I love slow paced, methodical first-person games that feel weighty and impactful. Design wise, Escape From Tarkov is right up my alley, I'm just not into the whole online PvP thing. If they had a proper single-player mode like S.T.A.L.K.E.R., it would be hard to peel me away from it.
TheHunter: Call of the Wild has almost all the guns I love from FPS games and it's definitely slow and methodical, but I'm not too keen on just hunting animals. I almost thought about getting back into it, but I'm reminded of the previous dinosaur hunting game I played like 20 years ago that was just so goofy and broken.
Hunt Showdown also has the kind of FPS mechanics I adore, but Crytek went woke and it's yet another online PvP game.
Sadly they just don't make the kind of FPS games I used to really enjoy. I loved games like Soldier of Fortune and Corridor 7. Most milsim FPS titles keep trying to mimic Call of Duty, which I abhor, and sci-fi FPS games these days all try to be "hip" and "cool" and fast-paced, or extremely samey, uninspired and repetitive like the remake of Prey.
That really is it. It's funny because games these days have all these buttons to press and use, but they just aren't very fun.
I was just recently thinking about that because back in the day games like Doom, Wolfenstein and Blake Stone only had shoot and use buttons, yet they were a ton of fun to play due to the intricate and very elaborate level designs and enemy placements.
These days most FPS games either have "realistic" levels that are blockaded off and extremely static with no destructibility (something that I really appreciated about Black on the PS2, making shootouts feel dynamic and weighty thanks to the physics), or they are fantasy levels with zero ingenuity, designed around arena play and -- as you mentioned -- repeatable play experiences to sell cosmetics.
I'm still enjoying Prodeus for what it is, but the levels still aren't quite as inspired as classics like Duke Nukem 3D or Shadowrun. They still feel like the devs are trying to be clever with the layouts, rather than focusing on playing up the strengths of the game's mechanical design.
I love slow paced, methodical first-person games that feel weighty and impactful. Design wise, Escape From Tarkov is right up my alley, I'm just not into the whole online PvP thing. If they had a proper single-player mode like S.T.A.L.K.E.R., it would be hard to peel me away from it.
TheHunter: Call of the Wild has almost all the guns I love from FPS games and it's definitely slow and methodical, but I'm not too keen on just hunting animals. I almost thought about getting back into it, but I'm reminded of the previous dinosaur hunting game I played like 20 years ago that was just so goofy and broken.
Hunt Showdown also has the kind of FPS mechanics I adore, but Crytek went woke and it's yet another online PvP game.
Sadly they just don't make the kind of FPS games I used to really enjoy. I loved games like Soldier of Fortune and Corridor 7. Most milsim FPS titles keep trying to mimic Call of Duty, which I abhor, and sci-fi FPS games these days all try to be "hip" and "cool" and fast-paced, or extremely samey, uninspired and repetitive like the remake of Prey.
That really is it. It's funny because games these days have all these buttons to press and use, but they just aren't very fun.
I was just recently thinking about that because back in the day games like Doom, Wolfenstein and Blake Stone only had shoot and use buttons, yet they were a ton of fun to play due to the intricate and very elaborate level designs and enemy placements.
These days most FPS games either have "realistic" levels that are blockaded off and extremely static with no destructibility (something that I really appreciated about Black on the PS2, making shootouts feel dynamic and weighty thanks to the physics), or they are fantasy levels with zero ingenuity, designed around arena play and -- as you mentioned -- repeatable play experiences to sell cosmetics.
I'm still enjoying Prodeus for what it is, but the levels still aren't quite as inspired as classics like Duke Nukem 3D or Shadowrun. They still feel like the devs are trying to be clever with the layouts, rather than focusing on playing up the strengths of the game's mechanical design.