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[Poll #1826802]

Today's poll suggestion is courtesy of [livejournal.com profile] bracknellexile who will no doubt be mining the data to see if his thesis is correct.

Edit: Please take a look at [livejournal.com profile] bracknellexile's comment further down, as he'd really appreciate your replies!

Date: 2012-03-16 04:56 pm (UTC)
From: [identity profile] bracknellexile.livejournal.com
Not played Rainbow Six:Vegas but I think that's the reason for my general dislike of third-person too although now that you mention it you've reminded me that Deus Ex: Human Revolution blended the two so well (third-person for cover) that I barely notice it these days.

I still wouldn't play DX:HR 3rd-person all the time but there's clearly a knack to it that some game developers have got and some don't, some of which, I guess, is down to level design. All the cover in DX:HR is positioned so that there's room for the camera and it doesn't clip objects/walls behind it - makes for a much smoother experience, less camera-jumping (unlike some games that move the camera to avoid clipping - I'm looking at you here, Tomb Raider) and a less intrusive feel to the switch of angles because you know exactly where your point of view's going to be when it changes.

(edited for typo)
Edited Date: 2012-03-16 04:59 pm (UTC)

Date: 2012-03-16 10:08 pm (UTC)
From: [identity profile] recycled-sales.livejournal.com
Actually DX:HR did the same thing and probably did it better.

Third person works brilliantly for melee combat however.

Date: 2012-03-16 11:53 pm (UTC)
From: [identity profile] octopoid-horror.livejournal.com
DE:HR did it very well. Also the way it had separate UIs for KB&M or joypad, and switched immediately if you touched the other control method. That was awesome.

I was very annoyed in Assassin's Creed 2 that they manage to have the focus of the game be on free-flowing cool movement, and then completely fuck up the camera for timed puzzles that needed quick reflexes in the temple puzzle bits.

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