Why do they still use those ANNOYING invisible walls in some new games?!

Soldato
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Games like CODBLOPS, Medal of Honor etc are good fun to play and have tons of eye candy to let us release our inner wannabe warrior.

But what still gets to me is this craze for the DIW (Dreaded Invisible Wall). I mean we all know the COD series is known for this because they want to channel you through a specific path to reach scripted trigger points etc. - end result you feel like you are on a conveyor belt.

:rolleyes:

I think this a real pity because the maps in those kinds of games are really good looking. Remember the favelas in COD4 for example. It would have been SO nice to run around all over that map!

Im not saying every game has to be an immense Fallout-3 style free-roamer. But I wish at least that these nice maps got rid of the DIWs or at least *moved them far far away* from the main path to give you at least a little choice in how to proceed.

I guess a good example of this is Stalker:SSOC. Its not a 100% free-roamer but do you remember how you COULD scurry around *almost* anywhere. This would be a good compromise.

Because right now we are faced with silly situations where youre this tooled up SAS dude who cant hop over a little fence to take a better route to take out that annoying sniper.

:confused:

I hope they stop this habit it really wrecks a good game (well for me at least). What do you lot think?
 
the lack of lean in MW2 made it completely impossible to complete it without dying 300 times.

I totally and utterly agree with that. I know the production values are really good but the COD series to me are basically interactive action movies. Ive never seen them as "shooters". (Apart form the MP of course)
 
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No Im not saying let us clip behind geometry - just to push them much further out at least. What Im getting at is the tragedy of some really nice maps - but you are on this narrow railway line cutting right through it - yet you can look at the surrounding scenery and youre dying to check it out - but cant.

Again I mention SSOC because that game showed how to properly implement the DIW. In fact you hardly notice they are there even!
 
Fallout: New Vegas is terrible for invisible walls

:( Oh no! Didnt know that..

A sandbox is still a box, there are limits. Look at Oblivion or fallout when you reach the edges.

I hear ya...what Im sayin is not to let us go to the very edge of the map but to "widen the path"

Right now youre channeled through some cool scenery on a narrow path bounded by invisible walls.

|---------|
|---------|
|---------|
|---You--|
|---------|
|---------|

Make em a bit wider and you got more to explore and more options. Will make the most of some of the cool maps out there.

|---------------------------------------|
|---------------------------------------|
|---------------------------------------|
|------------------You-----------------|
|---------------------------------------|
|---------------------------------------|
|---------------------------------------|

Having said that I know theres a mod for Oblivion that removes all the invisible walls. Although it has to be said - nothing to be seen beyond them!
 
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It was so guided it felt like an arcade gun-game on tracks.

Despite all the high production standards and spectacular eye-candy this is exactly how I feel about all the COD series. But then again they are known for this so I cant really whine about it. Just bummed that I couldnt enjoy the surroundings more. And dont start me off on endless out-of-thin-air respawns of bad guys lol.
 
Crysis did do it a little better than blatant invisible walls although the restrictions surprised me - its nowhere close to what Far Cry was. Flashy graphics and thats about it.

But the game that took invisible walls to a new level was that awful Soldier of Fortune:Payback. Yes...please dont ask me why I spent money on that....that....ack I dont have the words....:mad:

I feel IWs are the worst thing in the gaming universe and the sooner they are extinct the better :rolleyes:
 
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