I’m replaying SUPERHOT (again) and it’s got such a great core mechanic that I can’t believe we’ve not seen more developers use it, or build around it.
What game mechanics seemed like they’d be the next big thing but …didn’t?
I’m replaying SUPERHOT (again) and it’s got such a great core mechanic that I can’t believe we’ve not seen more developers use it, or build around it.
What game mechanics seemed like they’d be the next big thing but …didn’t?
Quoting a long-lost source:
“Most people aren’t very good at video games, and nothing reveals that like arena shooters.”
The skill ramp is brutal for Quake 3 / Unreal Tournament style games. One pro can embarrass a dozen newbs. One pro can probably embarrass a dozen reasonably high-skill players, in a free-for-all. Aimbots only recreate what obsessive maniacs can do in a trancelike caffeine-fueled flow state. And peak map control means, you can try whatever you want, but you’re just picking where you’d like to die. Against someone fully-stacked and well-armed, flying around the level faster than noclip would let them, it barely matters where you stand or where you fire. You’re gonna lightly scuff their fresh armor and they’re gonna perform railgun dentistry.