-
Hey. Hi. Hello. Mark here, with Game Maker's Toolkit.
-
You know, I used to love first person shooters.
I grew up playing games like Doom, Half Life,
-
Blood, No One Lives Forever, and Duke Nukem
3D.
-
I used to adore this genre, but, more recently,
I've become pretty bored with these shooter
-
campaigns.
-
We see the same game mechanics and the same
combat loops and the same level design over
-
and over again, just with slightly different
hats. And maybe a flying section, if you're lucky.
-
But in 2016, two games came along that reminded
me just how much FUN a shooter can be.
-
Because when developers are more interested
in frantic firefights and varied gameplay,
-
than historical accuracy and set piece explosions,
we end up with games like DOOM, which is id
-
Software's gory tribute to 90s game design,
and Titanfall 2, which has more imagination
-
in one level than most games achieve in their
entire story mode.
-
And, yeah, everyone's already said how awesome
these games are. But considering how much
-
I enjoyed 'em, I think I'd be remiss not to
cover them on the channel, and take an indepth
-
look at how these two games, basically saved
the first person shooter campaign.
-
Starting, with Doom - which has the best combat
loop in a decade.
-
Wait, when did Resident Evil 4 come out?
-
Yeah. Best in a decade.
-
Each encounter in this game is a breathless
scrum between the demons and the doomslayer
-
- who richochets around the environment like
a pinball, bouncing off enemies and threading
-
through tight corridors to pick up health
and ammunition.
-
It's fast, basically.
-
Not just because your movement speed is high,
but also because id forcefully rejected just
-
about every piece of shooter design that has
been employed to slow this genre down.
-
Like, take aim down sights. In a normal shooter,
accuracy sucks when shooting from the hip
-
so you have to zoom in to look through an
ironsight or a scope - which... massively
-
reduces your speed. Doom ditches that: outside
of a few guns, there is no aim down sights.
-
Also, you're as accurate when running at full
speed, as you are when standing still, so
-
you can shoot when you're on the go. And because
you can strafe at the same speed as you can
-
run, you can orbit around an enemy, pummelling
them with bullets and avoiding their fire.
-
Oh, that's because enemies use projectiles
instead of hitscan. A quick reminder: hitscan
-
weapons hurt you as soon as the enemy pulls
the trigger. Projectile weapons fire physical,
-
slow-moving objects at you, that you can dodge.
-
If you do get hit, you won't be hiding behind
cover for your health to regenerate. Instead,
-
you'll need to hunt around the arena to find
a health pack. Or, even better, run towards
-
an injured enemy to unleash a glory kill,
which lets loose a shower of health pickups.
-
If most of Doom's design keeps you moving
around enemies, the glory kill system pushes
-
you towards them. It makes you feel like a
brutal predator, taking down your prey one
-
by one. Plus, that satisfying split-second animation
gives you much-needed time to blink, and consider
-
your next move.
-
Because Doom is a surprisingly tactical shooter,
where you're executing different plans all
-
the time - just, at a hundred miles an hour.
-
As I talked about in my episode on the original
Doom, this new game has a bestiary of unique
-
demons who all work in very different ways.
-
There's the Revenant, who batters you with
missiles. The bumbling Cacodemon, who floats
-
in close to munch on your face. This dude,
who chases you about like a quarterback. And
-
the pinky demon, who you take out like a bullfighter.
It has a shield on the front, so wait for
-
it to charge past you and then blast it in
the butt to kill it.
-
So you'll need to pick your priorities, which
might mean dodging pinkies and cacodemon fireballs
-
while you focus your fire on a deadly hell
razer or an annoying summoner. Each enemy
-
makes you move in a different way, too, as
you head for cover or snake through bullets
-
or just run the hell away.
-
And then there's the other piece of shooter
wisdom that Doom punches into a billion bits.
-
While most games limit you to a couple weapons
at a time, Doom lets you carry an entire Walmart's
-
worth of firearms on you at once - all accessed
from a radial menu that slows, but doesn't
-
stop the action.
-
Different guns have different uses. The fast-action
assault rifle is great for needling enemies
-
and stopping them from shooting, the shotgun
works great up close, the rocket launcher
-
is deadly but risky, and there's the one-hit,
one-kill chainsaw which showers you with ammo,
-
but runs out of gas quick. So pick your targets
well.
-
Juggling guns and enemies is something of
a puzzle. and you've got to figure out the
-
answer in the seconds before you get tackled
by a pinky and turned into a thick red paste.
-
This new Doom also adds verticality to levels,
with a satisfying double jump, a generous
-
system for quickly clambering up platforms,
and the ability to chain a jump into a glory
-
kill for a big leap between spots.
-
And so, between different enemies and different
level layouts, id software can effectively
-
cobble together an infinite number of combat
encounters.
-
But, and here's the rub, even the best firefights
in a decade get boring after a while and Doom
-
can be an intensely repetitive game.
-
Between endless battles you get some exploration stuff and some so-so platforming bits.
-
And you can divert from the path to pick up
secrets and collectibles.
-
Personally, I vowed to avoid hunting down
collectibles forever after shooting 100 pigeons
-
in Grand Theft Auto IV and seriously questioning
my life choices. And I think I'm becoming
-
allergic to upgrade trees, too.
-
But even if you do go after Doom's various
trinkets and upgrades, jumping at pipes and looking
-
for secrets can send the game's intensity
from 11 to 0 in painful, whiplash fashion.
-
Which brings us to Titanfall 2: a game with
an expert sense of pacing and the best FPS
-
campaign in a decade.
-
Wait, when did Half
Life 2 come out?
-
Yeah. Best in a decade.
-
BT-7274: Got you
-
Now, when I say pacing, i'm talking about
two different things.
-
One, is how often a game is introducing new
and original ideas to shake things up. And
-
Titanfall 2 is doing that constantly through
its tautly-wound single player campaign.
-
In this level, you grab a tool that can be
used to turn off fans, flip platforms, and
-
hack robot sentries.
-
Another stage takes place in a sci-fi Ikea factory, as you bounce through pre-fab
-
houses on a monster conveyer belt.
-
This level has you wall-running on a spaceship,
high above the planet. And, of course, there's
-
press Left Bumper to time travel.
-
Effect and Cause, as is the level is called,
lets you ping back and forth between two moments
-
in time - from a squeaky clean research centre
in the past, to its charred ruins in the present.
-
It's a visual spectacle and a brilliant idea,
but what makes it so rad is how it impacts
-
the two things Titanfall does best: combat
and platforming.
-
In shootouts, you can phase out of time, and
then phase back in, now behind a group of
-
soldiers. Then again, the present timeline
is crawling with these vicious dinosaur enemies,
-
so you have to juggle two combat encounters
at once - often jumping out of the frying
-
pan and into the fire.
-
And there are the platforming bits, where
you switch timelines mid-jump to phase in
-
walls and safe spots beneath your feet. It's brilliant.
-
And then, at the end of the level, Cooper rips the time
machine off of his wrist, and the mechanic
-
is gone for the rest of the game. Tossed away,
before you ever have a chance to get bored of it.
-
And that focus on keeping the player engaged
is how Titanfall 2 is always operating. Because
-
the other aspect of pacing is how well a game
manages to mix up its most fundamental pillars
-
of gameplay.
-
Titanfall 2 has firefights, it has platforming
bits, it has titan battles, and it has some
-
story stuff too. And the game does a brilliant
job of switching between these sections before
-
you ever have a chance to get tired of them.
-
Each style of gameplay moves at a slightly
different speed, and tests slightly different
-
skills - so you don't get fatigued from constant
action, but there are no lulls in the pace either.
-
Some aspects of Titanfall 2 are better than
others. The platforming's fantastic, though,
-
why isn't the grapple hook in the singleplayer?
-
The titan bits are pretty dull. And the combat
is really good... but it doesn't quite reach the
-
heights of Doom.
-
Like that game, Titanfall 2 wants to keep
you on the move - as seen in the flashy CGI
-
trailer at the start of the game.
-
TRAILER NARRATOR: The pilot is the true dominant force.
-
Fast and agile. Graceful, yet devastating.
-
So you get tools to move fast, like a super
long slide and a wall run that increases your
-
speed and your defence. And certain enemies
push you to run, like the tick: which is a
-
sort of frag grenade on spider legs that chases
you around the arena and will kill you if
-
you don't get moving.
-
But where Doom asks you to move around and
towards enemies, in my experience, Titanfall
-
2 more often makes you run away from the fight.
-
Part of this has to do with the shooter tropes
that Doom so confidently rejected. Aim down
-
sights and slow strafing encourage you to
get some distance from enemies before engaging.
-
Unless you've got a shotgun, that is. Plus,
hitscan weapons, regenerating health,
-
and even the need to reload your weapon force
-
you into cover and retreat.
-
And if Respawn really expects players to wall-run
and shoot at the same time then... well, for one,
-
that's pretty hard. Maybe it's easier on a
keyboard and mouse. But, also, the level design
-
doesn't exactly support it.
-
At the beginning of the game, you run a thing
called The Gauntlet which is a sort of obstacle
-
course where you jump, slide, and wall-run,
while simultaneously taking out foes.
-
The design of The Gauntlet, which is like
a winding corridor littered with pockets of
-
enemies, allows for a joyous moment of zig-zag
warfare as you bounce between walls while
-
letting off shots and grenades.
-
The game itself never really sees anything
like this. The arenas are mostly just big
-
boxes and the platforming sections are completely
devoid of enemies.
-
Because if you want gamers to play in a certain
way, you've got to encourage them, through
-
systems, like the glory kill; or level design; or incentives, like the scores in Platinum Games.
-
Otherwise, they'll more likely play it in the most safe and boring way possible.
-
Because even Call of Duty has wall-run these
days, but I still played Infinite Warfare
-
by cowering behind a series of walls and boxes.
-
Which is the same way we've been playing shooters for
years - because it feels like most FPS campaigns
-
have been working off the same blueprints
for the last decade.
-
Which is why games like Doom and Titanfall 2 - and other wacky shooters like Wolfenstein and Bulletstorm -
-
are such a breath of fresh air.
-
They remind us to question the design trends
that have built up in certain genres. They remind us
-
that variety comes from clever level design and expert pacing, not just historical set dressing. And, above all
-
else, games like Doom and Titanfall 2 remind us that first person shooters can be fun.
-
Thanks for watching. Game Maker's Toolkit
is powered by the crowd-funding website Patreon,
-
and these are my top tier supporters.
-
Here's an interesting fact. The director and
singleplayer lead of Titanfall 2, Steve Fukuda
-
and Mackey McCandlish, were design leads on
Call of Duty 4. So while Activison might be
-
stuck making the same game every year, the
guys and gals in the trenches are capable
-
of doing much more interesting stuff. If they get the chance.
-
Anyway, after these credits have run I have a couple episodes you might want to check out.
-
Before Doom 2016 came out, I looked back at the original game to talk about
-
the importance of unique enemies.
-
And you can learn more about hitscan weapons and regenerating health,
-
in a video called "How Games Do Health"