Too Noisy for combat (Destiny)

by electricpirate @, Friday, May 09, 2014, 21:13 (3850 days ago) @ Cody Miller

I'm a bit taken aback as to their rejection of this. The idea being that you can't pick out enemies, and so it's not suitable for combat. But that should be what the terrain should be all about. Some places should be good for cover or camouflage. I don't always want all my enemies completely visible.

One of the best parts of Vanquish had you fighting in tall grass, obscuring enemies. You had to have a sharp eye and look for the grass moving, or else pick out the tops of enemies or their projectiles to find them.

There's obviously a balance, but why reject that on face?!

I think it's one of these, "If you are going to be a bear, Be a grizzly" moments. In other words, you don't really want a balance, you want to push it hard in one direction, or the other, but don't leave it in some kind of muddy half zone like most shooters.

if Bungie is going to put in something with the goal of challenging target acquisition they should build assets specifically for that. We can't tell either way from that quote if they are or aren't, as he's talking about one single pallette.

Bungie has played with those dynamics before. While Most of malo focussed on enemies that cut through visual noise, certain flood sections, and active camo very purposefully threw a wrench into that clear visual communication. Considering that Destiny's visual feedback is already far less elegant than Halo's, it's probably a good plan to find places where it can be pulled back.


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