Brothers In Arms
Cheap thought: Brothers In Arms squad combat, which relies on suppressing fire and flanking routines, is as big an innovation for FPS combat than anything Half-Life 2 did with physics. Brothers In Arms squad combat, which relies on suppressing fire and flanking routines, is as big an innovation for FPS combat than anything Half-Life 2 did with physics. The immediacy of the squad orders and the effectiveness of cover is unlike that seen in other games of its ilk.
It’s remarkable how many people wrote that game off as ‘probably worse than Call of Duty’, and never played it. Have you played it?
It’s not a masterpiece, but as I play it more and more I begin to think that its combat ideas are just bastard-smart. I’ve been playing it co-op with friends and it’s a raw, solid, and instinctive experience. Just pumping out bullets so that the buggers keep their heads down is brilliantly obvious. The idea that the big fucking gun is good for doing that, while the little one is for close work makes more sense here than in any other game. These ideas are subtle, but they are gold dust. Other developers should steal them, immediately. This should become standard fare for squad-control: point, click. No more stupid HUD menus. Just dirt and screaming men.
If someone wants to make a gritty sci-fi shooter that uses the same ideas then that’s okay by me. (Although Ubisoft lawyers may say differently.)