Bungie founder and Halo creator Alex Seropian has suggested that simply trying to port twin-stick controls across to touchscreen shooters is "brain dead", labelling such efforts as "lazy".
"It's not like there are any hardware limitations to making great content," said Seropian. "A lot of the efforts have been lazy - there have been a lot of straight-up ports from console titles to mobile and a lot of ports of unnecessary concepts. The transfer of the whole dual sticks thing just amazes me, that anyone would think that's a good idea."Check out Seropian's full quotes after the break...
Publisher: 2K Games
Within seconds of firing up Spec Ops: The Line, with an overdriven and slightly sneering cover of "Star Spangled Banner" greeting gamers over the opening title screen, there's a palpable feeling that in spite of the desert backdrop - depicting a Dubai landscape submerged beneath millions of tons of sand after a freak storm - we're in firm Vietnam territory here.
From tense, vicious firefights that play out to the sounds of Deep Purple's "Hush" being streamed over a makeshift PA system, to the brooding and atmospheric, guitar-led soundtrack that sounds like it could have been plucked from any number of 'Nam films, it's a game that reflects upon the horrors of war, and how shock and revulsion can turn a man's mind. At its core, Spec Ops: The Line is a game all about three rather altruistic Delta Force operatives, tossed into a frying pan of physical and moral conflict, and left to try and find their way out...with their minds and bodies somehow intact.
Given the desensitising nature of violent video game culture, and the rather flippant attitudes of the majority of action titles out there, it's refreshing to see a developer strive to take a slightly different look at warfare. This is a game seemingly at odds with the flippancy and casual attitudes to mass murder found in most military shooters these days, and at times Spec Ops: The Line appears to indulge in a spot of self-awareness - asking questions of the very industry and genre of which it is a part. Taking on a third-person perspective with their shooter, Yager allows us an everyman we can project onto, before breaking him down in rather brutal fashion, and forcing the player to consider what they have done.Click here to read more...
This weekend we had a good old natter about the nature of shooters in the modern day, the seeming prevalence of the FPS in current times, and whether in fact there was such a thing as "shooter fatigue" going around. (You can listen to PWNCAST: Episode 11 - Shooting Gallery here.) We came to a number of rather emphatic conclusions.
The first is simple: there aren't "too many shooters" at all. As Jon pointed out in the podcast, the only people able to say that sentence with a straight face would be those too lazy to look anywhere other than the bestseller lists, particularly if you own a PC. Aside from the swathe of bullet-ridden reviews that pile up over the November period, an FPS has barely touched the disc drive of this writer. Skyrim, The Witcher 2, FIFA 12, FEZ, Bastion, Devil May Cry, Binary Domain, Terraria, Puzzle Quest, Football Manager 12, Total War, Red Alert 2, Civ V, Mario Kart 7, Rayman Origins, I could go on and on.
If anything, Skyrim actually hammered home how much I miss first-person shooters. The perspective is the most immersive you can get in gaming. You are rooted in the game. There are no obstacles to your view, no avatar to remind you that there's an entire other character between you and the unfolding action. Whether coupled with the freedom of exploration, or when coaxed further into tense, claustrophobic environment, when empowered with the ability to assess and react, to find and do things on your own, that first-person perspective cannot help but provide the greatest feedback available to the interactive medium.Click here to read more...