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I'm curious as to why there aren't more - In fact the only ones I know of are Hdoom which is really not my cup of tea (And was probably done more as a joke), and a really old (~2007? 8?) one that had you going through cramped subterranean tunnels on some planet, interspersed with the odd bit of lab space. I think it was mars but maybe not. Oh, and mods for Fallout/TES but they kinda don't count.
Anyway the reason it irks me that there aren't more first-person H act games is that 2d games have to be either really creative and have a lot of effort put in to making them, or full of bullshit just to be sufficiently challenging when it comes to combat, otherwise they're completely boring - So this isn't to say that all 2d games are bad (Many great examples here on this forum), but many of them fail in control fluidity, platforming and general gameplay design. There are a million and one side-scrollers where the gameplay can be explained as "shoot/slash/stab/kick the enemies before they get close to you".
Take Hounds of the Blade for example - how many of you can say you genuinely lost without setting the difficulty up to the level at which it's impossible to escape grabs? Or Xenotake (Sorry Vosmug)? I loved everything about that game, except the gameplay. You're either shooting left, or shooting right, and you're either firing fast enough to kill the enemies in that direction before they touch you or you're not. If you've any experience with gaming, you will be. And that's not even the worst gameplay example, there are plenty examples of poorly coded or low-effort messes that would get laughed out of Steam Greenlight (if sexual content were a non-factor).
So what am I getting at? It boils down to three things for me: Player awareness, enemy behavior, and control.
While in most 2d games (With the exception of Anthophobia being the only one afaik) you can see everything unobstructed, in FPS you can't see through walls, floors, around corners or behind you. This means enemies have many more potential vectors of attack to exploit. When you make the absolute most basic of each type of game (Or when all factors other than spatial dimensions are the same), in other words enemies with uniform health and uniform speed at uniform altitudes moving towards a stationary player, the 3d game will always be the most challenging. Add in flying enemies, ones that bob and weave, fast ones and slow ones, and both get even more challenging; the 2d example however will be limited by the fact you're only ever looking one of two directions, assuming it obscures anything in the opposite. In the 3d space you have three times as many blind spots.
Speaking of blind spots, another aspect is level design. You don't get blind corners in 2d unless it has a line-of-sight system.
So to summarise what I'm saying; It's much harder for players to be surprised, ambushed or overwhelmed in a 2d space than a 3d one from the first person. In the context of Action-H games I see this as very important in giving the player a meaningful gameplay experience that informs the pornographic component rather than acting as a token to justify it.
"But Jesus," you say, "Making 3d assets is hard!". I have no doubt about that. But here's the beauty of it. Remember Doom? That seminal (harhar) FPS that hundreds of thousands, if not millions of people still play to this day? Every "Actor" in that game, as well as many environmental assets, are sprites. The detail on walls, floors and ceilings is all 2d. But the gameplay is all in 3d and it takes advantage of everything I talked about above. The only real difference in asset creation I can think of is the levels themselves, which in Doom is about as simple as it gets, and coding enemies which is doubtlessly much harder. Not to say that such a game would have to be made on ID Tech 1, I imagine you could do 3d environments/2d enemies in UE4 or Unity.
So what this really boils down to is "Why has nobody made a hentai Doom-clone/WAD?" (Hdoom doesn't count)
Anyway the reason it irks me that there aren't more first-person H act games is that 2d games have to be either really creative and have a lot of effort put in to making them, or full of bullshit just to be sufficiently challenging when it comes to combat, otherwise they're completely boring - So this isn't to say that all 2d games are bad (Many great examples here on this forum), but many of them fail in control fluidity, platforming and general gameplay design. There are a million and one side-scrollers where the gameplay can be explained as "shoot/slash/stab/kick the enemies before they get close to you".
Take Hounds of the Blade for example - how many of you can say you genuinely lost without setting the difficulty up to the level at which it's impossible to escape grabs? Or Xenotake (Sorry Vosmug)? I loved everything about that game, except the gameplay. You're either shooting left, or shooting right, and you're either firing fast enough to kill the enemies in that direction before they touch you or you're not. If you've any experience with gaming, you will be. And that's not even the worst gameplay example, there are plenty examples of poorly coded or low-effort messes that would get laughed out of Steam Greenlight (if sexual content were a non-factor).
So what am I getting at? It boils down to three things for me: Player awareness, enemy behavior, and control.
While in most 2d games (With the exception of Anthophobia being the only one afaik) you can see everything unobstructed, in FPS you can't see through walls, floors, around corners or behind you. This means enemies have many more potential vectors of attack to exploit. When you make the absolute most basic of each type of game (Or when all factors other than spatial dimensions are the same), in other words enemies with uniform health and uniform speed at uniform altitudes moving towards a stationary player, the 3d game will always be the most challenging. Add in flying enemies, ones that bob and weave, fast ones and slow ones, and both get even more challenging; the 2d example however will be limited by the fact you're only ever looking one of two directions, assuming it obscures anything in the opposite. In the 3d space you have three times as many blind spots.
Speaking of blind spots, another aspect is level design. You don't get blind corners in 2d unless it has a line-of-sight system.
So to summarise what I'm saying; It's much harder for players to be surprised, ambushed or overwhelmed in a 2d space than a 3d one from the first person. In the context of Action-H games I see this as very important in giving the player a meaningful gameplay experience that informs the pornographic component rather than acting as a token to justify it.
"But Jesus," you say, "Making 3d assets is hard!". I have no doubt about that. But here's the beauty of it. Remember Doom? That seminal (harhar) FPS that hundreds of thousands, if not millions of people still play to this day? Every "Actor" in that game, as well as many environmental assets, are sprites. The detail on walls, floors and ceilings is all 2d. But the gameplay is all in 3d and it takes advantage of everything I talked about above. The only real difference in asset creation I can think of is the levels themselves, which in Doom is about as simple as it gets, and coding enemies which is doubtlessly much harder. Not to say that such a game would have to be made on ID Tech 1, I imagine you could do 3d environments/2d enemies in UE4 or Unity.
So what this really boils down to is "Why has nobody made a hentai Doom-clone/WAD?" (Hdoom doesn't count)
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