It all started with mirrors. Spurred on by its insatiable hunger for the unknown, Reddit's gaming community flitted between poring brainpower over why reflections don't commonly appear in FPS games, the inevitable meme-orized destruction of the topic, non-Euclidean mind trips, and kittens. Eventually, the Jeopardy-like attention span shifted to first-person animation design. Discussion threads sprouted, recipes were shared, an expert was called in: Infinity Ward animator Chance Glasco who, in a weekend AMA thread, shared knowledge on the intricacies of constructing and positioning some of the most frequently glimpsed weapon animations of the genre from the Call of Duty series.
Medal of Honor: Allied Assault
The first player-controlled action in Medal of Honor: Warfighter is to shoot a guard in the back of the head with a suppressed pistol. I can’t move the pistol away from his head. An icon indicates that I should press the left-mouse button to fire. I don't want to.
After a few missions, I don't want to keep playing Warfighter's campaign at all. It isn't fun. It isn't lonely, either: along with Battlefield 3 and the last couple Call of Dutys, I don't think I like military FPS campaigns anymore. They've changed, but my taste hasn't changed with them.