I believe it would add to the dread/horror if you could move and shoot at the same time, but accuracy was realistically affected by movement - and I don't mean standard FPS-style affected. I mean literally realistically affected, as in anything more than walking would send your pistol shots pretty wild.
Then, people would willingly stop moving to shoot. This would be a natural, logical constraint.
If by old style you mean Ultima 6 style, then fuck yeah. Fun fact: I briefly played WoW with an ex-Origin employee who worked on Ultima 6. Guess what I wanted to talk about, all the time...
If you want to see Obsidian's writing in an original IP, I suggest playing Alpha Protocol. It's not anywhere near as 'bad' as reviews make it out to be, I quite enjoyed it myself.
It more than feels like the spiritual inspiration for Fallout - Brian Fargo founded Interplay. The main reason there weren't more direct references to Wasteland in Fallout was because EA held (holds?) the rights to Wasteland.
New Vegas' writing was about as close to Fallout 1/2 as it gets. In fact, it's really a heavy reworking (or maybe even 'sequel') to project Van Buren, the cancelled Black Isle Fallout 3. You can actually find the original design docs for Van Buren if you dig a little, you'll be surprised at how much was transposed.
Here's the thing, though - losing "weight" is all fine and good, but the type of weight you lose is extremely important. Losing 5lbs of muscle should never be considered as a step towards one's fitness goals, for example.
I'm not so sure about that. I'm pretty sure it used Half Life's "rendering areas" and slowed down everyone in a given rendering area. As I recall, when rendering a map, Worldcraft calculates rays from each surface to each surface, and the places that can't "see" into other places from any angle were divided into different sections that were rendered only when you approached. That's why the game had so many L-shaped corridors.
A Half-Life mod called "The Specialists" did it just fine. Each map was divided into distinct areas that were slowed down by the bullet time, and the maps were structured so generally one area couldn't see into another area.
If you entered an area that was slowed down, you would slow down also. Same went for your bullets, if you somehow got a shot in from a non-slowed area.
In addition to plain old slow-mo, you also had other "power ups", including "pause time", that slowed the game down even MORE than bullet time but let the player activating it move at bullet-time speeds (though his projectiles still moved at pause-time).
So it's been done almost perfectly, about ten years ago. I'm surprised no commercial game has attempted it.
I've been playing on PS3 lately due to friends, but as I recall you can dolphin dive (more or less) on the PC version by pressing prone while dashing. Clicking the stick isn't quite as responsive, heh.
It's not a question of remakes being the "best they can do". Caspian Border, Kharg Island and co. are fantastic maps. But Karkand, Oman and Wake were amazing and Battlefield fans want them. Why deprive BF3 players of these maps?
You may as well complain about Death Dealer being included in pretty much every Frank Frazetta art book - it's not that he couldn't/didn't do better, it's that everyone fucking loves that painting.
Wake Island was in 1942, BF2 and 2142 before it was in 1943. I am also curious as to what "better" multiplayer shooters you could have been playing in 2005. The only other notable ones that come to mind are DoD: Source, Quake 4 and SOCOM3 - and none of those is quantifiably "better" than BF2.