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Tribes Ascend Dev Blames Multiplatform Development for Death of Dexterity

Posted Feb 21, 2012 at 11:57AM EST by

Listed in: News Tags: Quake, tribes ascend, unreal tournament
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If you played first-person shooters on your PC in the 90s, you probably remember the hectic, chaotic gameplay they usually featured. In the old days, the only thing that dictated your ability to succeed in a PC shooter was the speed of your wrist. However, twitchy shooters seem to have faded out, replaced by the cover-laden frag fests to which we have all become accustomed.

 

mftribes2
 

 

Tribes Ascend executive producer Todd Harris says the problem isn’t with developers or the evolving tastes of gamers, but with creating multiplatform games. He claims that since shooters have to be simultaneously released on PC and console platforms, it’s much harder for developers to build a quick reflex, twitchy title.


He noted that console controllers dramatically limit the speed at which action can take place, since sensitivity can only go so high before the game becomes impossible to play. He also claimed that developers probably could make a twitchy game for consoles, but it’s easier to aim for the “lowest common denominator” and make tactical shooters instead of the twitchy kind.


Tribes Ascend is currently in closed beta, but will hit digital shelves sometime this spring. Expect the game to demand twitchy, reflexive gameplay—just like the shooters of old.


Unless, of course, it gets ported to PS3 or Xbox.


[PC Gamer]



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# RE: Tribes Ascend Dev Blames Multiplatform Development for Death of Dexterityhmmmm 2012-02-21 17:13
this is why counter strike will always be the greatest fps

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# RE: Tribes Ascend Dev Blames Multiplatform Development for Death of Dexterity4tehlulz 2012-02-22 05:10
Multiplatform games always suffer. Most of the time. PC and sometimes PlayStation getting the end of the sticks.

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