Lovely lady into cute and cozy things, coffee, books, games, and music. Also lead engineer for Slime Rancher 2.

 

🏳️‍⚧️ Trans 🏳️‍🌈 Gay ♾️ Neurodivergent

 

All views are my own.



joewintergreen
@joewintergreen

The video game called F.E.A.R: First Encounter Assault Recon gets a bum rap, even though everyone knows it rules. The bum rap is that everyone thinks it's just the AI and the guyshoot that rule in F.E.A.R: First Encounter Assault Recon, when actually a ton else about F.E.A.R: First Encounter Assault Recon also rules.


cathoderaydude
@cathoderaydude

i was going to just comment on joe's post (good as always) but as usual when a comment gets past three paragraphs, i became filled with doubt before i finished it and investigated and discovered my convictions were false

minor F.E.A.R. spoilers below


joewintergreen
@joewintergreen

(gravis did a comment on my FEAR post so long he made it a post, and now I'm doing that with that post, and this ends up being about all kinds of things)

Half-Life 2 (and maybe 1, but I don't think so?) had a trigger type called trigger_look, which was like a regular trigger, but it only executed if you were both standing in the trigger and looking at the specified entity. They used it heavily for Gman stuff - in HL2, if you walk backwards into an area you're supposed to see the Gman in, and then turn around, that's when he straightens his tie and walks away, he only does it if you're looking.

I remember thinking this was incredibly cool at the time, and it was, not for the ability to do that check necessarily, but for exposing it to level designers as a trigger type - a coder at Valve saw the problem of "player isn't looking when the cool thing happens" and provided LDs (who were the ones making all the scripted sequences) with an easy way to say "wait til the player's looking, then do it". It's a level of facilitation by code of LD that, these days, you're surprised (and often pathetically grateful) when you see it.


ohthesetrees
@ohthesetrees

A fabulous thread of interesting bits about F.E.A.R., Half-Life, and FPS design in general. Love it.


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in reply to @joewintergreen's post:

The horror was something that built up for me over time. It was a nice contrast to horror games where the scares peak and then it turns in to a lukewarm action game. FEAR felt backwards in a good way -- great action where you slowly feel the atmosphere creep over you. Great vibes of being somewhere you're not supposed to be after hours.

I feel like whether horror elements land or not comes down to player interpretation: It's either "this little girl isn't scary, I just took down a whole army" or "I just took down a whole army and I still can't frag this little girl, I'm terrified"

I played F.E.A.R when it came out, I was a late teen who hadn't played any horror games before that (and there hadn't been any horror FPS games like that before). It was a visceral experience - I was so immersed it was like I was there. The graphics blew me away at the time, but I had only just gotten an upgraded PC around that period; I would stand under a light and turn my viewpoint around, mesmerized by the bump mapped textures on the guns and the mind blowing parallax mapping from the decals.
The story kind of flew over my head mostly, but I loved the sense of being in a X-Files like setting. The scares genuinely terrified me (especially the one where you go down a latter and the animation makes you look up, if you know you know), but I kept pushing driven by morbid curiosity.
Weirdly enough, I wasn't initially blown away by the combat. I found it tedious and it interrupted the part that I actually liked most - the suspense, mystery and horror. While I really enjoyed shooters, I wasn't very good at them, so what I tended to do is abuse the slomo ability. I would just hide in a corner until it recharges, then activate it and gun everyone in the head. Years later I learned a more "proper" way to play the combat for a much better experience - ignore the slomo! The (still awesome) environmental destruction and John Woo "if you shoot a stack of paper it must explode into 10 stacks of paper" particle effects create an amazing action set piece every time.
I love F.E.A.R. I still replay it once every few years. Every time I gain an appreciation for some elements that don't notice or completely take in with each consecutive playthrough. And while the scares don't phase me as much as they used to, the final escape with the ghosts still gets me a bit tense. It aged like fine wine.

in reply to @cathoderaydude's post:

because in 2005, videogames didn't know which direction you were looking.

The fun part of this misconception is that FPSes/TPSes have to know which way you're facing in order to render things from your perspective. They always know where you're looking, and determining if you can see something would be a simple raycast (after checking to see if you're close enough to bother, because a squared distance check is cheaper than a raycast), but in this case it sounds like that wouldn't even be necessary, since they could just trigger the animation when you reach/approach the top of the ladder. There's no need to check where you're facing if you can only be facing one direction.

in reply to @joewintergreen's post:

I remember one time I was playing Halo 2, at the part where the marine is driving around in that empty gauss hog. While I wasn't looking, the marine was killed and an elite climbed up into the gauss hog turret to use it against me, something they almost never do (both due to lack of opportunity and story reasons). That was a pretty cool rare moment.

As I'm sure you know, FEAR is famous in game AI circles for using/inventing GOAP planning, which is one of my favorite pieces of game tech ever invented. It's not been used super widely even since then, and tbh I think FPSes are not the strongest place for it to shine. But it is what enables stuff like your examples!