#265 posted by lpowell on 2019/02/09 19:13:08
Ion Maiden still looks pretty sick. Haven't played the most recent demo level though.
Seems To Be The Main Success So Far.
#266 posted by Shambler on 2019/02/09 20:23:41
A few people have been raving about Amid Evil but the presentation just ....doesn;t do it for me.
Fake Retro Graphics Are Disgusting
#267 posted by anonymous user on 2019/02/11 14:28:50
Amid Evil's art design is the most confused and dishonest rubbish I've ever seen. Never have I seen a more ridiculous 'retro' style.
If you're going to emulate a retro style then do it consistently. Dusk might have looked like bargain bin rubbish from 1996 but its at least consistent with its ugliness.
Just look at this shit
https://cdn.mos.cms.futurecdn.net/S25Js28nX55W2wr7nxNtSL.jpg
https://images.gamewatcherstatic.com/image/file/0/19/88490/673130_20171011213244_1.png
The weapons aren't models they're sprites, but they're lit with modern PBR shading and it looks weird as hell. They're high resolution enough that you don't even notice that they're sprites so its a complete waste of time anyway.
What makes it even worse is that the enemies are all 3D but their polycount and texture resolution is tiny by comparison to the weapons and they don't have the pbr shading that everything else does.
The levels look like romhacks of Mario 64 bashed together in sketchup and are lit with such garish colours and noisy textures that it makes the PBR shading all the more tasteless with tiny bright specular highlights everywhere
Then there's the particle effects which are in such abundance. The particles aren't even consistent with each other, some have 1bit alphas while others are blended and the blood particles don't match the decals they leave.
And then there's dithering on the water.
Its all so jarring its laughable.
Whoever is responsible for this absolute mess of an art direction should be ashamed.
You don't even have the excuse that Prodeus does by having a cool technical gimmick like having enemies be rendered as spites through a shader.
And RockPaperShotgun is sucking its cock because of course they are.
Anything with polygons and pretensions towards being 'retro' is a new Quake to those hacks
#268 posted by anonymous user on 2019/02/11 22:23:02
Jean Baudrillard had a theory of "simulacra" - a copy of a copy of a copy, something that purports to represent reality but is in fact a perversion of an already distorted view of reality. Most of these "retro-style" developers seem to be creating simulacra.
Dusk is cool though.
Hello Dave Oshry
#269 posted by anonymous user on 2019/02/12 02:49:41
#27
#270 posted by Din on 2019/02/12 04:51:05
Chill out bruv, this ain't TTLG or NMA.
#271 posted by Din on 2019/02/12 04:58:01
Like, two sixty seven. My 'six' key has gone to shit.
#272 posted by mankrip on 2019/02/12 19:50:27
Dusk does also have a fake "retro" look. Its abundant alpha blending, colored lighting and fog looks nothing like the games it pretends to be inspired on (Doom, Quake and Build engine games).
The retro game whose vfx looks the closest to the ones in Dusk is Quake III Arena. The explosions, the alpha blended blood in the air, the fog, the colored lighting, etc. But Q3A uses texture filtering and has a way higher polycount, because it's not pretending to be a PS1 game.
The "low res" option in Dusk makes it look even more fake. Not true retro. Dusk's visual style is based on guesswork, not on actual research.
Dusk is not a retro-looking game, but anyway, it does look fun. And so does Amid Evil.
The blood splatters on the ground in Amid Evil seems to be using additive blending, not 8-bit alpha. Which is why they look a lot brighter than they should, and it does look bad indeed.
And I agree that the high-res weapons and the low-res enemies looks weird together.
Dusk
Dusk is really fun, the movement feels great and, maybe most important, the levels are fun to explore. I'm looking forward to Ion Maiden, too.
I don't really care whether these games are more or less faithful. I just want new shooters that 1) place an emphasis on interesting level design, and 2) run on my potato.
I do see, though, where the anger is coming from. The Quake scene has been churning out entire games-worth of material for years and years without any notice and then these games come out of nowhere in the last year or two and everyone acts like they're the first to discover the 90s.
#274 posted by Kinn on 2019/02/13 10:14:32
I do see, though, where the anger is coming from. The Quake scene has been churning out entire games-worth of material for years and years without any notice and then these games come out of nowhere in the last year or two and everyone acts like they're the first to discover the 90s.
It's about the presentation and the interface. To the average joe you need a phD in computer science to find and install a decent quake engine, get a mod running, get the map loaded blah blah blah.
There is no "double click this and you are in the game". There is no map/mod browser from inside Quake's UI. It's just a private club for private people.
That is why the quake scene has been invisible to the general public, and why any old shit with a simple point of entry is going to leapfrog quake so hard it's almost funny.
#275 posted by Kinn on 2019/02/13 10:21:24
Yeah I know that's not the whole story, and media-friendly marketing is also a big part of it, but you need a few different things all working together and the accessibility stuff I mentioned IS an essential ingredient.
We Need Influencers Taking Quelfies ?
#276 posted by MrKilles on 2019/02/13 14:34:53
#277 posted by Kinn on 2019/02/13 15:03:30
We Need Influencers Taking Quelfies ?
No, and I hate social media wankers just as much as the next guy, but to be honest when that shite is an integral part to gathering a wide playerbase, I don't think it should come as a surprise when "90s Retro Shovelware Simulator #714" shits all over the custom quake scene in the public awareness department.
By The Way
#278 posted by Kinn on 2019/02/13 15:14:06
Just to clarify - i'm not suggesting for a single second that custom quake's relative obscurity next to a recent commercial product is a problem in any way, nor am I suggesting any of us should give a toss about it (I certainly don't give a badger's bollock), but again this is just an extended reply to post #273.
But.
#279 posted by Shambler on 2019/02/13 15:16:22
It WILL come as a surprise when "90s Retro Shovelware Simulator #714" shits all over the custom quake scene in actual quality.
#280 posted by MrKilles on 2019/02/13 15:38:53
So I understand we need to create a room with old Pentium 90's with CRT running demos in Quake Software and some good lighting for a perfect "Quake Gamefeel Quelfie experience" room and charge a fee for entry.
...
and never let them back out of that room.
#280
#281 posted by mankrip on 2019/02/13 16:29:33
Quake's gamma brightness actually looks a lot better on CRT monitors.
Considering how many people uses very bright gamma settings, which makes their maps nearly unplayable on gamma 1.0, CRT monitors would help. Bright gamma looks washed out on modern monitors.
#282 posted by The great cornholio on 2019/02/18 22:52:07
I'm playing Dusk and I LOVE IT!
#283 posted by MrKilles on 2019/02/19 08:53:54
more interesting than most of these shitty retro FPS (so far) -
is there a filter/shader to correct/reproduce more faithfully the tuned on CRT Quake engine Gamma on LCDs ?
Or do some of the ports already do this and I am not noticing ?
CRT is cool and all, I'd love to find a large pro CRT monitor from back then someday but until such a find...
I Don't Understand Dusk
#284 posted by anonymous user on 2019/02/19 09:37:09
It looks like the work of a single amateur indie developer done in his spare time (of which I would respect a lot more), but instead it is made by a team of paid people working full-time? I don't get it. Did they all just settle for Sonic-fast movement and call it a day? There is nothing about that game that appeals to me.
Meanwhile Prodeus is looking good (mostly because I like the Doom 3-aesthetics of the levels):
http://www.prodeusgame.com/website/index.php
It Looks Like Someone Just Added Pixels To Doom3.
#285 posted by Shambler on 2019/02/19 11:37:59
Which strikes me as somewhat incredibly pointless.
Ah The Nostalgia...
#286 posted by starbuck on 2019/02/19 11:59:22
...of running Doom 3 at lowest settings while wearing ski goggles. Bizarre.
Looks like they’re rendering enemies in 3d, and then converting them to sprites in real time, which could have been so cool if they attempted more of a “sprite” aesthetic. Like a bit of toon shading, stylised look, some post processing colour work to make them stand out from the background and make them look hand painted and easy to discern from a distance, but at the same time they’d rotate smoothly and you’d be able to do rag dolls, IK, and be affected by environment lighting. Imagine that style with the doom enemies! You could try and get the original sculpts to use as models too. Sadly here they did none of that and it looks like trash.
From The Website:
#287 posted by Kinn on 2019/02/19 12:19:25
It reaches the quality you expect from a AAA experience while adhering to some of the aesthetic technical limits of older hardware.
...but not any combination of "aesthetic technical limits" that make any sense whatsoever.
I had a bit of a whinge earlier about how nonsensical it is to do circa 2005 visuals, and then view them through a pixel mosaic filter.
I wonder if it has 30,000-poly zbrushed monsters with PBR materials but which only animate at 10 frames a second? that would look sweeeeeettt - mix the old with the new baby!
#288 posted by starbuck on 2019/02/19 12:45:18
It reaches the quality you expect from a AAA experience while adhering to some of the aesthetic technical limits of older hardware.
Shame as this could be fun. Uncharted 4 but with tomb raider 2 graphics, Witcher 3 in the Daggerfall engine. That's the sort of thing I think of - not Doom 3 in the Doom 3 engine, but lower resolution.
Aesthetic Technical Limits Of Older Hardware.
#289 posted by Shambler on 2019/02/19 13:23:46
Is basically horseshit, straight out of the horse's arse.
It's basically like being a fan of 1920s ballroom music and then making a lo-fidelity stuttering crackle'n'pop lossless FLAC of ballroom music, claiming that what made that era great was not the passion, melody, groove, and integrity of the music, but all the unavoidable shit quality recording of that music due to limits of that time. And then doing a fucking half-arsed job of sort of recreating the music, but putting a lot more effort into recreating the shit quality recording.
Devs, repeat after me until you get it into your stupid thick skulls:
WHAT MADE SOME RETRO GAMES GREAT WERE THE POSITIVE QUALITIES OF THOSE GAMES (directness, simplicitiy, player controls, imagination, themes, atmosphere, action, violence, creativity), NOT UNAVOIDABLE TECHNICAL LIMITS THAT GOT IN THE WAY OF THOSE QUALITIES.
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