More Games For The List
@lpowell - If I sounded like an elitist snob saying that only noobs would enjoy Doom2016 then I communicated my thoughts poorly. The gist is that, IMO, Doom2016's strength is more in it's spectacle rather than it's mechanics.
@dumptruck - Sometimes the challenge is the fun :D
@qmaster - Nice find!
@shambler - So just imagine my words of wisdom are actually here
Imagining so hard right now.
need edit button, no write good.
Project Warlock looks alright, they've actually placed some restrictions on themselves. That Shootrage one looks more like a badly made mid 2000s FPS than a good 90s one.
The monsters in Doom 4 also don't look demonic in the slightest. You can tell the designer for them worked on Pacific Rim because they look like kaiju rather than actual demons. The game itself also has proper MP rather than a halo clone. If Doom 3 SP had always run it would be better off.
Nice Wrong Opinions
Try coming up with an actual argument please.This looks like something out of Pacific Rim https://i.pinimg.com/originals/e8/fc/17/e8fc17931e54204b7c0c7273fb44b974.jpg
Your Face Is Out Of Pacific Rim.
Post with a name and try again.
You are wrong
I haven't played Doom 2016 yet, nor have I seen Pacific Rim, but going through http://doom.wikia.com/wiki/Category:Doom_(2016)_Monsters
I get the point anon is making. The Possessed/zombies look fairly Doom-like, as does the Baron of Hell (that thing is awesome!) the Mancubus, and the Cacodemon, sort of.
The Hellguard, the Cyber Demon, this guy ( http://doom.wikia.com/wiki/Possessed_Security
) the Hell Knight and the Pinky look more like some kind of alien rather than demons to me.
The Possessed Security and Possessed Soldiers look a lot like strogg, I assumed they were a call back to Quake 2 and 4.
Link To The Right Wikipedia
The wikia is run by nazi
Get out. How dare you mention those 2 abomin4tions. Don't you know Quake has never had an actual sequel?
(Quake 3 is only half an attempt since it's singleplayer sucked, ie didn't have any.)
Well This Is A Possibility.
less of the retro but plenty of the possibility of old skool visceral action. Unlike a lot of these games it seems to have a really strong theme and atmosphere.
Painkiller and Bulletstorm devs, well if they can lose the general hodgepodge hordiness of Painkiller, and pretty much everything about Bulletstorm, it could be good....
the scale seems a bit whack though, like the player character's two foot tall or something. Could be intentional, but it doesn't come across that way to me.
Looks really nice, but that's the thing... Of all the games i've ever played, Ethan Carter was the only one to ever give me motion sickness. I hope I don't have the same experience with this.
Yeah, I've watched this trailer like 10 times already (I'm the filthy anon that double-posted this last night). I love the aesthetic but have some reservations in regards to gameplay. The trailer looks like a very, very, very pretty Painkiller with abilities. Early in wrath, there was an ability, spririt leap, that was basically identical the one one demonstrated in the video (@0:50ish). I had this there to make up for the slow player movement. In the end, boosted player speed was more fun. I feel like that's what they're going for: a slower, somewhat tactical approach. It could be really cool, but I think the gameplay will be pretty slow, but it's too soon to tell. Honestly, with that aesthetic, I'd still play the shit out of it even with Painkiller gameplay :D
@text_fish - the scale seems a bit whack though, like the player character's two foot tall or something
I would bet it's absolutely intentional. Pretty oldschool, too. Not only is quakeguy short, but the camera is in his chest, same with Doomguy... and Duke Nukem... and Caleb...
have you tried the Apocryph alpha? They added a blurry effect when turning that gave me a similar sensation.
A supposedly game based on 20 years old gameplay that produces dizziness when played that way is ridiculous. I could only go forward or backwards during the combats due to that.
1. Excessive headbob = worst offender
2. Motion blur = redundant garbage
3. Depth of field = redundant...your eyes do that for you.
I Despise Headbob.
Not least because it is completely stupid fake bullshit. In real life your mind / balance compensates for the headbob in your vision so when you're running it doesn't feel like you're bouncing around all over the fucking place - because hey 40,000 years of evolution have worked that out. Maybe in another 40,000 years devs will work out that something that is simultaneously unrealistic AND wrong AND detrimental shouldn't be in their games.
Basic rule of thumb: assume people have poor eyesight and don't need any help blurring things further either through motion, filtering, etc. Don't make it more of a chore to enjoy the game.
That fucking FOV in Witchfire though X_X
The fuck is wrong with people
Looks Like Console Standard 65 Fov
We can hope they have an adjustment in the settings. It's a contentious enough issue that it should be standard in all PC/MAC/Linux versions of the game. I'm not too fond myself of anything above 80 or 85 depending on if it is an indoor or outdoor game but to each his own.
That fucking FOV in Witchfire though X_X
Yeah, it's pretty terrible. Hopefully it's just for the teaser to get that cinematic feel.
Its like having fucking glaucoma, I don't understand the attraction of claustrophobic tunnel vision, console OR pc, its fucking awfull no matter where.
Is it due to the limitations of controllers for FPS? then fucking find another / better way to play FPS from the couch ffs.
It's due to performance. Lower FOV = Higher Performance because you have less to draw on screen. Historically the consoles have been less performant than PC rigs.
There is also the "screen-is-like-looking-out-a-window" theory which says that people feel wierd if they can see more "out" their computer moniter than would be possible if it were a window. This is of course complete nonsense.
Heres a fucking solution for the peasants
But as you say, historically. Its time to drop that awfull fucking shit.
lol i remember lowering the screensize in doom to get better fps
Bump For DaZ Who Has Been Living In A Cave....
Cube 2 / Sauerbraten
Tsk.. how can a thread like this forget http://sauerbraten.org/
it even has its own icon on this messageboard! Certainly was designed to stay very close to Quake in terms of gameplay and level design in particular. Some of the best maps for it are by Quake mappers like our own Metlslime no less!
Admittedly sauerbraten is quite old now compared to to the young pretenders....
And Hasn't Had An Update
in the last five years.
But it is still good: while the AI is quite bad i have it installed for a quick play from time to time.
I have a map in the SVN for Tesseract, (Cube 3, I guess?) if anyone wants to check it out. It's... not great, but not awful either. It would probably be better if Tesseract had better gameplay.
could you provide a link or something? All i could find was what seems like a guild/faction of what it seems an exploration game called Star Citizen. On the other side Tesseract was easy to find and will play for a bit.
I think this is all you need to play it. Just find the map in the menu.
i understand now. I thought that you got the name of the game wrong, and that it was Alphacorp and not Tesseract, not that you were talking about the name of your map, my bad.
But this one died quickly, i couldn't find a web that has something about the game apart from 2013-2015 save Quadropolis and one in 2009, but on the other hand your link shows lots of recent updates.
By the way, good map there, it runs faster than the detail would make it seem. Pity i couldn't play much as i couldn't see the way to change keys.
in light of this revelation I just want to say that the weapons for wrath have been done for some time :P
We know the score hombre. :)
Man, all this stuff is so heavy on the presentation and light on the gameplay mechanics. I just want oldskool SP gameplay, not necessarily all the dudebro actionflick stuff or bathroom-tile sized pixels. Also 2.5d map design kinda sucks compared to full 3d, give me that sweet z-axis action, damnit. No one in the nineties actually wanted that limitation.
DUSK IS OUT ON STEAM MOTHER FUCKER'S !
[11:08] Shambler: retro is not about recapturing the "shitness" of the 1990s, it's about recapturing the good bits
Has Anyone Else Here
given dusk a spin?
Dusk: at the moment it's good, not great. Has potential. Very much focused on gameplay over looks.
Interesting map designs, lots of z-axis. No fall damage. Fast movement. Enemies lack variety in attacks imo. Weapons mainly hitscan, firing them feels nice, good sounds also. Maps are short and key/gate based. The maps progress in theme, but very gradually, with a unified color palette, felt nice. Got lost a couple of times, so that part felt rightly oldskool, haha. The music is great. The boss fights (there's 3 iirc) are tame. As for difficulty, I played it on medium difficulty and didn't die once, though I went through some low-health situations. It'll probably be a breeze for any experienced Quake player. Jumping feels very different to Quake, had to get used to it.
Lots and lots (and lots) of winks to older shooters, it's very much a hodgepodge of unashamedly stolen ideas. I had fun playing through the first episode. I hope a newer release will bring some more variety in maps and enemies, and perhaps weapons (that said, it's probably already more varied than most shooters).
The presentation is very lo-fi, but considering this thing is 90% the work of a single developer I think that's totally the right decision.
@StillTooLazyToRegister - I agree somewhat, your assessment seems more realistic than the steam reviews.
Level Design - I disagree with many reviewers on this point. Dusk's poor level design is probably its greatest shortcoming. As a result, the game is boring, easy and exploitable (I was a able to bypass a keyed door by stacking barrels).
Visuals - yep.
Weapons - Overall, they feel pretty good with nice feedback.
Sound & Music - Sound is good. The music is the most polished thing in the game.
at the moment it's good, not great. Has potential.
I would say at the moment it's not good but has potential.
I've seen this game called a "love letter to oldschool FPSes". IMO, it's more of a doodle on a post-it note than a love letter.
I'm somewhat puzzled. DUSK has good steam reviews as well as positive reviews from the likes of LGR and GGManLives. I must be out of touch or missing something; as a massive fan of retro shooters DUSK is not hitting any of the right notes for me.
The Current Trend For Retro Shooters
is really just a race to the bottom for most devs, I think. The vast majority of their target-audience haven't played any 90's shooters for 20-odd years, so they'll be satisfied with a few cheap visual hooks and some silly monsters. Obviously like any trend this will bottom out leaving some room for the devs who are putting the time in to make a genuinely good game, but by that point a lot of the people jizzing over things like Dusk will have happily returned to the AAA thrills of Call of Duty 83768.
more like target-audience haven't played anything in the 90s by not existing and wanting to live in the mystical "90s are best" time.
dae le h8 90s kids amirite
Proof Dusk Is Good Game
It's nothing new, there were loads of shitty FPS in the early 90s too that were obviously just made to jump on the Doom clone bandwagon. Taking that into account I'm going to say that the current string of shovelware is the true retro FPS revival but that's going to be an opinion that grates with just about everyone else here.