The Return of Combat Chess

The Return of Combat Chess


(clacking) (buzzing) (video games) (ominous music) – I love first person shooters. It’s probably my favorite genre. Ever since I stumbled over
to a neighbor’s house, and played Doom for the first time, I’ve been fascinated with these games. Not just there ability to
transport us into different worlds that we can explore, but also the way they
create combat puzzles that they force us to figure out. But in recent years, I’ve failed to connect with a lot of what the genre has produced. Initially, I put this down
to the fact that I’m 32 now, and old, and I’ve been playing
first person shooter games for almost 20 years, but in the past couple of
years there have been two games that have really caught my attention. Games that reminded of the classic FPS games that I loved growing up. And, wouldn’t you know it, we’ve made documentaries
about both of them. Doom 2016, and
PlayerUnknown’s Battlegrounds. So, it’s forced me to
ask the question, why? What is it about these games
that strikes a chord with me that keeps me coming back to play them? What is it about games like
The Division, and Destiny, and Call of Duty that just
doesn’t appeal to me anymore? And, what does this mean
for the future of the genre? Hello, and welcome to Noclip Bonus Level. The show where we take a break
from editing documentaries for five bloody minutes, and
attempt to analyze the world of video games around us. Today on the show, we take
a look at the past, present, and future of the FPS, and welcome the return of combat chess. (ominous music) Back in the ’90s, a shooter was only as good as the guns in brought to the table. Guns weren’t just guns, they were your moves. Your actions. In Street Fighter you had
punches, jumps, throws and kicks. Moves with strengths and weaknesses that were best used in certain situations. In Doom, you had moves too. Your weapons. Back then the main difference
between these weapons was the amount of damage they inflicted, but they had other
characteristics which influenced when we used them. The pistol was weak, but it could be fired quickly. Shotguns were slow to reload, but devastating at close range. And, rockets had to travel
before they hit a thing, but when they did, they had powerful splash
damage perfect for groups, or asshole techno-spiders. As the genre evolved, so too did our weapons. Cerebral Bores, Flak Cannons, Gravity Guns, Laptop Guns, Energy Swords. It was a digital arms race
with each game trying to outdo the last with
it’s own unique arsenal, but nuanced, interesting guns are useless without interesting
enemies to use them against, and so as the weapons became more varied, so too did our targets. This was the golden age of
the first person shooter, with interesting worlds filled
with a variety of weapons, and enemy types. We were wowed by games like
Half-Life, the Halo series First Encounter Assault Recon. It wasn’t enough for you
to simply be accurate. These games required you to think about what you were shooting at. They required you to outsmart, as well as out-aim. (explosion) (static) The original Half-Life is a great example. It was a game so expertly
designed that it had a weapon for seemingly every occasion, and the enemies in the
game mirrored this variety. (thuds) – OK, why not? Didn’t want to die alone anyway. – [Danny] Zombies had timed
melee swings that could be easily countered with a crowbar. Vortigaunts charged up to shoot a powerful blast of energy at the player, but this could be countered by rushing them with a shotgun
before they had time to fire. They Headcrabs were there to teach you how to aim the pistol. The Houndeyes had no projectile attack, and so helped you practice how to move and shoot at the same time. The Alien Grunts had homing weapons that fired at you when you were in sight, so the best gun against
them was the Gauss gun which mirrored the charging attack of their Vortigaunt friends. And of course, the pièce de résistance,
the Marines of Half-Life. They ran around frantically
trying to flank you, while throwing grenades, and stopping to shoot. Notice that? They never run and gun. They always plant
themselves before firing. So, trip mines could be
used to cover your flanks, while one well timed
shot with the crossbow, a weapon basically useless
against moving targets, could drop a stationary
Marine in an instant. This is how shooters used to work. As players we evaluated the
strengths and weaknesses of our enemies in real time. We looked at the layout of the level, and through deductive reasoning, we came away with strategy. We decided which guns to use, and why. Shooters, like fighting games, like RPGs, were strategic. They were more than
just a shooting gallery that rewarded quick reflexes. Most of the shooters I played
as a kid rewarded logic too, and as good as it feels
to outshoot an enemy, outsmarting an enemy is far more powerful. Artificial intelligence and
combat design were the driving forces of the FPS genre for many years, but there were other innovations
playing their part too. First of all, level design. In a short number of years, we went from blue corridors, to skyscrapers floating in space, to large open maps on distant worlds. Then, there was the rise
of multiplayer gaming, which also began communities of players, who had input and influence on the design of the
games they were playing. As the genre continued to evolve, so too did the taste of its players, and it wasn’t long before
sub-genres began to emerge. Some gamers like to
lean deep in to tactics, giving rise to Mil-Sims. Others prefer games that
were easier to play, but emulated the exciting
bombast of blockbuster films. Levels became larger, and larger, and eventually matched the
scope of their RPG brethren. Other shooters added logic
puzzles to their world, and allowed various ways
to complete their levels. Giving rise to the immersive sim. There were horror games, comedy games, an FPS for every occasion. The genre flourished. FPS games became larger,
more detailed, more complex, but as the constant AAA
development began to rise, publishers began to
become more risk averse, and they started to look at different ways to keep players playing that didn’t involve
creating so much content. Well, eventually, they got their answer, and the answer came from
a rather unlikely source. Call of Duty 4: Modern Warfare introduced something revolutionary
to its multiplayer mode. An RPG style leveling system, which tracked the player’s progress, and rewarded them for playing. Now, every time you got a kill, you received experience points. Every time you assisted, every time you completed a match, a challenge, or an objective. The game handed out participation trophies faster than free samples at a food court, and with this XP you unlocked new guns, new perks, new game modes, and it turns out, our
brains really enjoyed this. It wasn’t the first time an RPG mechanic was added to a shooter, but it did mark a fundamental shift, and was a bellwether for
many other large publishers. By adding progression to multiplayer, Infinity Ward had figured out
how to keep players playing. Less players traded the games in, and the games kept selling
for months, even years, after the game’s initial release. This solved a problem for many publishers. With the rising cost of AAA development, it was becoming increasingly
costly to make content. But, if players were happy to play the same content
and over and over again, it meant that the game could
act less like a product, and more like a service. Doling out new content to the
platform as players got bored. So, while before, the thing
you needed to do to sell an FPS was to do something innovative, like say, a new way of shooting, or an interesting story setting, or impressive AI, now publishers were
focusing on creating games that you never left. That you got your friends to play. That you kept investing time into, and maybe even a little bit of money. While this business
strategy initially worked really well for multiplayer games, games where you played the
same maps over and over again, after a while studios that
had traditionally been making single player games attempted
to emulate this replayability. No longer were they making, simply games, they were making games as a service. I have to admit, I was pretty dismayed once I heard Bungee had penned a 10 year deal with Activision. The cynic in me knew this was probably Activision’s attempt to
emulate the success of World of Warcraft in
the first person genre, and to create the ultimate
games as a service FPS. What eventually emerged was Destiny. A loot driven shooter
centered around social play, where story and combat design came second to simply creating enough
re-playable content to keep people playing weeks
and months after its release. But, it tells me something
that the part of the game the fans of the game
get excited about most is the raid. While most of the game
involves casual tasks, and pouring bullets into
bullet sponge enemies, the raid requires you to think, and work as a team. Another game that fell victim to this style of design is The Division. When we first saw this game
it showed so much promise. People were really excited about it. It looked like we’d be playing
in a heavily detailed world, working tactically with
our friends to outsmart, not only AI enemies, but other groups of players too. But, when it was eventually released, we were dismayed to realize
it was another loot shooter. Another game where you were sent on quests to kill X number of who-gives-a-fucks
over and over again. Leveling up. Unlocking new stuff in the same prescribed
manner as everyone else. I’m not saying Destiny, or The Division are bad games. On the contrary. Both of these are well designed, well polished, and quite visually interesting. You can see that a lot of people poured a lot of their creative
energy into these projects. What I am saying is that this trend to create games as a service has pulled shooter design into
a nauseatingly boring space, where the act of shooting, you know, the guns, the enemies, the
level design, the tactics, all this sort of stuff
is entirely secondary. I used to go back and watch
those early Division trailers, and dream about playing that game. A high stakes game where I
explored broken down cities, and worked tactically with my
friends to outsmart others. Where the process of
even entering a building to search it for loot
required tactical thought. Wow, imagine playing a game like that. Eggs anyone? The Coen brothers’ modern western No Country For Old Men
is a personal favorite, and there’s one scene that
keeps crossing my mind. Josh Brolin’s character
is hunting in the desert, and spots an injured
dog limping to safety. He heads in the direction it came from, and stumbles upon a
bunch of pickup trucks. We stay with him as he
analyzes the situation. As he weighs up the variables, and plots his next course of action. This chapter in the
movie is mostly silent. It’s about the little things. The time of day. The heat of the sun. We watch as he tracks the
last man standing to a tree. How he watches the
silhouette and waits him out. How he leaves the rifle, and equips the machine gun
when he makes his approach. This scene captures the essence of PlayerUnknown’s Battlegrounds for me. A game about deliberate decision making. A game which rewards out-thinking
as much as out-shooting. Where you’re constantly
evaluating your advantages, and the advantages of those around you. You may remember our Doom
documentary from the end of 2016. In it, we spent a bunch of time explaining the thing that I just spent
five minutes explaining at the start of this video. The game’s combat chess. The design of the guns, arenas, and foes that lead to satisfying
back and forth gun fights. Combat chess used to be the
driving force of this genre, which is why I believe people
went crazy for Doom 2016. Not just because it was
a wonderful re-imagining of one of our industry’s
most important games, but because it evolved the
type of combat experiences that shooters used to be all about. Games where you analyze
the tools at your disposal, and used your wits, along with your agility, to solve the combat puzzle ahead. For me, PUBG is the next step
in that evolutionary chain. Unlike so many other
first person shooters, it’s a game where you
use critical thinking to assess the strengths and
weaknesses of your enemies, and base your decisions on the strengths and
weaknesses of your loadout. You see, PUBG is a game
about decision making. Big decisions, like where will I drop on the map, to small decisions, like will I loot this
shack or keep moving? And, almost every decision
in each game matters. With only a single life, and so much variety in terms of what you, and everyone else may be armed with, the player is forced to
constantly weigh up variables, and make tactical decisions
based on experience. There’s somebody northwest firing. – [Man] Yeah. There’s a few people who haven’t
figured out where we are. But that one guy that … battle with. – [Danny] Yeah, I don’t know if he’s dead. The other guy might’ve killed him. – [Man] Yeah, that’s true. – [Danny] ‘Cause he’s still alive. For example, if you drop
into a bad loot zone, do you play more conservatively
to protect yourself, or run somewhere else to find better loot? If you drop in, and immediately grab an assault rifle, do you keep looting, or immediately rush nearby players before they find a good gun? If you find an 8X scope, do you keep moving into cities, or stay in the open, and use it to your advantage? It’s a game where
everything in it matters. Everything has weight. Bullets take up inventory space. Weapon attachments really reduce recoil. The frying pan blocks
bullets for goodness sake. The other side of combat chess is reading the tactics of your enemies, and PUBG does this in spades. The game was designed to give you clues as to what your enemies loadouts are. Each gun sounds unique. Each vehicle sounds unique. Each of the helmet classes on offer looks different from a distance, so you can spot them, and plan your tactics accordingly. You’re encouraged to check
to see if doors are open. This is a game where some players intentionally don’t wear shoes, so they can more easily differentiate the sound of their footsteps
over other possible enemies. In PUBG, you watch the
silhouette from afar. You approach with caution, and take the machine gun
because if they notice you, you want to be able to have a gun that can be used at close range. (ominous music) In PUBG, if you’re armed with a shotgun, and somebody has entered
the house you’re in, you camp on the other
side of the bedroom door, and wait for them to come to you. Oh shit, it’s a good thing
they patched in mantling. – [Man] Did you not pick up a … – [Danny] I’ve got nine bullets left. Fuck, this person’s coming over. I’ve only got nine bullets. Wish me luck. – [Man] I believe in you. (gunfire) (laughing) – [Man] Nice. (laughing) – [Danny] This game’s so fuckin’ stupid. I love it. (laughing) – [Man] Game of the year baby. – [Danny] Yeah. So, what’s the point to all of this? Well, I guess the point is that I’m just really happy that first person shooters
are doing this stuff again. And, PUBG is not the only one. By no means I’m saying that. Games like Overwatch do a wonderful job of emulating what Team Fortress did so well. That whole back and forth
between different classes, and deciding what your
tactics are going to be based on who you’re fighting. And, Rainbow Six Siege is another game that does this incredibly well. In fact, in recent weeks we’ve
seen a bunch more pop up. Escape from Tarlov, and Crytek’s new game Hunt
Showdown are other games that are just that
little bit more cerebral. And, I’m not saying that
games like The Division, or Destiny have no value to them. By all means, there are people who
just love the loot grind, but I do think that for a while there, we kind of got lost in the weeds on just creating these games that satisfy our needs to
play them over and over again by creating variable ratio schedules, and things for us to unlock. After a while it just became a bit boring, and what’s great about games like PUBG is that once again first person shooters are respecting our intelligence, and our ability to
problem solve on the fly. To me, problem solving on the fly, combat chess is what I
love about this genre. And for me, I’m really happy that games are going in that direction again. (ebullient music) Thanks so much for watching this episode of Noclip Bonus Level. In fact, thanks for watch
everything we do here on the Noclip YouTube channel. We couldn’t do it without you, and we also couldn’t do it without all the amazing patrons we
have over at patreon.com/noclip who fund this work entirely because we don’t take any
money from advertising. We don’t take any money
from the games industry. We want to do this work
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to reach that goal. So, if you’d like to
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to our YouTube channel. In a couple weeks we’ll be putting up our documentary about Warframe. Until then, see you later, because I’ve got to get back editing. Editing. Oh, I deleted everything. Fuck. (ebullient music)

100 thoughts on “The Return of Combat Chess

  1. We're currently hard at work on our Warframe documentary (which will be live later this month) along with a few other projects. In the meantime we hope you enjoy this first episode of Bonus Level. This show won't take any time away from our core documentary work, but will hopefully add some flavor in between our big projects. Let us know what you think! And, as ever, thank you for supporting this channel and all of our work. Oh, and if you have any ideas for future episodes, by all means let us know! – Danny

  2. For me this is what CSGO has always been about to me, not as diverse weapon wise thanks to balancing, but the tactics are all there if you dive deep enough

  3. Be interested in seeing a doc on escape from tarkov about the difference and the line they are walking of realisem and fun because they have so much going on how do they keep it fun and still understanding

  4. THAT was….honestly, fucking incredible. Well done Danny, you nailed this first episode of Bonus Level. Thank you!

  5. I'm not a big FPS fan, but I loved new Doom. The combat just seemed so much more engaging than something like Call of Duty.
    Even though you spend the game fighting the same sorts of enemies, you keep finding faster and faster ways of killing them as you unlock more weapons and figure out the best ways of using them.
    It's great fun. Meanwhile in COD, I couldn't even see the difference between the available guns, and almost all of the enemies required the same approach.

  6. Back to form at last. These style of videos are far more intersting then the Documentarys you make. I'd love more essay pieces like this.

  7. Big fan of the channel Danny, but this is your weakest video yet. All the games you criticise for being "services" do the same things games like; PUBG and Overwatch do. Everyone's trying to make their online multiplayer games last as long as possible to get as much money from it's players as possible. The only impression I get from this video is that you don't like "looter shooters" and prefer traditional FPS games, which is fine, different strokes for different folks. But painting the impression games like; R6S, PUBG and Overwatch don't use skins to keep people playing just as much as the gameplay is a bit unrepresentative. And there's many tactical aspects to the PVP in Destiny and the Division, granted maybe not as much, but that's ok because it's just not the focus of those games because theyre not traditional FPS games.

    The video would've just been better if you'd avoided comparing the game to others and focused on the "combat chess".

  8. Anyone else think this video was about that old chess game on the pc “battle chess”? Anyway, I watched he video and I’m glad I did. Great work, you’ve just earned yourself another sub!

  9. I wish No Country For Old Men was recognized by more people as the masterpiece it is.

    One of my favorite’s as well.

  10. Pretty great episode – this definitely emphasises a feeling I had about shooters/games of recent memory. The reward-treadmill which focuses on grind & rng over gameplay & skill has definitely compromised a lot of modern shooters (as well as other games') design.

    I really enjoy games where the means to success are all contained within the level/environment you're in and your brain – where skill is valued over luck of the RNG draw or not putting enough hours to unlock the better weapons/attachments.

    As an aside:
    I wish Siege didn't make you grind for operators though. That mechanic seems to go against the more tactical aspect if your team can be impacted by who has or hasn't got access to specific operators to counter the opponent (league of legends has the same failing too)

  11. I’m so happy to see you back on the editorial side of things. This is one of your biggest strengths and it’s really cool to see you get back into it

  12. Excellent video and love the format. Haven't watched the doom documentary yet, but I would love to hear what you think about this FPS reinvigoration, and the challenges of making games based combat. In my experience, I think the return of "combat chess" could be a result of designers embracing the strengths of the military style games again, instead of desperately trying to make violent games that are about other things.

    Personally I would prefer seeing more tactical, strategic and puzzle-like multiplayer and co-op games without violence and combat, but most of those tend to be single player.

    Thanks again for a great video essay!

  13. Dude, ive loved your work way back from Escape Mount Stupid to the Point. You always struck me as a different kind of games journalist in terms of integrity, passion, honesty and humor and am truly glad to see you succeed. I hope someday i can become a patreon but as of now, im too far in debt. Anyways, please keep making this quality content, i could see a series like this being on Netflix, cheers bro!

  14. Calling it First Encounter Assault Recon instead of FEAR is 👌
    Little errors:
    At 3:14 , Half-Life was released in 1998.
    The name of the game at 15:01 is Escape from Tarkov.

  15. This video has come at such a perfect time for me!! Having recently picked up Wolfenstein 2 I have been absolutely loving the combat and have been struggling to clearly articulate why. You nailed it Danny thanks!!

  16. I think Horizon: Zero Dawn also did a great job of this. I know it's an open world 3'rd person game but I feel like the combat design philosophy he's talking about applies to it in spades.

  17. Your definition of “games as a service” is unclear. You don’t like that Destiny, COD, and The Division release a specific amount of content, and then reward you with loot for playing through it multiple times. But then your counter argument is PUBG and Overwatch? These are 2 games that release a small amount of multiplayer content for the player to play through over and over again. DOOM I understand. But PUBG and Overwatch fall directly in line with your definition of games as a service. They just replace AI with people.

  18. More of this type of content please! Your docs are great, but I really miss this style of commentary like the Point used to be.

  19. No mention of Quake Champions, rebirth of a cornerstone of "Chess with Guns"? Guessing this was made filmed way back or maybe you're doing something on it maybe [pls be this]?

  20. the way you explain PUBG tactical gameplay makes me feel like i played a different game and playing it wrong, i need to try that next time. then again the people that i played with kinda play the game like they would do in a COD, guns running and servers arent that reliable where my shots doesnt register at the enemy and ends with me failing to kill a guy at point blank and him landing a single shot that kill me instantly..

  21. I like this a lot. More please. THE layout, cadence, and structure of this needs to continue. It all makes a good POINT.

  22. I noticed that your lav is peaking a bit in this. I had issues with that but I upgraded to a Tascam DR-10L. They're about $200 and sound great. It has a dual recording mode that saves a low gain file as well as a file at medium or high gain. I also peaked way less by using a piece of gaff tape to stick the mic inside my shirt. Keep up the great work!

  23. Danny I don't know if you have played Fortnite but I think its the ultimate level of Combat Chess right now

  24. Escape from… TARLOV ?? haha 😀 just kiddin 😉 it's Escape From Tarkov ! And if you want tactical, hyper-hardcore-realistic mil-sim shooter with no concession on the complexity, you just need to wait some more weeks for the open beta that will i hope come soon ! Officiel Website : https://www.escapefromtarkov.com/
    Another great Bonus vidéo Danny ! Shared on the french medias i work for ! ++

  25. I love how much DOOM is in your mind, it's just such an amazing experience. The Pinky is definitely a Rook by the way.

    If a game favors intellect, than developers fear they're game would not be as popular, which goes against loot/grinder games which want their player-base returning everyday or at least every week with the games fictional quotas. I should know, Im currently suckered into one =P

  26. They should call PUBG what it really is: Camping Simulator. It sucks, honestly, I asked for a refund after trying it out.

  27. do a documentary on valve and Sierra games and the creation of half life and why the hell they haven't ever finished the goddamn series. I'd donate my whole tax return for that one.

  28. Hey Danny, even though I lean way more towards liking The Division and Destiny than PUBG I did really like this. I never watched The Point (honestly didn't know it existed, the only Gamespot content I consumed was you guys showing up on GB) but I am definitely looking forward to more of these!

  29. Great work Danny. I really missed The Point, it was a huge inspiration for me and how information can be extremely entertaining. I am glad to see the evolution of the show and I am hoping you have found a groove that you enjoy. Your passion or the product is what set the point apart, and I look forward to seeing how your insight has changed since your time at GS and living in SF. I love the content, and I really hope you make these Bonus Level videos because you love it too, and not because you feel like you have to.

  30. PUBG with with his 1500000 cheaters and his loot-n-hide mechanics looks totally out of place.
    p.s. 15:00 "Escape from TarKov"

  31. Oh shit I literally just finished watching all of the Escape From Mount Stupid/Bluffer's Guide videos a few days ago and wanted more, and here we go!

  32. boardroom games like metal gear survive that check boxes will not survive in an oversaturated environment where skill-based mechanics are becoming the spice of variety. this is exactly why fortnite is becoming so popular because people are rediscovering that skill and strategy is what makes games fun. people are ignoring multi-million dollar graphics and production quality simply because ugly games like fortnite and pubg are hands down more fun.

  33. I really liked this video. Both the format, and the topic itself. Your opinion on the subject is exactly like mine.
    I think we can already see how big publishers have noticed the success of PUBG and the craving for more tactical high stakes FPS relative to the fast paced run and gun latest CoDs have to offer which is all too familiar. I can only wish that with the big publishers noticing that we can look forward for a richer, more polished version of future PUBGs and maybe, just maybe, get something like the Division, first E3 trailer version a lot of us felt excitement about 🙂

  34. I'm glad that you at least mentioned end-game Destiny/Division as having some merit. While I'd recommend Doom (2016) and Overwatch before The Division or Destiny, I have had some incredibly intense and memorable fights in end-game content in both of the latter. I understand that they're aimed more broadly, but there is definitely content worth digging into if you find yourself interested in what they're presenting.

    Though maybe not in Destiny 2 right now. I'd uh… I'd cool it on that. The Division is in a great place right now though!

    I really hope Bungie can get it together with Destiny. It's a world that really appeals to me and right now there is no reason to play it.

  35. If you're a fan of classic Doom then you need to check out Doom with the Clusterfuck mod. It takes the combat chess idea to a whole new level and quite honestly feels like a true sequel. The advancements and innovations that it has made to the original experience that make for a modern feeling, deep FPS experience are really quite amazing. (I do commentaries on the mod on my channel, feel free to check it out. If you hate me for advertising myself then feel free to beat me up) Just know that when you first see the mod you'll have no idea what's going on. One thing to note is that legendary, enraged and nemesis monsters all have songs that play once they become active, so you start to learn what song is for what monster, and the song that plays is always for the strongest active monster. True Legendary Cyberdemon/Cardinal ain't nothing to fuck with.

  36. I thought I was over traditional journalism, I was tired of the cliché of the industry. Nothing felt personal about it anymore and it felt like nobody in the industry cared about what they talked about. Let alone do any research beyond the surface, to really know what you're talking about. This channel is one of the few relics of old school good journalism, good stuff. Looking forward to the Warframe documentary!

  37. For me I am very happy that you do this kind of content again Danny! This video just scratched that same itch that i EFMS used to scratch some years ago… Thank you so much for that, thoroghfully enjoyed it! please. keep 'em coming!

  38. So… I like DOOM…. and I hate PUBG.
    I hate PUBG a lot.
    I think it's a truly awful game.

    And I hate that I am in such a minority with that opinion.

  39. When I think of combat chess I don’t think of getting sniper headshotted by players I’d have a small chance in hell of seeing AKA any open area FPS. You talk about your dream No Country for Old Men scenario but the reality is a player pops up out of nowhwere killing you instantly while lag makes it impossible for you to react in time, where’s the chess there when it’s the same twitch based race to the headshot combat that made the multiplayer FPS insufferable.

  40. Man, I miss the variety but also the communities that used to grow around mp fps games. Good point about combat chess too.
    I remember playing RtCW (class and objective-based MP), Half Life, Max Payne, Mafia, Tribes (2?), Medal of Honor, Battlefield 1942, and Deus Ex all around the same time- over about a span of just a year or 2.
    Sequels took time back then too, so communities had time to develop, modders kept things fresh (headshot only servers!), etc. People forget how awesome dedicated servers were- meant you could game with the same folks all the time, and communities developed, server-only stats, custom games, etc.

  41. I don't know if you have a good point here? These types of games never really went away, especially with the later fallout titles (Yeah 3 and NV are less FPS but come on) and far cry 3-4 on the single player side. Multiplayer wise battlefield never lost the interplay between classes either.

  42. Thanks for this. I am back playing Quake again now with its revival. And yea, now FPS's are coming back into their own. Loved Doom , more of that kind of game. And more of this when you get time, loved escape from mount stupid and the Point. Keep up the good work.

  43. Great video again ….good job…this genre hasnt moved forward since halo 1 combat evolved …im a massive doom fan i love the new doom game its a blast… but no shooter compares to halo1 combat evolved …in terms of intelligent game play ie shooting mechanics …enemy ai …story…level design…it just blows everything else out of the water

  44. A beautifully articulated and honest expression of your opinion, I wish this quality of content were more commonplace throughout the industry.

  45. OMG! Amazing Danny! Your work at GameSpot and now NoClip is astonishing! There is no public figure's opinions I respect more. Cheers from Swedish Patreon subscriber!

  46. You know, I think Mega Man does this exact thing really well in almost every game. You progress, shoot things, think about where and how to move, what items to use and when, what weapons work for which situations, and I love that.

    Do you agree, or does Mega Man not count?

  47. Danny, I really hope that this is the future of media. What you are doing is an absolute landmark in game coverage. I'm consistently blown away by the quality of these videos.

  48. The Combat Chess download may contain the trojan win32/Variant.symml , be sure to have Malware protection installed

  49. There has to be some way to find the best of both worlds. An online shooter with a progression system and combat chess. I find it hard to get into games with absolutely no progression like pubg.

  50. What do you people think about Battlefield's multiplayer as an example of "combat chess"? When you play the game mindfully, use tactics, think one step ahead I think it can be a very engaging and rewarding game. I acknowledge however that there are several issue weighing down the game as well as the introduction of more casual elements through out the year. I think BFV did a good job on scaling back some of those elements. All in all, is the battlefield series a good example of combat chess?

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