Instalar o Steam
Iniciar sessão
|
Idioma
简体中文 (Chinês Simplificado)
繁體中文 (Chinês Tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Checo)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol de Espanha)
Español-Latinoamérica (Espanhol da América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polaco)
Português (Brasil)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar problema de tradução
Low FOV
Poor frame rate
Poor mouse controls
Poor/No inventory management
etc. etc.
Fortunately this game doesn't suffer as badly as some but it does show a serious lack of regard to the PC market. This game is one of the better ports I have played recently. Far Cry 3 was another example of a port done well.
And no, issue is not the console in this case - issue is not very good game designer, who cant predict problems like that and think that someone on console really need to have vertical aim slower than horizontal. All my gamepad addicted friend from consoles and pc crowd really hate slow vertical aim, i hate it as well - nobody understands why devs think its good idea to limit vertical speed. Everybody complains about it, no matter if that console or pc version, and yet devs keeps doing same stupid thing again and again... like if it so hard to add 2 separate sliders for X and Y axis and let console and pc players to set everything as they want.
Low FOV because of the distance a player is likely to site from their TV. No FOV slider because the game is designed to for a certain FOV because of the crappy performance of 7 year old console hardware. Raise the FOV = raise the number of polygons on screen = poorer performance.
Poor UI such as huge icons and no inventory management because of those horrible batterang controllers and the UI has to be seen and read from 10' away.
Lack of weapons because of the controllers lack of buttons. Look back at early FPS games like the Doom series where you could have 10+ weapons. Typically you now have 2.
Poor mouse controls because the game is designed to work with a joystick type controller. This can easily be fixed by the devs. but is not considered a priority and some companies like Ubisoft <spit> actually refuse to fix them. It's the difference between a device that that requires continuous input to move your viewpoint and a device that can near instantly move to any X,Y co-ordinate.
I could go on because there are many more examples of the "consolitis". A classic example would be the difference between Deus Ex (Great game) and Deux Ex: Invisible War (Bad game). The sequel was pretty shocking. Awful UI, poor controls. horrible inventory management, poor textures (compared to its contemporaries and not the original Deus Ex), unified ammo (Ugh!).
I think that was the first game that made me seriously think about the damage that these console ports are doing to the quality of PC games.
Well, yes it looks like its a fault of consoles, but no its really not - its a fault of game designer.
With really good game designer most of what you listed not the case even for console version, good game designer always know the diffference between platforms and take different approach from start.
Low FOV? Not mandatory for consoles! Its common practice, to save FPS by reducing number of details in scene, but its not really necessary if engine is optimized enough.
Distance between TV and MAN does not require to set narrow fov - you play with high FOV even on consoles.
I play pc game on TV at high distance and with HIGH FOV, for example, and yet with high fov they look and feel better even on big tv and some distance.
SO low FOv not necessary on concoles, its not consoles pushing devs to set low FOV, its many devs themsevles believe in some legends about low FOV or lazy\have not time to optimize game properly and using low FOV as shortcut.
Also when it comes to CROSSPLATFORM development - good game designer always keeps in mind that FOV should not fixed and that in different cases it must be changed, EVEN ON CONCOLES! Yes, you heard me right - good game designer unerstand that concole player have TV of different size and at different distance, so fixed FOV may not be suitable for everyone, good designer even knows, that some console players using PC displays at very short distance.
Good game designer knows that for PC version there must be FOV settings 100% and will never releae a game without it. Good Designer would not limit FOV value on 85 (DIshonored anyone?) or 110 (Far cry 3) because some players needs bigger FOV, up tp 150-200 (especially on tripple screens).
When designer is not good, he cant predict all of these scenarios and doing mistakes like fixed narrow FOV on console and PC.
So console is just an upper part of iceberg - real problem is game designer who does not understand that ita not necessary to do all this stuff on concoles and that some stuff is necessary to do on pc.
Same applies to UI - goog designer understand that player can have different devices and distance and will add GUI scalling options both in console and pc versions of game.
Better designer will also add transparency options and per item toggle options, so that player can turn off unnecessary UI information, both on consoles and pc.
Player dont need to see "press X to win"? Good designer will let him disable button notifications.
Player dont want to see minimap? Good designer will allow him to disable it! And like every that you can see on screen.
Also good designer understand that while some on screen information is disabled - there needs to be alternative feedback option in game world to compensate lack of this information.
For example "bloody\grey vision" to compensate lack of healbar. Pronouncement of number of ammo and its type or option to look at your magazines to compensate lack of ammo counter (yes Metro LL lacking this).
Sound also could be considered as part of UI, and in many cases games provide audial feedback. If designer is bad - audio feed back would be really annoying and for evey kind of actions (look, or actually listen to Far Cry 3 - very annoying audio feedback), while good game designer will keep feedback only for very important information, will make audio blending into music or ambient and game atmosphere (look at tomb raiders that was released before 2013 abomination - pretty nice audio feedback was there when you pick up secret items or encounter key event, but for rest of time there was silence).
Also good designer understands that this could be annoying to some players so good designer will always provide options to disable this stuff no matter if that console or not.
Lack of weapons totally not because console or controls! Thats 100% your mistake! 2-4 weapons limit only for sake of realism. I really like that at least in this part of game design, most FPS gone away from old 10 weapons paradigm. However this approach require good balance between weapons, and many designers fails to maintain balance and lazy to do so.
So they usually use shortcut and makes all weapons nearly equal in stats or put that everywhere in big amount, so you can not stuck in situation where you have no weapon to advance. Trust me - QUAKE 2 and 3 and DOOM had no problems on old consoles with less number of buttons even with 10 weapons. 2 weapons not console related at all!
I personally really hated that old shooters was so unrealistic and had so many weapons in endless pockets and always criticized games where character can carry more weapon than in reality.
Controls? Yet again - good designer dont make any difference between console and pc. Good designer knows a secret - that since the 1st days there always was PC gamers who played with gamepad\joysticks, and even combo of joysticks and mouse (which i consider the best, unfortunately modern games rarely supports it - it allows to have analog movement + very good aim precision - in old good days i played shooters this way, WASD always sucked!) so PC version is not about mouse and keyboard, PC version should support everything, mouse, keybaord, gamepad / joystick (both xinput and dinput), wheels, motion tracking devices and so on. And even consoles such as PS3 support HID mouse and keyboard, so good designer will provide optional support for both input methos and combo even on console.
When designer is good, game always designed from start with several input methods in mind. When designer is bad - you always have some problems like what we have now with low Y sens and no way to fix it.
Its not "consolitis" - this is common misunderstanding, its "badgamedesignis".
As for Deus Ex... Invisible Wars was not bad, it was much better than recent Human Revolution in about everything (except for music and UI - there was good shadow\light stealth instead of stupid cover\break line of sight, better AI, better physics etc...), but was dumbed down comparing to DX1. UI was huge indeed, because HD was not widespreed back then, tv sets was smaller and 4;3. Controls... well since i play with game for analogue movement i consodired gamepad controls in PC version quite good, never played it with keyb and mouse so cant tell if it was bad, but ill trust you on that; Inventory - if you mean that wheel, i cant call it horrible for me it was faster, more fluid and stylish, than that clunky unrealistic briefcase from arse in DX1 and DX3 - i love when you select weapons and everything in real time and really fast, and hate this parallel dimmension intentory managment that puts game world in paused state, so i believe your judgment is not objective, its biased by difference between DX1 and DX2, you disliked change and simplification, but have not notticed that this change far more realistic and fluid, and again - as DX3 proves, its not because of controls and consoles, you can use old briefcase inventory on pause even with gamepad, this design decision was not related to console. Poor textures - well here you are 100% correct, poor textures and graphics is always fault of consoles and lazy devs who makes 1 set of assets for all platforms, no excuses for that... but thanks to nature of PC and John P, i can play DX2 and Thief 3 with high res textures. Anyway, we talking about gameplay issues causes, as you believe by consoles, not graphics issues - when it come to graphics i always blame consoles as well, but when it comes to gameplay i dont, because i remember a lot of console games that never suffered from many of issues that games has nowadays.
Unified ammo was no console problem as well - it was time saving shortcut to avoid balancing distribution of different kinds of ammo on levels, lazy move, but not console related. However in futuristic high tech game like DX2 i dont mind to have unified ammo, it suits the setting. But if game about our present days would have that - this would be disaster. Do you know that for HL2 Valve planned unified ammo as well?
Also let me tell you something about mouse vs gamepad aim - when i studied in military school, i learned how to shoot from several kinds of weapons (even shoot from bazooka !!! however this one had blank ammo), and i can tell you that mouse AIM with such precision is most unrealistic way to shoot in games, IRL you can not aim that fast and precize, and gamepad aiming feels more like real and more chellenging. Also IRL when you shoot you have very hard feedback, you hear and feel it and sometime it painfull. Mouse have no feedback at all, gamepads always has force feedback vibration, its not as hard as real feedback, buts its better than nothing when you play with mouse, I already mentioned that with gamepad have smooth analague movement, when you change speed of movement depending on how hard you push the stick, with keyboard you have discreet digital movement at 2 fixed speeds like WASD = 100% speed WASD+SHIFT = 50% speed or 150% (depending on if that walk or run shift), again gamepad movement is realistic, keyboard is not.
So in terms of realism its 2:0, Gamepad wins! And gamepads is not something consolish, they always was part of pc expirience (look at many dos games, you will be surprised how many of them supported gamepads and joysticks!)
Most of what you mentioned is not "consolitis" its "poorgamedesignis", when its not about graphics - all the damage done to PC games done not because of console ports, but because of poor game design and short sighted designer's vision.
I am myself a game designer and writer, working in industry since 2007, and im not short sighted one - if i would make a FPS none of this issues will ever happen on console and pc and all i mentioned about what good game designer should do and understand would be true to this game.
However since i said GTFO to big publishers i worked for (conflict of interest - they are greedy and care about making money, im creative and care about making perfect games, and its really painfull for me when innovative realistic deep game that supposed to be nearly perfect turns into dumb generic unrealistc crap due of publishers and managment's greed and lazyniess of other co-workes in team) , im in indie league and not in a major league that makes AAA games - so i cant do anything about stupidity and short sighted vision of game designers who works on major AAA titles, except for complaining at forums and teaching them how to do games right way and how to fix what they already screwed.
Problem of metro controls is easy to solve by adding separate Y sens slider for mouse and gamepad settings. If 4A game designers was not such short sighted, this issue would never happen and such sliders would exist in game from day 1, even on consoles! (so again - its not console realted issue)
I just hope that someone of them reading this and will understand what they did wrong and after this will implement what i suggested into game in next patch.
To game designers of 4A who reading this - nothing personal, just business. You could be good guys in your life, but when it comes to game design, your short sighted vision and probably some lazyness and lack of perfectionism damage game expirience and leads to frustration of gamers, which leads to questions - are you good designers? If you think you are, prove it by releasing patch that will fix your mistakes and undo damage you did to game. А пока это не произошло - не обижайтесь на меня за то, что называю вас недальновидными или ленивыми ^_^.