While the idea of seeing our legs in a first-person shooter isn’t new, the way some games let us interact with our environment through our arms is new.
“Physicality” has become a buzzword in the gaming industry, used as a shorthand expression for anything that gives the player a sense of their avatar’s physical self. The intro to Call of Duty 4 is a good example: The character is shoved into a car, driven around, then dragged to a stage and executed. As he’s thrown around, the camera is also thrown around, so not only do we see what the character sees but we experience the same distortion he does. But watching this intro now, one gets a vague sense that something is missing: Limb movement, but specifically arm movement. Other games have embraced this new approach, putting an emphasis on the character’s limbs. While the idea of seeing our legs in a first-person shooter isn’t new, the way some games let us interact with our environment through our arms is new.
Shaking the camera is effective to a certain degree, but using one’s arms to interact with the world should be a new standard. It’s surprising how little seeing one’s legs matters; you could see you legs in Halo but did that affect the experience in any way? Far Cry 2 proves it’s unnecessary in first-person shooters, and it’s only for show in the Riddick games. They’re useful in Mirror’s Edge when judging our distance from a ledge, but that’s an entirely different kind of game. As far as shooters are concerned, it’s all about the arms.