#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.
Creativity Can Be Quantified
#290 posted by anonymous user on 2019/02/19 13:28:15
Give it time and you'll have algorithms that can far surpass anything any human can do creatively.
Furthermore
#291 posted by Shambler on 2019/02/19 13:54:35
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.
#292 posted by Kinn on 2019/02/19 14:34:29
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.
#284
#293 posted by skacky on 2019/02/19 16:26:22
Dusk was made by one person.
#294 posted by Joel B on 2019/02/19 21:58:56
And it is fun (if occasionally eyeball-hurting).
#295 posted by anonymous user on 2019/02/19 22:11:58
I'd rather move at a hedgehog's pace in HeXen II.
I Know You're A Troll But
#296 posted by Kinn on 2019/02/19 22:17:58
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...
:ponkie:
#297 posted by Tribal on 2019/02/19 22:22:52
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
#298 posted by Shambler on 2019/02/19 22:44:40
#299 posted by anonymous user on 2019/02/20 00:39:31
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.
#300 posted by Joel B on 2019/02/20 01:03:38
No thanks.
Of All The Games I've Played (and I Played A Lot!)...
#301 posted by Barnak on 2019/02/20 02:01:22
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.
#301
#302 posted by mankrip on 2019/02/20 03:02:32
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.
#302
#303 posted by Barnak on 2019/02/20 03:28:32
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.
#304 posted by Esrael on 2019/02/20 07:10:44
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...
#305 posted by MrKilles on 2019/02/20 08:36:02
"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.
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