A while ago, I played the latest Red Faction game, Armageddon, but found it to not be as fun as its predecessor, RF: Guerrilla. At first, I couldn't quite understand why. It was changed from an open world, quest/exploration/mini-challenge experience to a linear path one, yet I wasn't really too disappointed in that. I've had a lot of fun playing games in that category as well, such as Dead Space. The plot was rather plain, but not unexpected. The characters were thin, but generally had little representation anyway. The mechanics and weapons were neat enough and thoroughly utilized... So it took me a while to realise why I couldn't come to love the game.
RFA lacks customization. It only lets you have 4 weapons at a time like RFG, which was fine, but you can't customize your guns and upgrade them like you could before. I think for me, an easy seller in games is the ability to customize your guns like a talent tree. I agree that not every game has to be like an RPG with stats and skills, but I think weapon customization makes a lot of sense. It means you can put your upgrades and money towards an immediate and visibly effective cause, and you can easily define how your character plays without locking yourself in to a permanent character, as you can just swap weapons.
Meaningful customization (non aesthetic) over your items is great since it puts you in control, and any game where you maximize your control and are rewarded by utilizing it against your enemies becomes great. Perhaps it triggers the release of endomorphins or some shit, but it is goddamn sacred as an aspect of gaming.
Thursday, June 23, 2011
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