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YojinboK3 karma
My cynical believe is that it was hard to make it viable for console players as it added a extra layer of difficulty and complexity that controllers couldn't support.
To add, the abandoning of fixed cross air and going with the Aim Down Sight allowed to slow down the gameplay while removing a twitch/skill/aim and lowering the skill cap. That made FPS's more accessible to be played with console controllers while using the realism/immersion card to camouflage the loss of depth and skill gameplay.
With so many FPS's in the market and companies trying so hard to stand out it baffles me how no one capitalizes on the MOHAA leaning gameplay. Rainbow Siege has it but it's ofc mega slow because it's hindered by the aim down sight.
There's simply no rival in terms of Mohaa CQC skillcap gameplay in a semi-realistic context.
Sad to see it forgotten and abandoned. With so many titles revivals based on nostalgia it saddens me that it's stuck in EA hands only to be forgotten like many other classics.
It could have been Counterstrike big but exec's just don't have enough insight or eagerness to think outside the box. Oh well we still have private servers running for Mohaa at least they will never take that from us.
YojinboK3 karma
Hello Chris. Did you worked on MoH Allied Assault? The leaning mechanism made it stand out from other FPS's still today putting to shame even Counterstrike in close quarter combat.
Why do you think such skillfull and enjoyfull mechanic was abandoned?
YojinboK3 karma
Indeed, thanks for taking the time to answer and validating my "suspicious", sorry if I sounded bitter.
Ever since the Stalingrad demo on Gamespy (December 2001) that I played Mohaa religiously and still today have dinner party's with old-school friends back from the Clan days. Best gamer days ever, even if my grades suffered :)
YojinboK7 karma
Omaha was realy amazing. Sound of bullets wizzing was just like being in the saving private ryan movie.
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