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Modern Retro Shooters / Quake Spiritual Successors
Wonder If A Specific Retro-shooter Thread Is Warranted?
#10166 posted by Shambler [92.29.26.135] 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
Etc
(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??

Strafe
http://store.steampowered.com/app/442780/STRAFE_Millennium_Edition/

Amid Evil
https://www.youtube.com/watch?v=wo7X7b6pPng

Dusk
https://www.youtube.com/watch?v=tsu9uDMlIMM

Hellbound
https://www.youtube.com/watch?v=CyabhVn1SfQ

Apocryph
http://store.steampowered.com/app/596240/Apocryph_an_oldschool_shooter/

Ion Maiden
https://twitter.com/voidpnt

Neverdead
http://store.steampowered.com/app/681000/NEVRDEAD/

Gorescript
https://www.youtube.com/watch?v=vpZ1Wa0OIoQ

Intrude
https://bagogames.com/intrude-review/

Hermodr
http://store.steampowered.com/app/490360/Hermodr/

Devil Daggers
http://store.steampowered.com/app/422970/Devil_Daggers/

Gibhard
http://www.gibhard.com

Revulsion
http://store.steampowered.com/app/719180/Revulsion/

Witchfire
https://www.youtube.com/watch?v=-zqjNkdXT94

PLUS MANY MORE LINKED IN THE THREAD BELOW....

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.

Discuss....
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#301 
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 
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. 
IMO 
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. 
#284 
"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. 
DUSK 
developed by david szymanski, funded by dave oshry 
Soooooo...... 
Blackroom.

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? 
Soon™? 
 
Ion Maiden and Amid Evil. Period. The rest are meh. 
IS THIS THE SAVIOUR OF MODERN RETRO?? 
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 
WRAKE: CREAM OF AIOLI 
IS THIS THE SAVIOUR OF MODERN RETRO??

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:

https://www.ign.com/videos/2019/03/07/11-minutes-of-wrath-aeon-of-ruin-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. 
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