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Modern Retro Shooters / Quake Spiritual Successors
Wonder If A Specific Retro-shooter Thread Is Warranted?
#10166 posted by Shambler [] on 2017/08/27 11:32:00

It is! Separate thread because there's a lot of these sort of games, the ethos of them is particularly relevant to this board, and it's inhabitants seem to have some good varying opinions on the matter.

Quake as the eptiome as 90s action FPS:

Very direct control and physics
Simple streamlined gameplay
Brutal visceral and gory
Weird fantasy / gothic / industrial theme
Grungy, coherent graphics
Cool map designs / architecture (for the time)
Varied but consistent bestiary
(many of the above adhered to and greatly enhanced by subsequent custom content)

We all like these aspects, we all like these aspects in other games, we all want to see more of those games, possibly combined with modern graphical styles (Quake Chumpions MAPS might be an example of how far this could go) and maybe very limited modern additions (crouching? an inventory? coherent story? - but nothing that gets in the way of solid action). We perhaps want the next Quake / 90s action FPS spiritual successor...

Modern Retro Shooters:

...and lo, there's a neverending stream of modern retro games many of which are unabashedly marketting themselves as 90s action FPS spiritual successors and particularly highlighting speed, direct control, simple action, limitless violence. Do they have what it takes to hit that mark though??


Amid Evil




Ion Maiden





Devil Daggers





Without wanting to opine too much, there seems to be a general trend of possibly not hitting the mark despite some attempts to do so, with a huge variety in how much potential those attempts show, as well as how close these games are to realising the overall harmonious game quality of a typical best 90s action FPS. I.e. Some games seem to do some aspects right, but don't seem to get all the aspects in balance and appealing together.

First | Previous | Next | Last
Apocryph Gameplay 
Even skipping through that was painful. 
Apocryph Video 
Find funny how the guy gets all fired up so much, even when nothing happens.

The layout is the same simplistic thing as the one i played some months ago and doesn't look like there is big changes, save for the motion blur that prevented from strafing that looks like is fortunately out now.

If the motion blur is definitely out this could be good if they got a level designer. 
Damn That's Terrible 
The level designers definitely didn't do a block-out first. 

seems more doom-like than quake-like but i saw a little bit of 3d/jumping in there. 
Not sure what the design goal of the game is... basically looks like Doom 3 with the resolution of Doom 1. 
I don't like the hud overlay but the pixel rendering of 3d objects adds a bit of a gritty feel to me. I like it. 
Typical Bullshit. 
" It reaches the quality you expect from a AAA experience while adhering to some of the aesthetic technical limits of older hardware."

Funnily enough you useless mis-guided cocksuckers, "aesthetic technical limits" were in no way what made old skool games great, they were a necessary evil to put up because they were just fucking limits. 
That's Debatable 
One could argue that the limits imposed by old tech forced developers to focus on other things than visuals, and also allowed for faster production cycles.
Example in our context, the time it takes to make a Quake map, vs the time it takes to make a level in some modern game. 
An incidental silver lining benefit, not a fundamental positive to having lower quality graphics. 
Li'l Bit Of This, Li'l Bit Of That 
(^ "bit" in the title is also said Cockney glottal-stop style)

It's actually very complicated with lots of variables jostling with each other. E.g. crunchy software quake at low resolution looks amazing and immersive and strangely rich with detail for some reason, but those exact same environments in smooth GL on a modern monitor look like bland, barren shite. You're no longer squinting at it and your mind doesn't have to fill in the details, and the magic is gone.

Other things: tools were primitive which probably hampered asset creation times substantially compared to what we can do now with all our spanky new Trenchcoats and Mayos and whatnot. 
I Disagree 
Many games, even some modern ones with big budgets, choose a specific quality of visuals with this in mind.
Biggest example recently that comes to mind is the latest Zelda game, where they tried to go more realistic but realized how much extra work it meant to look right, so decided for a simpler more stylized look.

To me one of the big reasons I love Quake is it's low-fidelity, and what that means for gameplay and extra content creation. 
For Clarity 
Previous post was in reply to Shambler not Kinn. 
But yeah, many of the things we love about 90s FPS level design - multiroute, exploration, secrets, optional bits etc - exist because you could afford to make them back then. With the cost of real estate in modern FPS, the optional bits are the first to get binned when production reality kicks in.

Things seem to be improving again, I think we're over the worst of the "linear" era and developers are making more of an effort in this regard, but certainly post 90s there was a long stagnation period when all FPS releases were little more than on-rails games. 
Just Watched The Trailer 
Yeah, WTF.

So they've made an FPS that looks like it came from the mid-2000s, then stuck it in a screen resolution that comes from the mid 1990s.

I've seen enough of these sorts of indie developers to think that maybe we should just gather them all up, dump them on some remote, isolated tropical island somewhere, and just let them make all these incongruous eyesore games amongst themselves, well away from the rest of us, and then meanwhile in the world of normal people with actual taste, we can all eventually, in time, just pretend that these awful things don't exist. 
And There We Go. 
Thread conclusively answered. 
I thought the main reason that old maps had so many different routes was because they also had to function as deathmatch maps. 
So Any More Thoughts On These. 
The big hope, apart from maybe Witchfire which I'm worried might have a great theme and gameplay that is the worst of Painkiller meets the worst of Bulletstorm, is of course the semi-home-grown (i.e. half of terrafusion is working on it) 3DKillpixelRealms "#RetroFPS #PixelShooter #indie #blocktober #PartyLikeIts1996 #quakekiller #lowpixel #RetroPoly #pixelpoly #polypixel #QuakeLikeQuakeDidIt #pixel #ALLTHEPOLYGONS #8bitIndieDev #tastethegiblets #oldskoolpixeltretropoly"

But any more to consider....?? 
Ion Maiden still looks pretty sick. Haven't played the most recent demo level though. 
Seems To Be The Main Success So Far. 
A few people have been raving about Amid Evil but the presentation just ....doesn;t do it for me. 
Fake Retro Graphics Are Disgusting 
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

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 
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 
Chill out bruv, this ain't TTLG or NMA. 
Like, two sixty seven. My 'six' key has gone to shit. 
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 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. 
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. 
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 ? 
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 
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. 
It WILL come as a surprise when "90s Retro Shovelware Simulator #714" shits all over the custom quake scene in actual quality. 
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. 
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. 
I'm playing Dusk and I LOVE IT! 
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 
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): 
It Looks Like Someone Just Added Pixels To Doom3. 
Which strikes me as somewhat incredibly pointless. 
Ah The Nostalgia... 
...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: 
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! 
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. 
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. 
Creativity Can Be Quantified 
Give it time and you'll have algorithms that can far surpass anything any human can do creatively. 
Sure there are lots of small devs attempting modern retro shooters who lack the resources to go far beyond the limits of older tech. Totally fair enough. But it's just as important to focus on those positive qualities of older FPSes and do a really good job within that genre and within those limits, rather than using those limits as an excuse to churn out shit "Hey this is old-fashioned and out-dated, that's our USP". Nope, all the nope. 
An artificially low resolution can work as a deliberate art style, IF and I think only if, the underlying graphics are low fidelity and would gain nothing from being seen in a higher resolution.

Take vanilla quake, and start with a modern screen resolution, then try lowering it, and keep lowering it, until you reach a point where the ability to read the scene really suffers if you go any lower.

Take Doom 3, and do the same exercise. You will find you can't go as low as you can with quake.

It seems the people doing this Probeus thing haven't quite grasped this incredibly advanced concept. 
Dusk was made by one person. 
And it is fun (if occasionally eyeball-hurting). 
I'd rather move at a hedgehog's pace in HeXen II. 
I Know You're A Troll But 
Hexen 2 aged poorly because of its obtuse and tedious level design...

Therefore I fully expect one of these "retro fps" games to come out that perfectly mimics this obtuse and tedious level design, just because the developers think that's the sort of thing retro gamers cherish and is something to be celebrated...

i started playing dusk yesterday...

and... i'm afraid to say, but...

right now i love more dusk than quake

(i'm feeling like a traitor... please don't block my account) 
Tribal You Are A Disgusting Human Being :P 
I'm glad I don't understand Dusk, but it costs money? Apex Legends and Fortnite are free, so is also CS:GO and a few other games now with a lot higher production quality overall. Why pay for an inferior product just because you fell for the hype? Yes, I hate CS:GO and I don't play Fortnite but I can't hate on them for being free to play because at least they are honest about being worthless.

Come on, I just want to read you defend purchasing Dusk so I can feel smug sbout myself for choosing not to waste time and money on it. 
No thanks. 
Of All The Games I've Played (and I Played A Lot!)... 
Quake1 is the ultimest best game EVER, despite its old graphics, period!

I keep playing this gem years after years, since what, 20 years!? All the rest sucks in comparison. 
Quake nowadays is not Quake in 1996. Playing community content is not the same thing as playing what id Software released.

I usually play the first half of episode 1 sometimes, as well as the first map of the other episodes, but I doubt anyone regularly plays the full game anymore.

Saying "best game EVER", "all the rest sucks" is easy when comparing community content in Quake against the base content of other old games. Without the community content, there are better games out there. 
I fully agree. I was implicitely talking about Quake1 as it is today and about all the great maps that were done for it. Quake1 kept evolving, year after year, and this is why no other game can compares. 
I actually play the original episodes quite often as a quick stress free romp. Whenever I download a new custom map the perfectionist in me demands me to fully evaluate everything the map has to offer, so I can give it a fair and useful review here and/or Quaddicted.

Sometimes I enjoy the reviewing part but often, when I just want to unwind with some Quake without having to think and contribute, I play an episode or two, sometimes even blitz through the whole game. 
Dear Shammie Cumgogglies... 
"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."

The bit after the "NOT" got us more of the bit before the "NOT"

You could only go so far with the glowy cumgoggle stuff, which due to limited options limited the manpower worth throwing at it, which left more resources to focus on what would differentiate and sell the game: "gamefeel"

And for atmosphere etc the limits are nothing to talented artists, as demonstrated by golden oldies that hold up perfectly well today in that department, even though they lack cumgoggle filters. 
A retro-styled shooter should, on the basis, have similar design elements from 90's shooters before Half Life, even if the graphics are high-end.

On the topic of low-poly graphics, I agree there's a big misunderstanding amongst the makers of those retro-styled FPSes. While it was indeed at the time because of technical limitations, I believe low-poly graphics can still be used to do pretty things, but not the Dusk kind.

What the minimum threshold should be IMO is Quake 2 as far as polycount go. Characters and monsters have curves, and some details (which is then reinforced by texture work). Anything below that looks like papercraft.
As for environment? I believe the best custom Quake maps in the past few years has elevated the standart, and is something that should be followed if a retro-FPS is made.
Unreal 1 and Tournament should also be a good inspiration for what to achieve in that regard. 
No particular game deserves to be held up as the aesthetic "template" for retro-shooters. It's more about aesthetic consistency. I think it's just as fine to aim for a Classic Doom look, as it is a Quake 3 look. The number of goons you can rope into helping you make this thing is also going to dictate the level of detail you can afford to make in a realistic time.

It's about making all the elements fit in with each other. Wolf3D environments mixed in with 10,000 polygon character models is, as the kids say, "retarded". 
I'm a big fan of low poly art, I think its a genuine artistic challenge that often results in a brilliant aesthetic if done well. Polycount's low poly threads were filled with fantastic work (image hosting is shaky and most images are lost now) and you have games like Devil Daggers that pull it off and look fantastic.
However lots of retro throwbacks just don't look good. Part of that is that they don't match any specific era or tech but the biggest problem is that they're just not artistically well done.

Prodeus has a strange aesthetic but the models rendered as sprites is pretty cool as far as tech gimmicks go. However the lighting and shading makes everything hard to see, it kind of turns everything into a speckled mess with all of the specular highlights everywhere. The particles are also excessive and obscure so much.
It kind of kills the biggest strength of sprites, that is visual clarity
Also why on god's earth is it doing the 'bloody screen, so real' garbage? I thought we got over that years ago. 
"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'm pretty sure that it was only a couple of devs, mostly Dave Oshry, that made the game. 
Dave Oshry Is Only A Dork Roper. 
It worked for ROTT and STRAFE 
David Szymanski 
#301, 302 
"I keep playing this gem years after years, since what, 20 years!? All the rest sucks in comparison."

"Quake1 kept evolving, year after year, and this is why no other game can compares."

Well the same can be said for several other older games I could name, Doom and Thief among my favorites right up there with Quake. Honestly this is why old PC games that are relatively easy to modify/make new content for is my favorite type of game. There's just a practically endless stream of new stuff that ends up pushing the game aesthetically and technically beyond what it is out of the box, and you can also get people who deeply understand the game mechanics who will keep pushing the skill ceiling higher and higher, or just people doing their own oddball thing. You can probably see more of the latter two facets in Doom (just because it's a bigger scene), but it's still found in Quake and I love it. Even people doing more "average" maps show their own personality. Honestly at this point I almost feel like any action game that can't be modified in this way (or that can, but happens to be prohibitively time-consuming or difficult to do so) is just wasted potential. 
developed by david szymanski, funded by dave oshry 

Remember that one? Romero's comeback shooter that failed to meet its kickstarter target but supposedly carried on development.

Radio silence now though.... 
Too Busy Making Sigil Instead. 
When Is Sigil? 
Ion Maiden and Amid Evil. Period. The rest are meh. 
Ah Man 
looks great overall. Real nice consistent aesthetic, genuinely feels like a 90s shooter. Some fun environments too, in particular i'm big fan of the trees. Texture work is great. It's like Unreal meets Quake!

If I was going to nitpick, I don't love that zombie enemy, or the box art. I think the latter looks a bit generic and not amazingly executed. Although generic 90s shooter might be the vibe you were going for! I also find the name hard to remember, although i'm aware this is not constructive feedback at this late stage! 
I have no doubt that the level design in Wrath will be awesome! Congratulations, guys! =D

But i'm also excited about the new enemies and the weapons =D

I'm feeling like a teenager again, waiting for a quake missionpack

I'm already in love <3 

Most probably.

A) It has actual levels made by actual people who have also made actual levels in the past. For an actual game (quake).

B) Visually, it looks aesthetically harmonious, appealing, and actually like a 90s (ish) shooter! Bugger me.

Those two points already put it in front of the pack, and although I haven't seen enough of the gameplay to pass judgement on that, I certainly haven't seen anything obviously bad about the gameplay.

(PS: weapon sounds are too loud tho) 
Here is 11 minutes of gameplay:

oh, man... i don't know about the other maps, but this one have that horror/Blood feeling that i love so much <3

And we can dismember zombis (like in Chasm), and kill them with the double-shotgun \o/

Also the weapon's sound design is perfect.

I REALLY hyped for this one 
Glad You Guys Are Digging It 
keep in mind: it's all early stuff and the level is a demo of sorts for journalists and such ;) 
Is that game using Darkplaces or i'm going crazy? 
You're not crazy. 
Wow, looks fantastic. The models, sound design, & gunplay are so much better than any recent "retro-style" FPS. 
Amazing. Never knew Darkplaces could look that good. Is it using 
My four nipples are hard. 
Want Now Pls 
Thank You 
#326- Seriously?? ... Is WRATH Using DP And Not QS? 
The very nice news:

• Create your own worlds. WRATH is built from the ground up to be easily moddable. Make your own levels, weapons and characters. From day one, the very tools used to create WRATH will be available for all.

This one is for @Shambler who doesn't like pixels =D 
Nice. Much Better. 
3d Fx Goodness ! 
Finally New 3D Fx game For Us 3dfx VooDoo Fans 
For Some Reason 
i didn't like that upcoming project 
Oh, For No Reason 
Has anyone played Project Warlock yet?

I might buy it and, honestly, Dusk when they go on sale. I'm not gonna say much about Dusk until I actually play it, just that it looks like it could be decent fun.

I'm obviously very excited about Wrath. 
Wrath Deserves Its Own Thread 
It's not merely a retro-inspired game, it's a Quake-based game. 
I Agree 
and the levels were made by mappers from this community, so, it should have it's own thread for people to share news, info and screenshots. 
Wrath Is Looking Promising 
I just hope it won't have too many gimmicky game mechanics that could interfere with the kind of seamlessly smooth action sequences I expect from most older games. Even Hexen and Hexen 2 didn't have too much inventory management, like Diablo etc. 
Doesn't Look Like It At All. 
Err Yeah 
I may be wrong, but i kinda think the whole POINT of this is to cut through the bullshit of modern FPS and get back to basics. 
Just My Interpretation Based On Watching The Vids 
any news out there about Witchfire? the trailer was so gripping.. please don't be vaporware :( 
Google It. 
They did a dev update, it's still going, just slowly. 
Recent Update 
What's This Item System In Wrath?

This seems like it could distract from the flow. 
is this the new "pinatas are going to ruin doom 2016"? uninformed opinion? 
Wrath has an inventory of consumable items like heretic/hexen/duke/etc. rather than cycle, like with [,] (which is the default for those games), wrath has a 1-click menu (press+hold key, move mouse to select item, then release key). it's faster and more intuitive then cycling items.

It's the least disruptive way to have such an inventory IMO. 
Goodo :) 
Will It Have Inventory Hotkeys? 
Anal Probeus

[09:13] Shambler: So Prodeus
[09:13] Shambler: does look promising
[09:13] Shambler: sorta D4 "demake"
[09:13] Shambler: but
[09:13] Vondur: good stuff that it's customiseable
[09:13] Vondur: so u can disable those evil pixels bler
[09:13] Shambler:
On top of that, our splatter tech literally allows the player to paint the entire level red with the enemy's blood.
this is not a sales pitch
[09:15] Shambler: and at the moment it looks a bit too much like a D4 demake, i.e. D4 action with a bit of D3 claustrophicness and a bit of D1 crudeness
[09:15] Shambler: i think it would be worth trying to tweak the art style and theme a bit to give it a stronger identity of it's own
[09:15] Shambler: unless it's a blatant ploy to grab the attention of the old doom scene specifically
[09:16] Vondur: yea, needs more variety/settings
[09:16] Shambler: other than that, definitely promising
Prod Me In The Doom 
Looks a bit too far along to be able to do much to give it a unique art style. I agree it looks like a weird "mash up" of elements from Classic Doom, Doom 3 and Doom 4.

It's a bit like those Beatles tribute pub bands that wear the Sgt. Pepper uniforms, yet play nothing from after 1966.

It only cost you two quid to get in, and after a few sherbets you'll have a bit of a dance to "I Want To Hold Your Hand", but a quick glance round at the clientele - some visibly drunk middle-aged women on an "office do", and a smattering of students who quite honestly don't care where are as long as they can get a drink past midnight, deep down you know there's possibly other places you should be on a Saturday night. 
Mike and Jason have each worked in the game industry for over 10 years and contributed to many projects including [...] Doom 2016, [...] and more.

Well, they're just following the style they're most familiar with.

Art direction isn't as easy as it seems, sometimes it's better to play safe. 
Prodeus Is Looking Good 
Haters gonna hate. 
Did anybody here get a chance to try out Wrath at PAX East? 
Produs Its Better 
Produs Its Better 
The Post So Nice It Had To Be Posted Twice 
Prodeus Broke $100K

Such great news. The editor is amazing. 
Play Blood Letter ! 
Blood Letter 
...would be cool as a rhythm shooter. As it is now - would get repetitious pretty quickly. 
Ludum Dare games are meant to be boring anyway. It's nearly impossible to make a non-repetitive game in 2 days. 
makes sense - I forgot it was for a jam 
Ooh, the inventory is a pie menu, sweet! Need. Wrath. Now. 
Memoirs of Magic looks fun. 
Even Skipping Through That Video.... the worst thing to happen to my eyes for several days. 
I Said "Fun", Not Pretty. 
The Latest Shit On A Fucking Stick. 
For Fuck's Sake! 
That's gotta be the ugliest-looking piece of shit yet, surely?

Not even gonna use the Daikatana smiley, that would be an insult to Daikatana. 
Also Shums 
y u no discord? 
How is it possible to make such an aesthetically bankrupt game? 
God Knows 
Maybe if you have autism, and your autism also has autism.

Not My Thing 
...but there has to be something that justifies the garish colors. Like you are sucked into a GameBoy game or more likely the protagonist is hallucinating the game world. 
Yeah She's Nuts 
There's making a game look retro and then there's not even fucking trying, abysmal. Say what you will about Memoirs but at least it executes a style.
Viscerafest is how to do this Doom-esque 3D game style right imo, crazy as fuck FOV, smooth and easy to understand sprites and effects that don't cover the entire screen ala that eyesore brutal doom. 
Well ... 
at least the looks are consistent, and it seems that they are giving an Alice´s like explanation for them.

Leaving aside that, there is some things that does better than some others that were posted here.

Maybe Dusk or Project Warlock fans will like it. 
Ion Fury (Maiden) Review 
It's one of the few games I've preordered/kickstarted so I'm excited for it. I loved the name Ion Maiden. Hopefully the Spanish Inquisition will sue the thrash metal band for stealing the name of their torture device.... 
... the comfy ion fury chair? 
Yeah, too bad the name was changed. :/ I might be buying the game for myself. Gotta increase the length of my game backlog, you know. 
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