i wish every game would like do another jump if you press jump down before hitting the ground like in q3 also
the move to 3rd person for corner shooting was awesome. I wish someone else would include that mechanic in a shooter.
Far Cry 3 is super tight, especially once you get the jungle run and indefinite sprinting perks. I love the ‘slide down slopes’ mechanic, so you can sprint to the edge of a cliff, go down into a slide, and the game does a controlled slide for you on your ass all the way down the hill. It’s stylish as hell and mad fun.
Oh, and who could forget Tribes? Skiing, anyone?
Battlefield 3’s is great when it works.
basically any engine that has its roots with id tech (goldsrc, source, IWengine) and UTengine (tribes vengence, tribes ascend, deus ex, bioshock series)
many legendary games are build on these 2 engines (the most recent being Bioshock infinite…)
Yeah, because dying from falling a height of 2 meters is realistic. Great game other than that _^
Whatever engine they used in F.E.A.R.
I particularly like the movement systems in Source and Dunia. Half-Life 2 and Far Cry 2 just have a certain tightness that I haven’t really found in many other games.
Source has a great movement system. I really like that…
Also, whenever the “Do-everything-Spacebar” won’t get you killed in ME, it’s kinda good. There, I said it.
Ever since HL, every game I’ve played feels clunky. Even HL2 to some extend.
People have fallen and broken their necks getting out of bed.
:meh:[COLOR=‘black’]Unreal Tech
Pretty sure FEAR was a spinoff of Lithtech.
Earlier in the thread, someone correctly cited Lithtech Jupiter EX. The third game was on a heavily modified variant of the “Despair” engine.
aptly named.
^ Win.
Not for the game itself though
Source Engine, and the Goldsrc Engine. (HL1 engine.) The movement is snappy, and it doesn’t overdue the artificial bobbing when your character runs/walks.
GoldSrc is great but i’d be more conditioned to say Quake 1 in that case since the movement code is nearly identical.