Forum Overview
::
Mischief Maker's Maker's Mark
::
Too simple! You need to back up and dumb it down a little less.
[quote name="Source: NeoGAF"]I think you're on the right track, but your dichotomy only really applies to (some) (3D) (action) games, while glossing over such diverse series as Super Robot Wars, Front Mission, Aleste, Assault Suits, Powered Gear, Gigantic Drive, Bumpy Trot, Sakura Wars, Chromehounds, and whatever grabastic assortment of Japanese shovelware is being localized under the banner of Mighty Morphin Power Rangers these days. [quote name="Mischief Maker"]In western games from Mechwarrior 2 to the riot suit portions of Chronicles of Riddick, playing a giant robot is like a superior version of those "man the turret and defend this area" parts of FPSes. The challenge from western giant robot games involves dishing out punishment expertly enough so the enemy barely gets a chance to shoot back at your slow and lumbering bulk.[/quote] This has less to do with Western ideas about giant robots than it does Western ideas about games design. The default template for a modern PC-style 3D action game is a glorified turret shooter because the primary input device on the platform that birthed them was a pointer. In fact, this description applies much more unambiguously to Half-Life, Call of Duty, or the regular gun-shooting portions of Chronicles of Riddick than it does to MechAssault, Metal Fatigue, or even Metal Warriors.[/quote]