Want to be wrapped up in Story Experience

I feel enlightened :D now I'm going to notice it all the time aren't I ;)

Observer is said to be rather gripping, new last week

possible :p
doom also does camera perfectly

you constantly feel your movement in your feet & feel soild on the ground.
when you jump you hear the landing
you hear the footsteps
on large drops you drop to your knee
even though the head movement can feel unnaturally fast. they still get the basics right making not feel like your spectating

 
I only really liked Dues Exs story. It was amazing actually, like being in a film.

And I'm talking about the original, not the crap remakes.

KOTOR 1/2 were ok too.

Nothing come close for me since then.
 
you constantly feel your movement in your feet & feel soild on the ground.
when you jump you hear the landing
you hear the footsteps

In Deus Ex HR you do hear footsteps and sound from landing etc sound depends on the surface you are walking on. But its not as pronounced (body movement) as other games so guess the movement can seem a bit floaty.

edit: uhh i dont have Doom so just going by that video..it doesnt look like proper movement feel to me at all. Almost zero movement sound...no head bob (checkout 0.47 mark). I dont think i see what you're getting at tbh if Doom is a good example where they did movement right.

edit: looked at doom a bit more

I think basically you prefer the more twitch based responsive movement of player characters you are used to in an FPS so when you play an rpg which has movement way more restrained it puts you off...coz you cant do your "bunny hopping"? :p (to put it bluntly)
 
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In Deus Ex HR you do hear footsteps and sound from landing etc sound depends on the surface you are walking on. But its not as pronounced (body movement) as other games so guess the movement can seem a bit floaty.

edit: uhh i dont have Doom so just going by that video..it doesnt look like proper movement feel to me at all. Almost zero movement sound...no head bob (checkout 0.47 mark). I dont think i see what you're getting at tbh if Doom is a good example where they did movement right.

edit: looked at doom a bit more

I think basically you prefer the more twitch based responsive movement of player characters you are used to in an FPS so when you play an rpg which has movement way more restrained it puts you off...coz you cant do your "bunny hopping"? :p (to put it bluntly)

nope you totally off,

With Doom you hear heavy footsteps & Most importantly you feel attached to the ground.
you feel like you have weight to yourself.

n Dues ex You feel like a feather no true weight or human feeling and camera movement is odd because you have no sense of weight/movement.
 
Looks like you haven't played Bioshock 2 and its expansion, plus the two expansions for Infinite. They're certainly worth playing as it all ties in with the main story, which to me is probably one of the very best.
 
Looks like you haven't played Bioshock 2 and its expansion, plus the two expansions for Infinite. They're certainly worth playing as it all ties in with the main story, which to me is probably one of the very best.
bioshock 2 + expansions i have. i think STeam has been confused b the remasters.
BUt Bioshjock inifite Expansions i haven't not a bad idea!
 
n Dues ex You feel like a feather no true weight or human feeling and camera movement is odd because you have no sense of weight/movement.

Camera movement is odd because the freelook implementation in both of those games is **** in HR its not too bad but in MD is absolutely terrible - ADS scaling for sensitivity and FOV is just incredibly bad/missing. In the post Quake day and age there is no excuse for a developer not to be able to at least imitate the bar set even if they can't manage to match or beat it.

Personally I'm not too bothered by the floating feeling in most games - infact quite the opposite I hate games that have "head bob" and other feedback simulation of things that you automatically cancel out IRL so it makes zero, none, absolutely zilch sense to force simulate, with no option to disable, them in a game however on the flipside some people feel like they are skating on ice without it so a configurable implementation would be a good idea.

Same with built in split X/Y sensitivity or sensitivity scaling with framerate - no excuse its just shoddy work.
 
Bioshock Infinite is definitely the king of story telling in games (even if it does take a bit of help to fully understand it the first time around) for me. If you're looking for a story that's on that level of cleverness then SOMA and Quantum Break are excellent.
 
Camera movement is odd because the freelook implementation in both of those games is **** in HR its not too bad but in MD is absolutely terrible - ADS scaling for sensitivity and FOV is just incredibly bad/missing. In the post Quake day and age there is no excuse for a developer not to be able to at least imitate the bar set even if they can't manage to match or beat it.

Personally I'm not too bothered by the floating feeling in most games - infact quite the opposite I hate games that have "head bob" and other feedback simulation of things that you automatically cancel out IRL so it makes zero, none, absolutely zilch sense to force simulate, with no option to disable, them in a game however on the flipside some people feel like they are skating on ice without it so a configurable implementation would be a good idea.

Same with built in split X/Y sensitivity or sensitivity scaling with framerate - no excuse its just shoddy work.
dont get me wrong i hate head bob too, but feeling like your connected to the ground is very important to me.

the sense of weight. is the most important.
 
What about Pillars of Eternity? It is not for everyone and people comment that near the end of the game the story is a bit lacking, but I have completed it 3 times and still not done everything and followed every story line.
 
Firewatch? Only three hours long but deeply engaging, even if it is only a walking sim...

I'm sure OP can feel like he is playing an actual 'connected to the ground' human until he sees the model from another angle

kIOWhjS.jpg
 
Your hatred for "float camera" is really excluding you from some superb games. Dishonored for example was one of the most engaging games I've ever played (though I've not yet played the second one), to miss out on that because you feel "too floaty" is a real shame!
 
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