Today's Gaming Softs: Regenerating health
March 2nd 2011 15:13
Video game design for the FPS genre hasn't looked back since Master Chief from Halo regenerated his health back after hiding behind a rock.
The lastest First Person Shooters, like Black Ops and Bad Company 2, have regenerating health mechanics. But what I miss about FPS's of yester-year is the tension and urgency of finding the nearest health pack. A perfect example is Half Life; the fear of having only 2 points of health makes me constantly assess my surroundings so I can get through an area in one piece.
But this isn't a cry from an old gamer yearning for the standards games used to be. Regenerating health is not a crutch for the FPS by any means, it keeps the player in the game world longer and encourage staying in cover and rethink again about tackling a choke point. I guess a part of me doesn't want to see regenerating health introduced for the sake of keeping the standard. I certainly want to see health packs in Half Life 2: Episode 3.
The lastest First Person Shooters, like Black Ops and Bad Company 2, have regenerating health mechanics. But what I miss about FPS's of yester-year is the tension and urgency of finding the nearest health pack. A perfect example is Half Life; the fear of having only 2 points of health makes me constantly assess my surroundings so I can get through an area in one piece.
But this isn't a cry from an old gamer yearning for the standards games used to be. Regenerating health is not a crutch for the FPS by any means, it keeps the player in the game world longer and encourage staying in cover and rethink again about tackling a choke point. I guess a part of me doesn't want to see regenerating health introduced for the sake of keeping the standard. I certainly want to see health packs in Half Life 2: Episode 3.
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