Reply To: Final thoughts (some spoilers)


watchful
Participant
#11570

This engine (XnGine) was used for DaggerFall, and I think that’s why the map is so small and odd. It seems meant for dungeons in that game, where understanding twisting and overlapping tunnels is more important.

I’d agree the explosives had far too little splash damage, making them unreliable without perfect aim or kiting into opportunistic vantages.

Crosshairs or iron sights would’ve helped, especially for the grenade and rocket launchers. I believe if you play FS through SkyNet it gains the ability to lock on to enemies.

The enemies really need larger hit-boxes. It was impressive that bullets felt like they traced the actual visible shapes of characters, especially compared to Quake and similar games with awkwardly large and simple cuboids. Enemies in FS were just too hard to hit for a game without any autoaim.

I thought cars were fun, though on higher difficulty one really has to go slow to avoid getting surrounded. It would’ve benefited from the ability to pick up or use med kits, or even getting out and back in. IIRC SkyNet does let one get in and out at will, at least in multi-player.

My headcanon is that this is just an alternate timeline, or one that’s later unwound and replaced by other time-travel shenanigans.