS game for more than ten years, players suddenly want to play the same FPS game again.

In this case. Coupled with the cancellation of the Blizzard Titan project, a group of salty developers felt that they couldn't let the fruits of our years of hard work be scrapped like this, so they made a plan on how to use the Titan scraps to develop a new game - maybe it was a modification of the Titan Project's combat system or the arena system, otherwise it would be impossible to explain why the game was so complete after it was announced.

The project was first handed over to Chris. Mason's hand.

The second in the Storm Child, and Blizzard's vice president and creative director, the creator of the WOW world architecture, was originally developing the origins of WOW as a Masonian fantasy.

According to the video in Blizzard's WOW 10-Year Review, it was Mason who drew the first map of the Eastern Kingdoms on the wall, and then shouted to everyone, "We're going to make him!" This is how the WOW project began.

This time was the same, Mason was so impressed by the idea of the game that he even threatened Mike at Blizzard's top management meetings. Mowaimi and some of Blizzard's decision-makers, as Mason himself said in an interview at the 2014 carnival — 'I put the project in front of them and told them in a very serious tone that if I didn't make the game, then I would quit.' ’。

So, Titan's leftover "Overwatch" was established.

When this game was announced, it was really a carnival in 2014, when before the carnival began, there were a lot of revelations about this game, but everyone didn't know what kind of game it was, but from the information unintentionally revealed on LinkedIn and Blizzard's recruitment advertisement, it can be inferred that Blizzard is indeed developing a game.

Moreover, in the carnival of one or four years, after the opening ceremony, there was a long time between the second main stage and more than an hour, which was impossible in previous carnivals.

Because Blizzard wants to say a lot of things, they feel that there is not enough time, how can they rashly spare such a large amount of time.

So many people are speculating that a new game will definitely be announced at this time.

Sure enough, "Overwatch" came out in this situation, and the first thing that appeared was a cartoon CG in the style of Disney and Pixar. Many people think that they are not dazzled, although Blizzard is jokingly called the first CG factory in the industry, but their CG style has never been like this, when they see the game, many people feel disdainful.

Isn't this just a Team Fortress 2 with a slightly better picture, what's so remarkable?

Blizzard knows about plagiarism.

And then in the interview with the development team. The members of the development team also made no secret of the fact that the game does borrow a lot of things from Team Fortress 2 and Quake, or to put it another way, there are a large number of die-hard FPS fans in the development team, former pros of Team Fortress 2 and Quake 3, as well as the developers of the original Team Fortress 2.

Jester was a glimpse of the game at the time, actually. There's no way to get a glimpse of the game through a short vs. battle demo video.

At the time, Jester was similar to many people's opinions, and this was probably a "Team Fortress 2" with better graphics.

However, Jester also had some doubts at the time, that is, developing such niche games has never been Blizzard's style, and one of the characteristics of Blizzard's games is that they are easy to learn and difficult to master - Team Fortress 2 is indeed difficult to master, but. But it's extremely difficult to get started.

For the experience of newcomers, Team Fortress 2 can be called a negative review.

This doesn't fit Blizzard's usual style and pee.

But with the time of the year. As a white Jester, he naturally continued to pay attention to this game, and found that this game is not simple, in fact, the most intuitive place is the composition of this development team, that is, TEAM4, they are all a group of fanatical FPS gamers, and they are mainly old-school FPS gamers.

Jester is worried about how they're going to solve the biggest problem of old-school FPS. It's about how to avoid the uncompromising difficulty of getting started while satisfying all the benefits of old-school FPS.

It wasn't until the closed beta of "Overwatch" opened, and after watching the live broadcast of the domestic or mouse station, that Jester somewhat understood the design ideas of these designers, and they did not take the thing that weakens the ability of masters to play old-school FPS games that newcomers dare not think of. Even, by adding skills such as flying, wall penetration, perspective, instant, infinite acceleration, auto-aim, instantaneous, etc., they have infinitely raised the upper limit of the master's operation in this game.

Even in the hands of a professional player from Team Fortress 2 that Jester watched, a support hero named Lucio in Overwatch used the feeling of a Persian monkey, and used the hero's passive skills to move sideways for a short time, and he could use various buildings to climb up and down to reach many incredible places.

It really makes people look at a feeling, how can it be such a dick.

Moreover, in addition to the high-level players being able to carry out this kind of amazing operation show, those rookie anchors in China can also play back and forth with other rookies, using various IMBA skills, even players who have never had FPS experience can play very well.

It gave Jester the feeling that he had when he first played DOTA - if it weren't for his ultimate, he might have given up on the game when he first came into contact with it.

And when he watched the live broadcast of "Overwatch", he had this idea, even if he didn't know how to play, he could be cool when he was full of moves, and he could feel that the game was still very cool, as long as he continued to play, as far as Jester himself watched the few domestic rookie anchors, the strength could quickly improve to the point where he felt the fun of this game.

Of course, Jester also sang about the game on many forums, and there were a lot of people, what "Battlefield 4", "Titanfall" I don't know how many times this game was blown - that game is even better Jester doesn't want to comment too much, because both games are quite good, the problem is that they simply don't pay attention to what Overwatch told them that these games are completely different games.

There is no need to go on with a tirade.

Jester didn't have the ability to get the test account of "Overwatch", but a friend of his had a good relationship with the moderator of a certain website, and he was also a diehard fan of FPS games since Thor 3, and he was lucky enough to get a test account to play in Europe.

The feeling is very simple and direct, in the case of 200PING, it still feels like the game is smooth, and it can play back and forth with the opponent, all of which shows that the optimization of this game is amazingly good, and the configuration required is not high, and the picture quality is of course excellent, after all, Blizzard's art team is one of the best in the industry.

The hands-on experience is amazing, as if you have found the feeling of playing Thor 3 back then.

In the end, his evaluation of this game is simple and straightforward, it is a game developed by a group of avid FPS gamers for those who like FPS games, and he has all the advantages of FPS games - it has a very high control limit, which is also very important for an FPS game, but it is also extremely friendly for beginners.

And "Overwatch" is indeed a game developed by a group of FPS enthusiasts, after the start of the closed beta, this group of developers who have been practicing the game for a year, those well-known FPS game anchors who are looking for mice in circles, including some TF2 and Thor 3 professional players, but they are all defeated by the team composed of these "Overwatch" developers.

Of course, Blizzard doesn't admit that they are abusive, they just say that they are testing the game.

Jester recalls the original Overwatch, although he doesn't know how the game will be after its official launch, but through the feedback above the test, it seems like a game that will inevitably revitalize the old school FPS game, because he has all the characteristics of a game that can succeed, the depth, the ease of play, the culture of FPS games in Europe and the United States, and the aura of Blizzard.

With that in mind, he turned the computer back on.

I re-posted a post in the player community of Mars Entertainment, which is a main post, and the name of the post is the thing he just thought of.

"The old-school FPS is bound to come back." (To be continued......)