Thread:Deathstalker666/@comment-1915529-20140221183807/@comment-1915529-20140227214632

If 17.3" is small then yes, I have a small screen. Simpleton.

What you're saying brings up the timelessness (not in a good way) of modern games. Compare Doom 1 (1994) to Unreal (1998) (separated by 5 years) and you can see massive difference in the power of the engines. However compare Crysis 1 (2007) to Call of Duty: Ghosts (2013), a difference of 7 years! and you'd have to be very picky to actually see a difference in the capability of the engines.

I guess being on this Wikia we should be happy that CoD is (I think it still is) is making the most of Quake engines. But truth is that nothing new has come along. I will admit you can tell the difference between Killzone 2 (2009) and Killzone SF (2013) but it is like going from Quake (1996) to Quake 2 (1998). Yes it looks better but it doesn't really change anything to the core basics.

The problem is that with modern tech, devs could create new innovations in videogame gameplay but with CoD and Killzone for example all they do is rehash the same gameplay that when it comes down it, is not dissimilar to Doom and Quake. The only difference is they make it look 'amazing'.

Saying this, the FPS gameplay is very limited as for the most part it is just running around and shooting enemies. That's not a bad thing but making it look pretty and using Quick-Time events instead of real gameplay seem to make it worse than the basic as chips Quake and Doom.

If you can remove other enemies like those damned spiders and also add light, the north central factory (which leads to the turret room) would be ideal as it is very large and open from memory. Or the Apex would be good but your limited by space.

When thou art born, thou art blind, and weak, and squalling. So is the ore, weak and crumbling when it is pulled from the earth. Stoke thy forge, and burn away all impurity.