1 Name: Rakka 2024-09-20 22:40
it lends itself extremely well to letting one who can position themselves properly win over one who can aim betterslower movement speeds put even more emphasis on aim. In faster paced games, the aiming normally less precise, and you can compensate for lack of aim with good movement. In slower games like tac shooters, you basically sit in a corner and purely move your mouse to click heads. Which leads me to my point:
because to my knowledge, there are no fps games which limit your turning speedescape from tarkov limits the player's turning speed based on carried weight. i hate that game because of the first aid system being too lenient and the insane power gap between low-end and high-end ammo and what they did to the mosin nagant but it has a few good ideas regarding player movement.
Swat 4 is gay copaganda.if that's how you wish to see things. i don't think any sensible person would play the game and come out thinking "wow, cops are so cool, i wanna be a cop too!". it seems like a very shitty job. the police in-game aren't painted as heroes, they're just guys with guns who use violence on those who go against the established order. cops vs suspects is a setup for fun gameplay involving faction asymmetry. though i guess it's easy to start seeing em as heroes when you compare em to the people you're arresting/trying to arrest. anybody could look like a hero next to drug dealers and serial killers.
slow games are made even better when you can only shoot while aiming (REvil, project zomboid and metal gear solid do this)Not sure about the later ones but you can shoot without aiming down sight in mgs1 2 and 3. In fact in mgs1 whether or not you can ADS at all depends on which weapon you're using. These games don't conform to the regular concept of ADS, instead their "ADS" is simply a combination of raising a weapon while being in first person (each action is its own toggle), so not really the same thing. You're right that some weapons automatically bring you into first person and therefore functionally force you to ADS while using them, but most don't work like this.
being slow is fun. it puts an emphasis on the much smaller movements and punishes wrong steps and improper placement. it forces you to carefully consider your next move as you won't be nimble enough to pull out if you fuck up. it teaches you patience. in a pvp context, it lends itself extremely well to letting one who can position themselves properly win over one who can aim better, shifting the requirement for victory from reflex to perception and planning.
the lack of a jump button pairs well with slow movement. not being able to jump doesn't mean that the environments should be flat, you can still have lots of verticality by only allowing the player to climb ledges, stairs, ladders, ropes or cracks. bonus points if you put tall ledges into your maps that can only be climbed if two players cooperate (metal gear online 2 has those, they're great).
what to do with an unbound spacebar? you could use it to dive forwards, à la max payne, or to roll out of danger, or to dash in any direction, or to get into cover (i like cover shooters, come fight me about it), or to interact with the environment, leaving e and f free to execute other actions, or whatever else you could think of. or you could leave it unbound.
swat 4 is the only truly "slow-paced" first person shooter. name one slower fps game and you win a kiss on the forehead.
ps: i feel like the concept of aiming-down-sights belongs to this discussion, as it is usually directly tied to the pacing and movement mechanics of a game. fast games don't need it. slow games are made even better when you can only shoot while aiming (REvil, project zomboid and metal gear solid do this), but even slow games don't need it (swat 4 does not feature ADS).