1 00:00:00,799 --> 00:00:05,199 Hey. Hi. Hello. Mark here, with Game Maker's Toolkit. 2 00:00:05,200 --> 00:00:12,060 You know, I used to love first person shooters. I grew up playing games like Doom, Half Life, 3 00:00:12,070 --> 00:00:15,680 Blood, No One Lives Forever, and Duke Nukem 3D. 4 00:00:15,680 --> 00:00:21,160 I used to adore this genre, but, more recently, I've become pretty bored with these shooter 5 00:00:21,160 --> 00:00:22,160 campaigns. 6 00:00:22,160 --> 00:00:26,869 We see the same game mechanics and the same combat loops and the same level design over 7 00:00:26,869 --> 00:00:31,980 and over again, just with slightly different hats. And maybe a flying section, if you're lucky. 8 00:00:31,980 --> 00:00:37,600 But in 2016, two games came along that reminded me just how much FUN a shooter can be. 9 00:00:37,600 --> 00:00:42,410 Because when developers are more interested in frantic firefights and varied gameplay, 10 00:00:42,410 --> 00:00:47,600 than historical accuracy and set piece explosions, we end up with games like DOOM, which is id 11 00:00:47,600 --> 00:00:52,820 Software's gory tribute to 90s game design, and Titanfall 2, which has more imagination 12 00:00:52,820 --> 00:00:56,730 in one level than most games achieve in their entire story mode. 13 00:00:56,730 --> 00:01:00,710 And, yeah, everyone's already said how awesome these games are. But considering how much 14 00:01:00,710 --> 00:01:04,940 I enjoyed 'em, I think I'd be remiss not to cover them on the channel, and take an indepth 15 00:01:04,940 --> 00:01:10,020 look at how these two games, basically saved the first person shooter campaign. 16 00:01:10,020 --> 00:01:14,400 Starting, with Doom - which has the best combat loop in a decade. 17 00:01:14,400 --> 00:01:17,360 Wait, when did Resident Evil 4 come out? 18 00:01:17,360 --> 00:01:19,360 Yeah. Best in a decade. 19 00:01:25,380 --> 00:01:29,930 Each encounter in this game is a breathless scrum between the demons and the doomslayer 20 00:01:29,930 --> 00:01:34,420 - who richochets around the environment like a pinball, bouncing off enemies and threading 21 00:01:34,420 --> 00:01:37,610 through tight corridors to pick up health and ammunition. 22 00:01:37,610 --> 00:01:39,460 It's fast, basically. 23 00:01:39,460 --> 00:01:43,970 Not just because your movement speed is high, but also because id forcefully rejected just 24 00:01:43,970 --> 00:01:48,590 about every piece of shooter design that has been employed to slow this genre down. 25 00:01:48,590 --> 00:01:54,450 Like, take aim down sights. In a normal shooter, accuracy sucks when shooting from the hip 26 00:01:54,450 --> 00:01:58,790 so you have to zoom in to look through an ironsight or a scope - which... massively 27 00:01:58,790 --> 00:02:04,150 reduces your speed. Doom ditches that: outside of a few guns, there is no aim down sights. 28 00:02:04,150 --> 00:02:08,701 Also, you're as accurate when running at full speed, as you are when standing still, so 29 00:02:08,701 --> 00:02:13,120 you can shoot when you're on the go. And because you can strafe at the same speed as you can 30 00:02:13,120 --> 00:02:17,810 run, you can orbit around an enemy, pummelling them with bullets and avoiding their fire. 31 00:02:17,810 --> 00:02:22,990 Oh, that's because enemies use projectiles instead of hitscan. A quick reminder: hitscan 32 00:02:22,990 --> 00:02:28,210 weapons hurt you as soon as the enemy pulls the trigger. Projectile weapons fire physical, 33 00:02:28,210 --> 00:02:31,130 slow-moving objects at you, that you can dodge. 34 00:02:31,130 --> 00:02:36,100 If you do get hit, you won't be hiding behind cover for your health to regenerate. Instead, 35 00:02:36,100 --> 00:02:40,480 you'll need to hunt around the arena to find a health pack. Or, even better, run towards 36 00:02:40,480 --> 00:02:45,440 an injured enemy to unleash a glory kill, which lets loose a shower of health pickups. 37 00:02:45,440 --> 00:02:49,710 If most of Doom's design keeps you moving around enemies, the glory kill system pushes 38 00:02:49,710 --> 00:02:54,240 you towards them. It makes you feel like a brutal predator, taking down your prey one 39 00:02:54,240 --> 00:03:00,620 by one. Plus, that satisfying split-second animation gives you much-needed time to blink, and consider 40 00:03:00,620 --> 00:03:02,220 your next move. 41 00:03:02,220 --> 00:03:06,709 Because Doom is a surprisingly tactical shooter, where you're executing different plans all 42 00:03:06,709 --> 00:03:09,370 the time - just, at a hundred miles an hour. 43 00:03:09,370 --> 00:03:14,959 As I talked about in my episode on the original Doom, this new game has a bestiary of unique 44 00:03:14,959 --> 00:03:18,090 demons who all work in very different ways. 45 00:03:18,090 --> 00:03:22,490 There's the Revenant, who batters you with missiles. The bumbling Cacodemon, who floats 46 00:03:22,490 --> 00:03:27,569 in close to munch on your face. This dude, who chases you about like a quarterback. And 47 00:03:27,569 --> 00:03:32,430 the pinky demon, who you take out like a bullfighter. It has a shield on the front, so wait for 48 00:03:32,430 --> 00:03:37,730 it to charge past you and then blast it in the butt to kill it. 49 00:03:37,730 --> 00:03:43,040 So you'll need to pick your priorities, which might mean dodging pinkies and cacodemon fireballs 50 00:03:43,040 --> 00:03:47,209 while you focus your fire on a deadly hell razer or an annoying summoner. Each enemy 51 00:03:47,209 --> 00:03:51,209 makes you move in a different way, too, as you head for cover or snake through bullets 52 00:03:51,209 --> 00:03:52,880 or just run the hell away. 53 00:03:52,880 --> 00:03:57,820 And then there's the other piece of shooter wisdom that Doom punches into a billion bits. 54 00:03:57,820 --> 00:04:02,660 While most games limit you to a couple weapons at a time, Doom lets you carry an entire Walmart's 55 00:04:02,660 --> 00:04:08,099 worth of firearms on you at once - all accessed from a radial menu that slows, but doesn't 56 00:04:08,099 --> 00:04:10,430 stop the action. 57 00:04:10,430 --> 00:04:15,430 Different guns have different uses. The fast-action assault rifle is great for needling enemies 58 00:04:15,430 --> 00:04:19,219 and stopping them from shooting, the shotgun works great up close, the rocket launcher 59 00:04:19,219 --> 00:04:24,539 is deadly but risky, and there's the one-hit, one-kill chainsaw which showers you with ammo, 60 00:04:24,539 --> 00:04:27,919 but runs out of gas quick. So pick your targets well. 61 00:04:27,919 --> 00:04:31,330 Juggling guns and enemies is something of a puzzle. and you've got to figure out the 62 00:04:31,330 --> 00:04:36,629 answer in the seconds before you get tackled by a pinky and turned into a thick red paste. 63 00:04:36,629 --> 00:04:41,530 This new Doom also adds verticality to levels, with a satisfying double jump, a generous 64 00:04:41,530 --> 00:04:46,360 system for quickly clambering up platforms, and the ability to chain a jump into a glory 65 00:04:46,360 --> 00:04:49,020 kill for a big leap between spots. 66 00:04:49,020 --> 00:04:53,529 And so, between different enemies and different level layouts, id software can effectively 67 00:04:53,529 --> 00:04:56,889 cobble together an infinite number of combat encounters. 68 00:04:56,889 --> 00:05:03,089 But, and here's the rub, even the best firefights in a decade get boring after a while and Doom 69 00:05:03,089 --> 00:05:05,729 can be an intensely repetitive game. 70 00:05:05,729 --> 00:05:11,720 Between endless battles you get some exploration stuff and some so-so platforming bits. 71 00:05:11,729 --> 00:05:15,210 And you can divert from the path to pick up secrets and collectibles. 72 00:05:15,210 --> 00:05:20,520 Personally, I vowed to avoid hunting down collectibles forever after shooting 100 pigeons 73 00:05:20,520 --> 00:05:25,270 in Grand Theft Auto IV and seriously questioning my life choices. And I think I'm becoming 74 00:05:25,270 --> 00:05:27,379 allergic to upgrade trees, too. 75 00:05:27,379 --> 00:05:32,620 But even if you do go after Doom's various trinkets and upgrades, jumping at pipes and looking 76 00:05:32,620 --> 00:05:39,150 for secrets can send the game's intensity from 11 to 0 in painful, whiplash fashion. 77 00:05:39,150 --> 00:05:44,440 Which brings us to Titanfall 2: a game with an expert sense of pacing and the best FPS 78 00:05:44,440 --> 00:05:45,420 campaign in a decade. 79 00:05:45,420 --> 00:05:49,440 Wait, when did Half Life 2 come out? 80 00:05:49,440 --> 00:05:51,940 Yeah. Best in a decade. 81 00:05:56,840 --> 00:05:58,840 BT-7274: Got you 82 00:05:58,840 --> 00:06:02,540 Now, when I say pacing, i'm talking about two different things. 83 00:06:02,550 --> 00:06:08,199 One, is how often a game is introducing new and original ideas to shake things up. And 84 00:06:08,199 --> 00:06:13,069 Titanfall 2 is doing that constantly through its tautly-wound single player campaign. 85 00:06:13,069 --> 00:06:17,119 In this level, you grab a tool that can be used to turn off fans, flip platforms, and 86 00:06:17,119 --> 00:06:18,419 hack robot sentries. 87 00:06:18,419 --> 00:06:23,459 Another stage takes place in a sci-fi Ikea factory, as you bounce through pre-fab 88 00:06:23,460 --> 00:06:25,460 houses on a monster conveyer belt. 89 00:06:25,469 --> 00:06:30,629 This level has you wall-running on a spaceship, high above the planet. And, of course, there's 90 00:06:30,629 --> 00:06:33,129 press Left Bumper to time travel. 91 00:06:33,129 --> 00:06:37,880 Effect and Cause, as is the level is called, lets you ping back and forth between two moments 92 00:06:37,880 --> 00:06:44,229 in time - from a squeaky clean research centre in the past, to its charred ruins in the present. 93 00:06:44,229 --> 00:06:49,319 It's a visual spectacle and a brilliant idea, but what makes it so rad is how it impacts 94 00:06:49,319 --> 00:06:53,979 the two things Titanfall does best: combat and platforming. 95 00:06:53,979 --> 00:06:59,319 In shootouts, you can phase out of time, and then phase back in, now behind a group of 96 00:06:59,319 --> 00:07:04,539 soldiers. Then again, the present timeline is crawling with these vicious dinosaur enemies, 97 00:07:04,539 --> 00:07:08,960 so you have to juggle two combat encounters at once - often jumping out of the frying 98 00:07:08,960 --> 00:07:11,990 pan and into the fire. 99 00:07:11,990 --> 00:07:16,009 And there are the platforming bits, where you switch timelines mid-jump to phase in 100 00:07:16,009 --> 00:07:19,949 walls and safe spots beneath your feet. It's brilliant. 101 00:07:19,949 --> 00:07:24,699 And then, at the end of the level, Cooper rips the time machine off of his wrist, and the mechanic 102 00:07:24,699 --> 00:07:29,909 is gone for the rest of the game. Tossed away, before you ever have a chance to get bored of it. 103 00:07:29,909 --> 00:07:35,000 And that focus on keeping the player engaged is how Titanfall 2 is always operating. Because 104 00:07:35,000 --> 00:07:39,870 the other aspect of pacing is how well a game manages to mix up its most fundamental pillars 105 00:07:39,870 --> 00:07:41,319 of gameplay. 106 00:07:41,319 --> 00:07:46,000 Titanfall 2 has firefights, it has platforming bits, it has titan battles, and it has some 107 00:07:46,000 --> 00:07:50,649 story stuff too. And the game does a brilliant job of switching between these sections before 108 00:07:50,649 --> 00:07:53,009 you ever have a chance to get tired of them. 109 00:07:53,009 --> 00:07:57,460 Each style of gameplay moves at a slightly different speed, and tests slightly different 110 00:07:57,460 --> 00:08:03,100 skills - so you don't get fatigued from constant action, but there are no lulls in the pace either. 111 00:08:03,100 --> 00:08:07,580 Some aspects of Titanfall 2 are better than others. The platforming's fantastic, though, 112 00:08:07,580 --> 00:08:09,560 why isn't the grapple hook in the singleplayer? 113 00:08:09,560 --> 00:08:15,020 The titan bits are pretty dull. And the combat is really good... but it doesn't quite reach the 114 00:08:15,020 --> 00:08:16,599 heights of Doom. 115 00:08:16,599 --> 00:08:21,289 Like that game, Titanfall 2 wants to keep you on the move - as seen in the flashy CGI 116 00:08:21,289 --> 00:08:23,009 trailer at the start of the game. 117 00:08:23,009 --> 00:08:26,749 TRAILER NARRATOR: The pilot is the true dominant force. 118 00:08:26,749 --> 00:08:31,989 Fast and agile. Graceful, yet devastating. 119 00:08:31,989 --> 00:08:37,980 So you get tools to move fast, like a super long slide and a wall run that increases your 120 00:08:37,990 --> 00:08:42,570 speed and your defence. And certain enemies push you to run, like the tick: which is a 121 00:08:42,570 --> 00:08:47,190 sort of frag grenade on spider legs that chases you around the arena and will kill you if 122 00:08:47,190 --> 00:08:48,320 you don't get moving. 123 00:08:48,320 --> 00:08:54,209 But where Doom asks you to move around and towards enemies, in my experience, Titanfall 124 00:08:54,209 --> 00:08:57,350 2 more often makes you run away from the fight. 125 00:08:57,350 --> 00:09:02,339 Part of this has to do with the shooter tropes that Doom so confidently rejected. Aim down 126 00:09:02,339 --> 00:09:07,310 sights and slow strafing encourage you to get some distance from enemies before engaging. 127 00:09:07,310 --> 00:09:13,330 Unless you've got a shotgun, that is. Plus, hitscan weapons, regenerating health, 128 00:09:13,330 --> 00:09:15,579 and even the need to reload your weapon force 129 00:09:15,580 --> 00:09:19,560 you into cover and retreat. 130 00:09:19,560 --> 00:09:25,050 And if Respawn really expects players to wall-run and shoot at the same time then... well, for one, 131 00:09:25,050 --> 00:09:29,620 that's pretty hard. Maybe it's easier on a keyboard and mouse. But, also, the level design 132 00:09:29,620 --> 00:09:31,420 doesn't exactly support it. 133 00:09:31,420 --> 00:09:35,540 At the beginning of the game, you run a thing called The Gauntlet which is a sort of obstacle 134 00:09:35,550 --> 00:09:41,339 course where you jump, slide, and wall-run, while simultaneously taking out foes. 135 00:09:41,339 --> 00:09:45,410 The design of The Gauntlet, which is like a winding corridor littered with pockets of 136 00:09:45,410 --> 00:09:50,440 enemies, allows for a joyous moment of zig-zag warfare as you bounce between walls while 137 00:09:50,440 --> 00:09:52,770 letting off shots and grenades. 138 00:09:52,770 --> 00:09:57,420 The game itself never really sees anything like this. The arenas are mostly just big 139 00:09:57,420 --> 00:10:02,050 boxes and the platforming sections are completely devoid of enemies. 140 00:10:02,050 --> 00:10:06,540 Because if you want gamers to play in a certain way, you've got to encourage them, through 141 00:10:06,540 --> 00:10:12,080 systems, like the glory kill; or level design; or incentives, like the scores in Platinum Games. 142 00:10:12,080 --> 00:10:17,080 Otherwise, they'll more likely play it in the most safe and boring way possible. 143 00:10:17,080 --> 00:10:21,660 Because even Call of Duty has wall-run these days, but I still played Infinite Warfare 144 00:10:21,670 --> 00:10:25,329 by cowering behind a series of walls and boxes. 145 00:10:25,329 --> 00:10:29,779 Which is the same way we've been playing shooters for years - because it feels like most FPS campaigns 146 00:10:29,779 --> 00:10:33,230 have been working off the same blueprints for the last decade. 147 00:10:33,230 --> 00:10:39,579 Which is why games like Doom and Titanfall 2 - and other wacky shooters like Wolfenstein and Bulletstorm - 148 00:10:39,579 --> 00:10:41,739 are such a breath of fresh air. 149 00:10:41,740 --> 00:10:46,560 They remind us to question the design trends that have built up in certain genres. They remind us 150 00:10:46,560 --> 00:10:53,470 that variety comes from clever level design and expert pacing, not just historical set dressing. And, above all 151 00:10:53,470 --> 00:11:01,010 else, games like Doom and Titanfall 2 remind us that first person shooters can be fun. 152 00:11:01,740 --> 00:11:06,720 Thanks for watching. Game Maker's Toolkit is powered by the crowd-funding website Patreon, 153 00:11:06,720 --> 00:11:10,240 and these are my top tier supporters. 154 00:11:10,240 --> 00:11:15,879 Here's an interesting fact. The director and singleplayer lead of Titanfall 2, Steve Fukuda 155 00:11:15,879 --> 00:11:21,170 and Mackey McCandlish, were design leads on Call of Duty 4. So while Activison might be 156 00:11:21,170 --> 00:11:25,810 stuck making the same game every year, the guys and gals in the trenches are capable 157 00:11:25,810 --> 00:11:29,450 of doing much more interesting stuff. If they get the chance. 158 00:11:29,450 --> 00:11:33,650 Anyway, after these credits have run I have a couple episodes you might want to check out. 159 00:11:33,650 --> 00:11:38,300 Before Doom 2016 came out, I looked back at the original game to talk about 160 00:11:38,300 --> 00:11:40,900 the importance of unique enemies. 161 00:11:40,900 --> 00:11:44,140 And you can learn more about hitscan weapons and regenerating health, 162 00:11:44,140 --> 00:11:46,660 in a video called "How Games Do Health"