I miss the old Rainbow Six games, back when they were fun.
I don't think I've played any past the first one. Maybe
Rogue Spear? Can't recall.
I have to imagine the modern ones are nothing like the first one, which was only part-FPS. You spent about twenty minutes planning a mission, then forty minutes executing it, only to fail and having to do it all again. God I loved it.
Years ago when I tried Doom 2016 on console I found out why. A thumbstick is a joke of a device for playing fpss. I can see now why the halo developers added bullet magnetism to their targeting controls.
Halo's a bad example of how to do it, and a good example of not. The better (best) FPS thumbstick games were from the
Goldeneye/Perfect Dark/Timesplitters team. They recognized it just doesn't work, so you must change the way it's done.
Those games had serious gun magnetism, but with that, they could keep up the intensity of the game itself.
Halo tried to mimic the freelook with thumbsticks
too much, and everything else had to be slowed down as a result.
How can a man that wears Minnie Mouse ears be this based?
Agree and disagree with him here. As someone else here mentioned, it's more of an engineering task, so of course you'd just build off what's there.
On the other hand, there is still very much an artistic component to it, even when it's just tech. The engine is a flavor. The
Quake engine is unmistakable. Hell,
Quake II, which is on an enhanced version of the
Quake engine, is so distinct on its own that it's easy to tell when games are running on that engine, like
SiN and
Kingpin. Or like how you can tell an
Unreal engine game like
Deus Ex. Even
Half-Life, which was built using
Quake and
Quake II code, but heavily modified, has some of that distinct flavor.
When a game is using an engine from a previous game, you can tell. When it's using its own, you can tell. It takes some serious modification to separate it to such a degree that is undetectable to the eye and the feel (I believe even the modern
Call of Duty games still have some
Quake 3 code in them?). Even the same game on a different engine is different. Playing
Quake II Enhanced on the KEX engine, despite the amazing job they did in porting it, I could tell the feel was just a slight bit off.
There is an underlying texture in a game engine, and it was yet another part of what made games so much more varied back then. However, given how much longer everything takes nowadays, due to asset demands and all of what's expected of an engine to do, I don't blame devs one bit for just grabbing Unity or Unreal Engine 5 and going from there, especially from what looks like to be amazing tools in UE5. This will change shortly with AI drastically reducing the amount of manhours it will take for asset creation, at least until AI generated games make the whole thing moot.