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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.

*as The Epitome OF* 
fu otp.x 
Shambler's Threads 
Are the real spiritual successor to Quake. 
Another contender (haven't played it): Midnight Ultra

Got a few thoughts on theme/atmosphere at least... will put those in a separate post. 
While I haven't played or heard of everything on that list, there seems to be two main flaws that most of the 'new wave of retro shooters' always hit. The first is name-dropping every old school shooter they can think of, by name specifically, in the game's trailer- Doom, Quake, Heretic, and Hexen, primarily- but playing much more like Serious Sam instead, full of large but enclosed arenas with waves of identical enemies for the player to mow down. The second is a graphical complaint- either making the game too dated looking, worse than the actual FPSs of the time, or trying to make it look like Quake 1-era graphics but ignoring palette limitations, texture scaling, etc. so it looks like a typical ugly Darkplaces mod.

Also, controversial opinion: these types of games rely very heavily on good level design, this site still existing being an obvious testament to that, and using procedural/random generation for your levels (no matter how many rooms you've made) immediately makes them crap. 
The style of old school shooters was the way it was not due to artistic styling, but hardware limitations.

This notion is completely ignored in the surge of "retro-style" shooters. 
Skipping mechanics chat for a minute:

By coincidence I was thinking about Quake atmosphere this morning, as a result of poking around in some of the Quake Champions maps recently. Those maps are impressive in many ways, but don't have a Quake (1) atmosphere despite I think some intentions in that direction.

Quake had some weird worlds. Partly because it was made by a weird group of dudes, partly because of technical limitations (e.g. low polygon count, and restricted color set because of so many palette indices dedicated to lighting shades). But for whatever reason, it was all a bit "off-model" compared to more well-worn themes and settings.

Not to pick on the OP, but it's not really Gothic. It's also not Giger, or hell-and-demons, or Lord of the Rings fantasy, or Doom 3 style "future base with pipes and wires". It's a little sparse, low-tech, brutalist, swampy. It has spaces that seem to be waiting for something (the player, maybe). It's a little bit Lovecraftian and eventually downright abstract.

For an Actual Quake Sequel I'd want to see good takes on the specific Quake settings (base, runic, etc.) although I'm afraid that a modern game's art team wouldn't be able to get away from making them overly "busy" and overly more-like-this-other-familiar-thing.

For a retro shooter I'd really just like something that has the balls to go off-model like that. (Which is why I want to give Midnight Ultra a look when I have a chance.) And to ease back on the explanations and guides and interruptions that get in the way of letting the gameworld breathe.

Actually the thing that most tickled my retro-shooter-feel in the past couple of years might have been Teleglitch, although it's not an FPS. 
Looks great. Looking forward to this one. 
The Only One In That List That Hits The Mark Is Ion Maiden 
Because it's actually made on fucking Build. 
Don't Forget 

Keeping my fingers crossed for Ion Maiden. 
+ 1 Gibhard 
That's the only one I care about. Coincidentally I think it's the only one on that last made by someone with extensive mod + game industry experience 
last = list 
Gotta Be A Dungeon Crawler First 
Before it's a first person shooter. Anyone who manages that has it nailed. 
You Forget Paranautical Activity And Eldritch 
No I Didn;t Forget You Nugget, I Don't Know The Whole Fucking Lot. 
Also less listing games, more discussing whether this trend can work, whether the games you list can hit the mark, etc. 
I'll Look At The List In More Detail 
but I agree Gibhard looks excellent. Super-coherent look, great implementation of that pixel aesthetic. Low-ish res sprite weapons work great. The textures are appropriately low-res, unfiltered, and well executed. Effects all look good. Combat looks enjoyable.

Potential shortfall is obviously the fact that it's proc-gen and time will tell if that can be executed well. 
Oh And Of Course, Devil Daggers. 
Close to the Quake aesthetic. It's dingy and brown and pixellated, but it is actually hugely atmospheric and oppressive. It does that thing where the lack of detail causes your mind to fill in the blanks.

Only thing is it's so intense and oppressive, i find it a bit much after a while. I guess you could consider that a compliment. 
Not Really Interested 
To me majority of Quake mods and maps and also Doom mods and maps are far superior to these attempts.

Recently I have been playing "The Ultimate Torment and Torture Supportive Edition" with Brutaldoom and having a blast. I doubt any of the so-called retro titles can give me similar enjoyment. 
Brutaldoom is a decent TC whatevs, fuck the drama around SgtMarK who cares?

Better than above mentionned games as Kingold says.

I think there is real bank to be made on a real "oldschool" FPS a la Quake 1 - it will create a following and proper hype, the public is ready for it and all they get is the (mostly crap) listed above to try hard as they can to enjoy for want of that having that "old school fps" experience again.

For this to work though the way of stripping it down (procgen, ridiculously low res simple gfx etc) is not the way to go, it needs to be done in a GRAND way.
Super art direction (but simple efficient limited engine), low system specs - awesome performance 100+ fps easy on weaker systems (how can one justify shit perfoamnce on "retro" ?) real SP campaign, good MP & great netcode with dedic private and public servers etc etc, moddability and mappability.

Not an undertaking for a small low funds indie team I don't think but who knows...

I know we are on func, and its obvious, but the extent of beauty being pulled out of the Q1 engine from the quality of custom maps being made these days is a perfect example of what a large well funded art team should of such a project would be working on (and not endless wow fx multi artist team assets) 
On and yeah, another "modern" touch that could go a long way - great fucking sound design with great fucking sound tech - a la positional stuff in Thief.

There is a great deal that can be done with the diverting of the massive art team resources put in AAA games towards more polishing, the subtle touches and generally quality over quantity to make a "retro" fps feel like much much more than just that.

And AAA quake 1 2017 could be made and very profitable if a few execs somewhere had the vision.. 
i think it's wishful thinking that a publisher would put a "big" budget into a retro shooter. Way less bankable than a modern shooter with AAA graphics, no matter how predictable those can be. 
My Thoughts 
Here's a brief list of what I perceptive as mistakes and shortcomings found in modern "retro" FPS games (and their remedies):

• absence of proper level design - level design is the very core of a good FPS. you can have a phenomenal aesthetic and clever ai, but that is absolutely no substitute for real, good level design. inversely, a game can have a lackluster aesthetic and dumb ai but still be a very good game by virtue of it's level design. IMO, if one had to choose a single most important aspect of a game it would be this. sadly, level design seems to me the most overlooked in the modern retro FPS scene.

• inappropriate/inconsistent art style - this one is pretty self-explanatory. execution goes a long way, even uninteresting or derivative designs can hold their own if executed properly. IMO, I think that materials (bumps, norms, specs, etc) are not only often inappropriate, but poorly executed as well. even materials subtly and tastefully used are still ultimately out of place. spend time making one good diffuse map rather than throwing in all the bells and whistles because you can. also, I don't remember any FPS from the days of old that used 8-bit music.

• unrestrained and haphazard design - classic FPSes were defined by outside limitations (hardware, tools, etc). this created not only a certain look, but a feel. these games oozed creativity that is often a product of the devs working within and around these limitations. modern retro FPS devs need to think deeply about appropriate limits, impose them, adhere to them and work creatively within them.

• respect the player - there is a strong temptation to "dumb-down" and "hand-hold". I sympathize, but stop it. understand your audience, they're much more experienced and astute than you give them credit for. also, don't swing too far in the other direction. making something stupidly difficult or obtuse is not good design and it's not retro. these games need to be pleasurably challenging and rewarding.

• one-dimensionality - this is more general but is a common trait among these games. The "retro" aspect is approached more as a gimmick than an ethos. devs seem to pick a single and often easily identifiable attribute of oldsclochool FPSes (pixelation, lowpoly, speed, gore) and run with it, seemingly in a vacuum. this results in a caricature, exaggerated and shallow, rather than an authentic classic fps experience. oldschool FPSes are often more nuanced than people think and are a careful balance of many things.

It's not enough to execute one of these correctly. You have to hit all of them. I'm sure there's more to add to this list (there is) but I have stuff to do :D 
Killpixel I Only Read Your Titles. 
And I already think I agree 100%. 
I intended to keep it at bullet points with maybe a single sentence explanation but ended up getting a little wordy :/

the bold text makes a good TL;DR 
i think it's wishful thinking that a publisher would put a "big" budget into a retro shooter.

DOOM 2016 would like a word... 
that was in response to

There is a great deal that can be done with the diverting of the massive art team resources put in AAA games towards more polishing, the subtle touches and generally quality over quantity to make a "retro" fps feel like much much more than just that.

Doom 2016 is as AAA and modern as they come (obviously the gameplay takes inspiration from classic shooters and rewards action etc) 
Killpixel's Game Should Be Added To The List 
He sounds like and definitely looks like, he knows what he is doing. 
Doom2016 indeed is a an example of a modern FPS taking more retro mechanics and having success.

I think this is highly underestimated : the wow factor achievable if the human resources poured into the crafting all the stuff needed for impressive modern gfx were poured into doing more with less a la Quake1.

You got to think the scale, detail and polish achievable. Of course there would be no reasons to have any limits on level size, number of brushes etc, not for the purpose or silly-level acrchitectural detail but rather gigantic maps

Imagine this kind of stuff on an insane scale, where you can see off kilometers into the distance (using modern gfx power for high render res and max AA etc to keep all that lovingly designed crisp detail as much as possible)

These AAA level human resources can be busy with scripting actual events in the distance while you make you way thorugh the episode sized level, eg enemy and friendly forces fighting far off in the distance, actually happening in level in engine

I think that in todays almost bland me-too AAA eyecandy gfx this would actual have a much higher impact than classis "gud gfx" 
Doom 4 barely has anything retro in it though, apart from keycards and maybe the health drops from monsters that is vaguely similar to Life Essence in Blood. The progression is almost the same as Painkiller's which is absolutely NOT a retro FPS.

Also killpixel is spot on. 
killpixel's project looks fantastic and nails the the retro-shooter aesthetic. No wonder his critique of modern shooters is also so spot on. 
Killpixel's Ain't Included On The List Because.... so far doesn't like it's going to fit in with "a general trend of not hitting the mark" ;) 
now that's a hot trend 
Aw Shucks, Guys 
wait till you get your hands on the demo then decide if it belongs on a list :D 
are you going to use us to make maps for your game?

Hmm. I'm tempted to give you a cute answer like "maybe :)" but that wouldn't satisfy me if I were asking. So to be frank (and probably overly candid) yes, it is intended that the level design team will be comprised of people from the quake, doom and duke nukem 3d communities. HOWEVER, I have not started assembling the team and I'm still quite a ways away. There are still things to be done, things that remain be seen and others that have yet to fall into place. The project's destiny will be clearer after the demo (I'm doing my best to get it out Q1 2018).

So there you go :D 
Only Interested In A Few 
Dusk, Ion Maiden, Amid Evil and Gibhard.

Most retro inspired shooters are not good. Strafe is one of the big name examples where they failed to properly do the genre justice. Most of them aren't even as good as Strafe. 
Strafe is a roguelike-ish FPS, not a Quake clone. 
My Perfect Retro-modern Fps 
Graphics/asthetics like Devil Daggers, hub-centered world design and combat pacing similar to that of Hexen, slow but not too slow, Quake-style thematic variations, just enough big-picture polish for effect without going overboard into minute details. 
Devil Daggers Is Cool 
albeit it's far more akin to an FPS version of scoring shmups where the point is NOT "good level design" in the traditional sense but rather in continually replaying the same stages with the same patterns over and over with the goal of self-improvement, beating records, etc. As a highly casual occasional shmup player I can appreciate that; not really my preferred cup of tea, but it's a really good game that's trying to do something much different from old school FPS, however it was marketed. It has the aesthetic down to a T, though, that's for sure.

Doom 2016 is awesome. It's obviously much more in a Painkiller/Serious Sam vein, but it blows those games out of the water in its execution.

I haven't played any of the others mentioned in this thread but I will probably check out the ones Fifth mentioned, and any others that people care to recommend (assuming they don't use procedural level generation). 
New Apocryph Trailer 
Doesn't impress me - Doom 3-style lighting, narrow cluttered rooms, boring enemies, boring trailer.

Anyway here it is 
boring music too. 
Aye. Pretty Sure My Favourite Old Skool Shooters... 
...weren't box rooms full of bouncing jello blobs which you can hardly see because of the blinding rave effects from the weapons.

I don't mind the lighting tho. 
truly awful particle effects 
That Looks Really Cool 
what game is that? 
One of those Dark Souls games

Thing is you can go anywhere you see there

This is what I was talking about a few posts back

Integrate to a "low detail" engine the really great parts of modern tech such as one big detailed level you can travel to any part you see of. 
There's nothing oldschool about Doom 2016. It's pretty much just Serious Sam with less enemies and more arenas that lock you in place. Unlike Serious Sam, when you're low on health or ammo enemies just start shooting them out like pinatas so the player never has to think about ammo conservation or health. Even Doom 3 felt more "oldschool" with handplaced encounters, resource management, secrets scattered around maps that aren't collectible bobbleheads, and movement mechanics and Doom 3 is the last game that comes to mind when thinking about oldschool. 
I Agree With Anon 
Doom 3 is more old school than Doom 2016 (D3 is essentially quake2 at half speed). D3 and D2016 are both rather different games, IMO. As matter of fact, I just beat D3 twice back-to-back this last week (I love the atmosphere, art, sound, animations and general vibe).

I've only beaten D2016 3-4 times and have replayed several of the levels many times. The health-on-demand system really is a deal-breaker for me. I try to compensate by playing on the hardest difficulty and by turning off most hud elements but even then I know it's just an illusion - health is at my fingertips should I ever need it. I really don't care for the arenas at all, either. Don't get me wrong, it's a good game in its own right, but it falls short in some meaningful ways for me. Had they ditched the infinite health and boring arenas the game would have much more staying power for me.

However, Foundry, Argent Facility and Argent Facility (Destroyed) are some of the most pleasing play spaces I've seen in any game. 
(D3 is essentially quake2 at half speed)

Quake 2 at half speed is Quake 4, not Doom 3.

Doom 3 was id's attempt at implementing the Half-Life style of scripted storytelling, which was hugely popular at the time. This, together with the heavier renderer, resulted in the slower pacing.

Let's not forget that Quake 1 is also slower than classic Doom. The speed in Quake was reduced to make the levels seem bigger, since the Quake renderer couldn't match the performance of the Doom renderer in big areas back them. One of the first criticisms about Quake was that the levels never featured more than 5 enemies at the same time (which I'm not sure if it's actually true, btw). 
Doom 2016 
Doom 2016 was closer to the original Doom than Doom 3, so if you want to get finnicky, Doom 2016 is the most oldskool of the two because Doom 1 & 2 are older than Doom 3.

Semantics aside, I personally found D2016 a pretty good compromise between old and newskool norms. Yes it may have arena battles, but you can tell that each arena has been well designed and the monster encounters carefully choreographed and timed, so it's a travesty to compare that to Painkiller that just throws a shitload of the same enemy in to a square arena, or Serious Sam that just spawns a giant horde in the distance and lets it run straight at you. 
The Explanation Of The Bullshit: 
1. SS focused on horde combat, D4 didn't.

2. SS very wide open spaces with little variance, D4 tighter more 3D areas with cover.

3. D4 coherent theme throughout. SS much less so.

4. D4 themed bestiary throughout. SS much less so.

5. So-called pinata thing not the god-mode that morons think it is. Plenty of risks and timing involved. 
DOOM 4 was good.

DooM^3 was bullshit.

Hope this helps. 
Gibhard Looks Neat 
I like the lighting and explosion effects (that dithered smoke is awesome). The procedural generation is not just a sticking together of premade rooms but rather premade wall, floor, ceiling, posts pieces that are modularly (that's a word right?) put together. The maker says he has taken a lot of time to get the generation to work in a way that balances randomness with design. I'm assuming that means that he has "sets" of pieces that are more likely to come together in the generation to make room designs that are randomized in size, shape, etc.

I'm intrigued. Sounds like what I would do. Hope it turns out. 
Quake 2 at half speed is Quake 4

Quake 2 at 1/8 speed is Quake 4 :)

Aside from the movement speed, visuals, PDAs, and Q2's hub system, Doom 3 and Quake 2 are practically identical. You may recall one of the primary criticisms of Doom 3 at the time was that it offered nothing new in regards to gameplay.

I personally found D2016 a pretty good compromise between old and newskool norms

I agree, especially in the context that it's a contemporary AAA title targeted at the masses and console platforms. I'm not sure they could have toed the line any better within those parameters.

So-called pinata thing not the god-mode that morons think it is.

Speaking as a moron, I would have to disagree. The pinata/glory kill combo is very, very strong. Pinatas + glory kills + chainsaw and you are god. period.

Here's a two minute video of me clearing an arena in Lazarus Labs with only the SS and GK while walking and playing like an xXxGam3rK1d420xXx. I even took my armor down to zero before engaging. Disclaimer: it's only on UV. I reinstalled to let a friend check it out and Id/Zenimax won't let you select Nightmare until you've completed the game on one of the easy difficulties (lol).

Plenty of risks and timing involved.

That's my main gripe, there really isn't nearly as much as there appears to be. Doom2016 is a Doom themed Disney ride - the player's skill level has little bearing on the overall experience. It's a great ride but it gets old fast. Sure, you can self-impose limits to make the game more challenging (no glory kills, chainsaw, grenades, etc) but that's totally lame. Self-restraint is the last thing I want to practice when playing an FPS, especially Doom. 
In That Case 
good thing I (apparently) sucked at Doom 2016 so I could have a blast with it. 
Huh. I was sure I played on Nightmare first time. I thought only Ultra-Nightmare (permadeath) was locked out. 
I've Enjoyed 
...every Doom I've played. Including the turn-based Java game for phones. They all have their strengths. I'd say my favorite was Doom 2 but that's because that is when I started mapping.

Doom 3's sound design and positional audio in 5.1 was pretty mind blowing, but then I am a sound design nut.

The back and forth about all this is entertaining tho.

I'm with @lpowell - but I suck at most games. I don't play them for the challenge or the sense of accomplishment... I play for fun. 
It was fun and no game came close to looking as good in 2004. I bought a new computer just to play it. It wasn't the hordefest that the previous games were but it was cool in its own right 
Jesus fucking christ, is there still no Doom2016 mod to remove the pinata shit ? such a simple mod, such a good idea... ??? 
Killpixel Next Time Put Ur Name To That So You Don't Get Confused... 
...with anons, please.

Also skim reading your posts you've obviously played a LOT of D4, enough to know it very well, so yeah you might find stuff easier than normal players. 
I was lying awake in the middle of the night thinking about what to post about Doom4, and now I can't be fucked. So just imagine my words of wisdom are actually here, whatever. 
More Games For The List 
Project Warlock

@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. 
Dear Santa,

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 
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 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 ( ) 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.... 
Great Graphics 
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. 
Motion Sickness 
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 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! 
Shit Dude. 
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. 
Alphacorp Btw 
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. 
FAO Devs: 
[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 SP 
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. 
DUKS (Not Quack) 
Full disclosure... I hang out in the New Blood Discord all the time and have been playing DUSK since pre-orders became available on Steam last year.

DUSK is the real deal. It isn't perfect. It sure as heck isn't Quake... but it's worth your time. DUSK could easily be mistaken for cynical nostalgia bait, but the creator has a real love for his inspirations. The winks and nods are there, but it never devolves into cheap pandering. The game has it's own voice and doesn't rely on references.

It's fun to play because the developer obviously has fun making it. There is an emphasis on FEEL which I appreciate. One might take for granted the SMOOTHNESS of movement but it's something that received a great deal of attention.

Not everyone will dig the level design. It's more Build than it is DOOM/Quake, with semi-realistic environments that never become so abstract or puzzling. I find them atmospheric and fun to explore nonetheless.

The music is 10/10. The ambient tracks are my jam.

I'm a picky gamer who is easily fussed so of course I have my gripes. But the only real caveat I can offer is that DUSK is simply too easy.

"Cero Miedo" is DUSK's UV or Hard equivalent. It never demands enough of the player for me to slip into a flow-state. When I think about level sets like Ancient Aliens or Arcane Dimensions, I remember specific fights so engaging that my keyboard and mouse dissolved in my hands. You know what I'm talking about. DUSK's combat unfortunately never rides that hallowed line between fun and frustrating. It is FUN however. It's challenging enough to keep me interested and like I mentioned before, it just feels great to control.

There is "Intruder Mode" which I recommend. You start every level with only sickles. Even on this mode, "Cero Miedo" is still too easy. "DUSKMARE" is DUSK's gimmick difficulty. You die in one hit. Challenging yeah, but not a replacement for proper difficulty through encounter design.

It's an easy recommendation for FPS fans. Especially now that Steam has refunds, you literally have nothing to lose. ;p

BTW I have pre-alpha access to AMID EVIL and it is incredible. It's already more challenging than DUSK and looks gorgeous in motion. Videos really don't do it justice. Look out for that one. 
looks and sounds like shit. pass 
Some anon posted it earlier in the thread, but Revulsion seems to be coming along nicely. 
Revulsion.... a good description of what I feel looking at that. I did enough fucking Lego as a kid and don't want my FPS games made out of it. 
Quake Vs Modern Retro: 
Reborn just publish it's steam page!

the trailer looks and feels awesome 
Not Very Modern Retro Really. 
But does look promising. 
Looks good, not really retro but more of an evolution 
The Wastes

Technically more of a total conversion / mod than new game, but looks kinda cool and is promoted as a throwback 
Box Rooms Botmatch Ahoy. 
Re: The Wastes 
I'd make maps for that. The car stuff looks pretty decent. The tire marks are a fun touch. Not liking the puffy blood effects tho. 
Re: The Wastes 
If there are any questions regarding content creation, I can answer them if you like. We'd totally love to have workshop integration at some point. 
Indeed, our color palette features a variety of brown colors! So does Quake actually. I didn't think you'd mind, Anonymous-Proxy guy. 
Feel free to post your workflow here. Are you using Q3Radiant or similar to create the game? Since Dusk is using a TrenchBroom variant for their user-content creation would you consider the same thing? 
While I got introduced to mapping with Q3 Radiant, I ultimately had spent most of my time working with Hammer and so did my colleague Megan. We came out of the Half-Life modding scene and so we adapted J.A.C.K. a few years ago. It seemed like the best idea at the time and it certainly bridged the transition to Q3 BSP for her. However we'd like to move away from it in and we encourage usage of Radiant instead due to the lack of updates and support for certain features we've been waiting for.

Some more technical background info:
We're a two head team. I do some mapping, but most of the heavy lifting is done by Megan, as is the rest of the content work. I am responsible for the programming mainly (everything but the engine). Technically the engine is FTE QuakeWorld, but we have a custom configuration setup that only implements the idTech 3 formats and focuses on that toolchain. It's the first real game made using FTE I believe and a lot of functionality was implemented by Spike for us upon request. Things such as OpenAL reverb presets (for environmental sound effects) and our custom model format, based on IQM.

I hope that people other than us will take advantage of that in their Quake mods, but so far priorities have not shifted from 'the usual' yet. Maybe one day.

The game will ship with its own SDK, containing game-logic, source texture files, as well as the input model files for our model compiler.

We hope to shape the game during its lifespan a bit game-play wise. It'd be incredible if we get it right the same day the game comes out, but it's unlikely to happen. Certainly balancing is one of the many problems in a game with 30+ weapons, vehicles and an abilities system. I fear we'll get some flak from the competitive scene if they ever come across it, but that's honestly not the audience we are looking for. 
This Is 
like DMSP, simplified, and with no maps.

If at least the maps were interesting ... 
That Is Barely An Engine Test And Complete Garbage. 
Please post stuff that is vaguely relevant. 
Talking Of Complete Garbage. 
Hellbound """gameplay""". Absolutely terrible. Another one down. 
It' funny how people have wrong memories about Quake. Everytime a new game claims to be "Quake inspired!!" or "90's gameplay!! just like Quake!!" i already know the developer is talking about an arena full of weapons and monsters, lots and lots of monsters running around like crazy, attacking in waves/hordes"... well, this is Serious Sam, not Quake. Back in the 90's the Quake engine couldn't even handle six enemies on screen at the same time... well, the engine could handle, but the computers don't.

So, I do not know which game these guys played in the 90's, but it was not Quake. 
But tbh, many people think that "Quake" alone refers to Quake III Arena.

Hellbound may be partially Q3A inspired, specially in the sound fx. The thing is, Q3A didn't have a proper single player mode... so, tacking on a Serious Sam horde approach may be what a single player "Quake" experience means to them. 
99% of the time they are developers who never really played Quake, and at some point during development of their "retro game" they just fired up Quake Live for "reference" and ran around a bit with bots.

Still, that at least might have inspired them with highly connected, z-aware combat spaces, but then again when they don't know they're even looking for that stuff, they tend not to notice it even when it's staring them in the face. 
Graphics: DirectX11 Compatible GPU with 512 MB Video RAM
Are U A 90's Kid ? 
Ha! I'm an 80s kid, born in '79. Try better. 
Raises Hand Slooowly 
Anons Please Stop Posting Stuff That Is Off-topic Trolling. 
The Wastes at least runs on a Pentium II with a Viper V550. I would not recommend it though. GL 1.4 or higher definitely recommended. 
Well hellbound looks like a tarted up mobile phone game 
Just looking over all the games linked in this thread, they're all shit. Complete fucking shit. Just looking at that Dusk gameplay video above, god damn look at the barn and corn fields!! If anyone made something like that in Quake it'd be deleted off my hdd instantly.

Anything that might even look remotely okay and as if it's actually been "designed" or have okay graphics, will wreck it with retarded Serious Sam gameplay. Because that's what all the born in the 2000s indie kids think 90s games were like.

Witchfire looks decent, but I would hold my judgement on that until further into development. The team have only done one little 1 hr mod that wasn't even that great. Trailer looks awesome but can they keep up the quality over an entire game? Will the game even play like that?

Devil Daggers looks like a college students tech-demo project made while on acid, not an actual game. But at least we're getting closer to 90s style games compared to what we had 10 years ago when there was nothing. 
Based on some of the dung games you actively choose to play and review on here, I trust your experience of "complete fucking shit" and tend to agree with that post :) 
I can't agree more. DUSK is such a toxic, septic pile of trash. I question the good taste and mental faculties of anyone who finds anything about it remotely passable.

We truly are in the darkest timeline, where the "90s fps revival" we wanted is a continous stream of pixellated, worse-looking-than-Postal diarrhea from millenials with art history degrees. Box rooms with "art" of sub-doom quality and fidelity are now being tagged as "quake inspired" and shared with hundreds of retweets. What would have been absolute shovelware 15-20 years ago is being gushed about by "game" "journalists", an absolute subspecies of homo sapiens. I can only hope that when the neocon world order engineered by Milton Friedman & co collapses all those bearded, beanie wearing fucks will be put the against the wall by the proles in the first order.

It makes me pray for a worldwide socioeconomic crisis, that's how much of an affront against the senses DUSK is. 
Hard To Disagree There, Otp 
Also, don't forget chiptunes. Because as everyone knows back in the impossibly ancient 1990s Quake, Unreal, Half-Life etc. were just ALL about chiptunes! 
I don't know if somebody already post this, but this is Hellscreen. The page says "Hellscreen is a single player level based FPS, in the fast, frantic style of classic games from the 1990s (such as Doom, Quake, Unreal)"

oh, man... it's just another arena with waves of monsters chasing the player... of course it can be fun to play, but it has nothing to do with doom, quake or unreal. it doesn't look like or feel like any 90's game. why the developers can't just say "it's a pixelated FPS"? 
Well Called Tribal. 
Still there looks to be a fair chance for a typically uninspiring one man "tech" demo non-game to be not funded in time. 
ouch. I basically agree with all of that, it doesn't look fun to play or authentically 90s.

At the same time, i think he's made quite a cool aesthetic, it doesn't completely fail, although it does look completely headache inducing. 
Saviour ?

Ion Maiden in early access, Campaign in the early access too! 
From the Hellscreen kickstarter:

Second to second, you will be blasting enemies, dodging incoming attacks and progressing through a labyrinth of evil at breakneck speeds.

Interconnected maps - United by a hub world, travel back and forth between levels to unlock new areas and secrets as upgrades are purchased. Not able to jump to that high platform? Upgrade to the double jump and return later to claim your prize.
Designed & hand-crafted levels - no procedural generation, no randomness, no accidents. Pure, constructed levels specifically created to give the player the most intense & invigorating experience possible. Only designed levels can give you hell.
Manipulative environments - Change the level to suit your needs and combat scenarios. Taking too much fire? Shoot the columns to raise cover. See a trap meant for you? Trigger it to use on your enemies instead.

Frequently Asked Questions
Is this an Arena/endless wave game or more like levels in Doom, quake etc

Hellscreen is a level based game, similar to Doom, Quake, Unreal etc.

An endless, arena mode may be a stretch goal...

Anyway, it would have been better for him to have a completed level to showcase exactly what kind of level design should be expected. 
Hellscreen sounds ok, and the visuals would be pretty good if it didn't have that blue/red filter which kinda spoils any chance of having some visual diversity. 
ok, now i like it XD 
I recommend giving Ion Maiden a spin. I've been playing it this morning and thoroughly enjoying. 
Ion Maiden looks awesome!

A female version of Duke Nukem...

I like it =D 
The Ion Maiden demo is pretty much unplayable on my PC. Severe frame rate drops in the starting area just by turning the camera. The starting area is really small so it's baffling to me how bad performance is. 
Gggmanlives made a review of Ion Maiden's demo: 
#168 Beyond Pathetic And Will Always Get Censored. 
GGMan Review. 
I like how he talks about it being good for a "20 year old" engine that's been updated. 20 years old would be 98 i.e. Unreal, I would be happy to see how this looked on an updated Unreal engine......

Still if you're into that sort of thing i.e. pixels and does look like it does a much better job than almost all the other games. 
Dunno about the game in full, but from what I see, this does actually fit and execute the modern retro shooter as well as it should. I imagine if you're a Duke / ROTT / Blood fan then this is bang on. It has theme, coherence, purpose, proper level design etc. As I say it's not my bag for the style/GFX but one could consider it a tentative success.... 
Ion Maiden Feels Bad. 
Call me crazy but I believe smooth and responsive player/mouse movement should be the first priority of any FPS developer.

Great design and art just go to waste when the game feels bad to play. Shame.

Ion Maiden is ALMOST there, but the performance isn't even close to where it should be. Explosions see frames below 50 on a machine that never drops below 90 during the most demanding scenes of DOOM 2016. (1440p) Even when the game is maintaining 144 fps it stutters constantly. Vsync and framecaps don't eliminate it. Hopefully we see some real fixes from the devs soon. Build engine man...

When free and open source projects like GZDoom and QuakeSpasm have me playing DOOM and Quake (originally limited to 35 and 72 fps respectively) flawlessly at whatever framerate I want with super smooth and responsive gameplay, I find myself less than impressed with commercial products like the Turok remasters (limited to 60 fps) and Ion Maiden (hella janky overall). Eh... 
Ion Maiden is ALMOST there, but the performance isn't even close to where it should be. Explosions see frames below 50 on a machine that never drops below 90 during the most demanding scenes of DOOM 2016. (1440p)

Judging from the screenshots, this game uses a software renderer. Color blending is one of the slowest things in any software renderer. 
You can switch between software and OpenGL. It's literally EDuke32.

Both feel bad. Them boys got work to do. <3 
Thumbs up to Ion Maiden from what i've seen in that video. Can't comment on shitty performance but weapons look great, enemies look great. Environments look varied and interesting for that Duke urban setting.

I like the wolf3d style start screen and the female protagonist - nice flip of the not-funny-enough-to-be-ironic misogynist vibes of Duke. Got a Joanna (perfect) Dark vibe from it.

Don't particularly see the need for it to be on the Build engine if it's going to fuck up performance this bad. The technical limitations may have contributed to how authentic it feels however! 
Does it run bad even without the Polymer option? Try turning that off if you can, that thing runs bad everywhere.

I don't own the game so I'm just assuming you can turn it off seeing as its based on EDuke32. 
It ain't got no poly-woly, which means it also has no FOV options..!

I cap the frames at 141, Gsync stays active and that (mostly) smooths out the stutter. I recommend capping 3 or so frames below your monitor's refresh rate with r_maxfps.

This doesn't fix the remarkably janky movement and mouselook though. The game simply doesn't feel good to play. Hmm... 
You are suffering some bug/driver issue
Runs perfect here and this is not a hot shit system 
I don't have the game, but i saw a lot of let's plays on youtube and the game runs fast and smooth. I didn't see any problems with performance :/ 
I've bought Ion Maiden yesterday. The GL renderer is unplayable, and the software renderer is a bit slow at times but still runs as good as a 90s game in a 90s machine. 
There's a lot of folks talking about issues with performance and mouse input. I'ma wait for a bit to see if stuff gets ironed out. 
Come On Dude. 
IONed out at least ;) 
On the janky mouse movement...

"It's a limitation of the Build engine; there are only 2048 possible values for the player camera's yaw and only around 400 possible values for looking up and down.

However, I happen to be both the director of this game and the original author of EDuke32. I have a potential solution in mind that I think will allow us to address this, at least in OpenGL, without rewriting a ton of engine code.

Assuming my idea works out, we are planning on releasing a patch including this fix sometime in the next couple weeks. I don't care for the notchy aiming myself... I play a lot of Rainbow 6 and the difference is night and day.

But, we will improve things." -terminx

To the folks insisting that game footage looks "fast and smooth" or that it runs fine on their machine: A sub 60 framerate on capable hardware isn't the issue.

I run at a nearly constant 144. But that can dip into the 50s momentarily when the engine is buckling under effect heavy sequences. If the idea is to optimize an old engine for modern hardware, THEN OPTIMIZE IT FOR MODERN HARDWARE. I shouldn't be seeing lower lows than DOOM 2016 in Ion Maiden.

The performance issues are secondary to the mouse issue anyway. The "notchy" movement is what's really ruining the experience. I hope the fix works because I really want to enjoy and recommend this game. 
Should Have Used Unity 
Fucking diva's. Whats with the animosity to devs ? Its an early access.
There is obv a usual bullshit driver issue along the way. OpenGL renderer unplayable ? butterfucking smooth here 0 slowdown ever, on a fucking sub 100€ radeon R7 360... o_O ? 
Killes man... how long have you been doing this PC gaming thing? You understand a game can have issues on people's systems even if yours happens to work ok right?

Discussing problems is not "animosity". (Aside from #186 which I assume is a joke.) 
What's Wrong With Unity? 
Other than a constant stream of amateur "games" dragging Unity's name through the mud by being poorly optimized.

Or having a terrible outdated garbage collector.

Or very little out of the box support for first person shooters.

Or requiring DIY decals.

Or requiring DIY sprites (other than particle effects).

Or having memory leak problems.

Or having terrible support for mods. 
Amid Evil Bullshit DMSP Arena Mode Confirmed.

Looks appallingly bland in every way imaginable. The only thing I can tolerate in this video is the outside lighting which is nice with the fog. The full red screen when you take any damage is a particularly bad touch in addition to the semi-naff weapons, stupid cartoon items, boring badly-themed monsters, apparent lack of any AI, shitty map, shitty textures and lighting etc etc. 
I like how the pickup items are low-framerate pixelly sprites, and then the weapon models look like they could be in Skyrim.

"Well you see what we were going for was to simulate one of those classic FPS games with a long and drama-filled development history, where some bits were made in 1995 and other bits were made in 2005" 
Lol Chill 
AMID EVIL is gorgeous, feels incredibly smooth to play, and provides a better challenge than other recent "old-school" shooters on it's "Evil" difficulty.

Videos don't do AMID EVIL justice. It's a whacked out mix of sprites, unfiltered textures, and shiny UE4 gloss. In motion, it works. It's a crisp and colorful thing. Limited video bitrate muddies that.

I completely understand why one would argue that the AEsthetic is confused, so don't bother. Just TRUST ME.

Release will see 7 episodes, each with 3 exploration levels and a boss level. Every episode has it's own theme and enemies. 3 episodes and an endless map will be available next week.

I don't like Serious Sam-style shooters or wave-based endless modes. This isn't that. AE's levels are big and beautiful. The wave mode in the video is an extra to the main campaign. For what it's worth, I found AMID EVIL's wave mode to be more fun than others I've played. The gameplay in that video is also pretty bad...

We'll always have DOOM and Quake, and the well of quality mapsets isn't drying up anytime soon. But DANG guys, you can't be salty about every new kid on the block. There is a difference between having sophisticated taste and being a self-defeating elitist sperglord.

FPS fans who lump the likes of DUSK, AMID EVIL (and what the heck, DOOM 2016 too) in with the likes of STRAFE, Apocryph, or Hellbound have my pity. (If you're excited for Apocryph or Hellbound... um, lol?) You may have a deeper understanding of good FPS design than the average Joe, but your judgement lacks a necessary granularity.

Also, Kinn, the weapon "models" are sprites babe. ;) 
I hadn't realized that Amid Weevil is published by the same people as Dusk. It's like two schlubby doses of marketing for the price of one. 
Videos don't do AMID EVIL justice. It's a whacked out mix of sprites, unfiltered textures, and shiny UE4 gloss. 
Would consider doing a legit Heretic episode, followed by a legit Hexen episode, followed by a legit Hexen 2 ... actually scratch that last one 
Amid Evil 
Ach Me Eyes! It Burns! 
#193 Thank You For Your Insights. 
Videos don't do AMID EVIL justice. It's a whacked out mix of sprites, unfiltered textures, and shiny UE4 gloss.

No offense to your judgement, but the very reasons you have given for it looking "gorgeous", are mostly the same reasons - with the addition of the ass-awful saturated lighting - that it still looks like shit on a stick, where the stick is also made of shit.

Incidentally I just rewatched Apocryph inspired by your post and whilst it does look fairly dung - I am assuming it is a mere engine test, the lighting, textures, monsters, and theme harmony already look 2000% better than Amid Evil.

I will concede that Amid Evil does look functionally fine as an old skool shooter (apart from the appalling screenflash on damage which should never even be an option let alone default), but the lack of any graphical harmony is a NOPE from me. 
Art Consistency 
Is amid evils biggest problem tbh. But this can be fixed a lot easier than gameplay (which looks ok imo) 
Art Consistency 
Is amid evils biggest problem tbh. But this can be fixed a lot easier than gameplay (which looks ok imo) 
Double Posting 
Is FifthHeffalump#s biggest problem tbh. But he's beyond fixing (imo) 
No offense to your judgement, but the very reasons you have given for it looking "gorgeous", are mostly the same reasons - with the addition of the ass-awful saturated lighting - that it still looks like shit on a stick, where the stick is also made of shit.

You left out the part where I said "In motion, it works. It's a crisp and colorful thing. Limited video bitrate muddies that." That's the important bit. The idea being - it sounds unlikely, but when playing, these seemingly disparate parts come together nicely.

AMID EVIL is purposefully chaotic in it's use of color, and it works. It won't be everyone's jam. I love it. It's something else. It's ugly in the best way.

I will concede that Amid Evil does look functionally fine as an old skool shooter (apart from the appalling screenflash on damage which should never even be an option let alone default), but the lack of any graphical harmony is a NOPE from me.

The flashing is less obnoxious when playing versus watching. But I agree, it should be optional.

Ye boi. When I first saw that in-game, I thought something was rendering incorrectly. Turns out it's just an inelegant and ugly way to occlude enemy spawns.

Incidentally I just rewatched Apocryph inspired by your post and whilst it does look fairly dung - I am assuming it is a mere engine test, the lighting, textures, monsters, and theme harmony already look 2000% better than Amid Evil.

Yeah all the parts harmoniously appear hideous all at once! :p

Seriously, it looks like an asset flip. I'm not saying it is, but it has that vibe - cheap and uninspired. Apocryph is trying so hard (and failing) to be dark and gritty with zero sense of irony. Of course maybe that's what you appreciate about it. There is a certain kind of honesty about how thoroughly uncool it is. Heck, it may even wind up a charming little piece of EuroJank. 
One More Thing... 
Let it be known...

I find Darkplaces and HD texture packs disgusting. Now THAT is inconsistency! 
Too Many Anon Posts To Keep Track Of, Who Is Who?? 
Seriously, takes 2 secs to type in a name and chrome remembers it for next time. 
TBH, If They're As Well Thought Out As #204...'s okay. It's still a bit annoying not knowing posting consistency etc, but, whatever, a thread contribution is a thread contribution.

Snide comments via anons, trolling or otherwise, are deleted. That IS something where posting consistency / history is required for context. 
Also, Kinn, the weapon "models" are sprites

and then you made them look indistinguishable from normal/diffuse/specular-mapped models from the mid-late 2000s... 
Seriously though, you can tell when playing the game. Videos fuzzy the effect.

For more hot normal-on-sprite action, I recommend BRIGADOR.

I can't defend AMID EVIL's visuals anymore. I've already admitted that it's UGLY IN THE BEST WAY. I mean, I DO have eyes guys. :p It's gaudy and garish and not for everyone.


ION Maiden is really coming along. A testing branch already has mouse movement feeling smooth and modern. Performance is better and the vsync issues are being investigated.

For anyone experiencing stutters at 144 fps, cap your frames at 120. The game loop updates at 30hz and interpolates at 120hz. If you don't have Gsync, you'll need to change your monitor's refresh rate to 120.

The update should be out soon. 
Amid Evil looks more interesting than Dusk for me. And Ion Maiden is fucking great.

Amid Evil's oversaturated effects seems to be a homage to the style of some old games, specially N64/Saturn/PS1 ones. Even if the game lacks visual harmony, at least it looks like the devs are putting effort into the art.

Being an independent developer sucks, specially if the team is just a couple of guys. Either the gameplay, the level design, the sound fx, the voice acting, the music, the models, the sprites, the textures, the animations, the visual effects, or something else will suck. Most likely, several of these aspects at once. But if the developer is openly honest about his limitations, some flaws can be forgiven.

What bothers me the most in many pseudo retro games are misleading advertisement, developers who doesn't tolerate criticism, and developers who uses "stylistic choices" as an excuse to lazy out on some aspects of the game. A lazy style is still lazy, despite being a style. 
Deliberately gaudy and garish, as much as I want to keep slagging it off, at this point I can just say "fair enough". If it's a deliberate choice then although I think the effect is ass (and not the sort of ass that appeals to me), then I can see what they are getting at. I guess I find it a bit of a pity personally because the level design and gameplay functionality does actually have some appeal, unlike many other of these games, and with different GFX style could be a winner. Oh well. 
And On The Subject Of Anons. 
If I see another post by FoldingChable, then I'll remember "oh that was the dude that was talking some sense about AE even if I disagreed". That context is useful. 
Nah dude its great having lengthy discussions of opinions with multiple anons and having to use random ass context clues to determine which anon is which so as not to confuse "anon thats a total fucking bellend" with "anon thats actually kind of reasonable" 
ion maiden seems great. played the demo and it looks better than I expected. I hope they will be able to finish the game

Also be aware that the game is going to run like shit on older computers 
It's curious to see Ion Maiden being labeled as a "spiritual sequel to Duke Nukem 3D". The art style is substantially different, in that while DN3D used prerendered CGI assets (All characters, cutscenes, title & intermission screens, etc), IM uses hand-drawn art.

IM's art managed to be of such high quality, that people don't notice how fundamentally different from the DN3D style it is. Ion Maiden is not simply rehashing old approaches. 
Copy Paste Of A Post On Another Forum Re: Amid Evil 
So now that the Early Access version is out, I can talk a bit about Amid Evil. I played a test branch of the Early Access version a week or so ago. I've always been critical of the visual style of the game (didn't really like the color usage that much) and thought the game looked garish and not that great. I got a key because of a semi-rant on Twitter about it, and promptly booted the game to see for myself.
Honestly, the videos really don't do the game justice because a whole lot of detail is lost to video compression. The game looks pretty good in motion, especially the third episode that reminded me of the first Tomb Raider a lot. My only problem with color is found in early Episode 1, the rest of the game looks good for the most part, with some great style at times (E1M2 comes to mind, this map is a real beast and one I wish I had made cause it's brilliant at times). The weapon viewmodels are apparently lightmapped sprites, which is pretty amazing considering how good they look.

The level design ranges from good to very good. There was not a single bad level in the version I played. E1M1 is very tame/simple but things get serious as soon as E1M2, which is very open and has vertical layers serpenting around. The game uses very little enclosed, Painkiller-like arenas which is very welcome. The third Episode has a lot of exploration gameplay too which I liked a lot (especially in E3M1). The Episodes only have three main levels and one boss each, but there are 7 Episodes planned total, each with its own style.

The game itself is a lot of fun. All the weapons are great to use and pack a punch. Even the base axe feels very powerful. My favorite weapons are the trident thing and the Mace of Torment which I find extremely fun. The weapons have an alternative, even more powerful attack once you gain enough souls from fallen enemies. It acts exactly as the Tome of Power from Heretic/Hexen, but I find it more interesting in Amid Evil since you actually have to fight to trigger it a vast majority of the time (and you can chain it with greater soul pickups). In the version I played the enemies didn't bleed much and had almost no pain frames; I wonder if that was changed because it was a bit distracting and it was hard to tell whether I was actually hurting them at times.

Overall, Amid Evil is a cool game. It doesn't try to reinvent the wheel but it's a solid Heretic-like in some aspects. It runs well, has cool level design, great weaponry and feels good to play. 
Yeah, YouTube compression can completely ruin some visual styles, and is way too influential on the public impression. 
Skacky = Shill 100% Confirmed. 
j/k etc etc etc. Good post. 
It looks like Hellscreen won't be funded. Less than 3 days left, and not even 20% funding achieved.

Despite the campaign mentioning classic FPS level design, the lack of any actual classic FPS level design in the videos gives an impression that despite wanting to do it, the developer doesn't know how to do it.

It's a shame, as the visual style and the artwork are fantastic, and the music is great. 
Shitty review. If people are going to criticize devs for not following earlier designs, they should also bash the devs of the original Doom for trashing Tom Hall's design of it. 
Let's bash quake because it doesn't have an axe-ogre who pisses on dead bodies =D 
...that is one of the few genuine flaws with Quake. 
Steam Direct Was A Mistake 
Born To Be Wild Ripoff 
Hellbound Arena Pre-Pre-Pre-Alpha Test. 
Got generously donated a spare key for this. It is what you see in the video previously posted. One extremely simple arena with waves of enemies.

Even given those limits it is fairly flawed: disco lighting, terrible music, fairly homogenous humanoid enemies (apart from some ugly demons), a bit heavy on the hitscan enemies, and jumping feels a bit weird and abrupt. Basically feels like a Q3A mod test.

On the other hand, at it's core, it does do some crucial things right: Movement is pleasingly slick and precise, weapons feel good and meaty and distinct, and the graphical quality, if not it's execution, is totally good.

I'd say it's tentatively worth keeping an eye on, if they add a full game and better bestiary to this, and a stronger, deeper theme, it could well work. 
Apparently Midair (Tribes-style shooter) is going free today, anyone have experience with it? Not exactly a Quake/arena shooter style game but Starseige: Tribes dates to '98 so it sort of counts? Maybe? 
I have a key for it so I'll dip into it at some point. 
Update on Midair: tried it today, feels really damn clunky menu-wise, also seems to enjoy randomly reverting, deleting or re-locking loadout and inventory options (without refunding the in-game points needed to unlock them). Movement is really damn stiff especially if the last Tribes you played was Ascend- apparently this is a good thing, so sez the Old Timey Tribals, but I'm not a huge fan of the thrust vectoring jetpack system and the lack of natural air control at all feels gross. Uninstalled after it locked out shit I'd just unlocked without giving me the ingame credits back for it. 
no Romero´s Blackroom in-game footage yet? next Daikatana? 
The Most Gaseous Of Vapourware. 
Haha, the part where the dev talks about other good retro/indie titles and shows footage of Strafe, Dusk, etc. 
The "Level Design" section of their description is the best. 
He made a 2D version of Doom? When Doom already is 2D... 
Watched the Hellbound kickstarter video now.
Seriously, if a developer has a thick foreign accent, he shouldn't try to talk in a video explaining the game. Not without subtitles.

The weakest point of the Hellbound kickstarter is the same of the Hellscreen kickstarter: No classic level design at all. The Hellscreen kickstarter at least claimed to want to have classic level design (without any proof of concept), but the Hellbound kickstarter doesn't even acknowledge anything about level design; only about environment art. And none of the team members is a level designer.

Which is a bit of a shame, as the art and the music are great. 
Art looks great if only they created an actual level for it rather than a shitty survival chunk of dirt surrounded by a lava map. 
i guess its the only guy in the team that can speak in English well enough for that. And that is no accent, is what happens when you aren't accustomed to speak in English. I heard people saying that its like a vampire talking, but never understood it neither never heard that vampires talked in a different way.

It loks like they don't intend to make levels and only if they are very successful with the campaign, so this will be like Devil Daggers with more money on the graphics and Serious Sam style instead of a creepy one. 
And that is no accent, is what happens when you aren't accustomed to speak in English.

I'm not a native English speaker either, and I never actually talk in English. What happens when I try are tons of mistakes, a very limited vocabulary and an extremely irregular rhythm with some words taking very long to come out. It's like I suddenly become mentally disabled.

The main challenges for people who writes in English but don't talk in English are to remember every word, every sound that they make and every vocal muscle movement (chords, lips, tongue, etc.) needed to speak those words. And to remember all of it in realtime.

The guy in the video doesn't have trouble with that. But it's very difficult for me to understand all he says. 
Played the demo of Ion Maiden. Like any other recent Doom/Build mod with tons of graphical effects etc. it's not gonna run "efficiently", but aside from that it is extremely legit stuff. 
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. 
Ion Fury is really good. It managed to keep me interested in finding secrets and small details in level design, something that modern games fail to do, even Doom 2016. Definitely worth your money. 
So This Weekend Is Retro Test Weekend!!! 
We've got Warth Anus Of Ruin Early Access:

Which as well as looking like one THE most "true to retro spirit" FPSes, also features the work of some func_ / #terrafusion regulars. Early reports are that it is pretty cool. Don't forget as well as giving report and feedback here, we've got a Wrath section on discord - if of course you don't feel like joining 3DRs own discord too.

And there's Hellbound:

Which has a free demo today! I tried this when it was a one level arena survival mode and that told me fuck all as obviously level design is crucial for any game, but this hopefully should be a proper demo test. I'll check it out in a bit and stream it too :) 
Hellbound Demo Stream In 5 Mins Aka 16:15 GMT 
Okay So Hellbound Demo. 
Sorry stream didn't happen, game refused to broadcast.

So far, it is very much the Quake 3 Arena of Modern Retro Shooters. Well, maybe not quite that bad. But it's got that sort of feel to the design.

On the plus side:
+ Combat is pretty meaty and weapons are effective.
+ Default speed is good and there's no headbob thank fuck.
+ Decent starting level with a decent layout and promising style.

On the minus side:
- Movement is weird as there's no movement acceleration/deceleration, movement starts/stops with neck-snapping abruptness.
- Always run is pretty jarring due to the above.
- Jumping is a bit short and hoppy on walking speed.
- Enemy tend to blend into the background due to their size and similar colours (ramping crosshair size/opacity up is essential).
- Weapon flash and massive blood explosions get in the way of aiming or seeing the gameplay.
- Use key seems a quite unnecessary.
- The level is very large scaled and open, making it a bit bland in places and having surprisingly snipey gameplay.
- No saving / skill settings implemented yet (the latter would surely be very easy even for a demo).
- Bestiary doesn't have a real theme.
- Lighting is constantly oversaturated with too many different colours.
- Protagonist sounds are a bit annoying.

It has some promise and actually shows an actual game, with indeed a blend of semi-modern gfx and old style gameplay. But doesn't hit the mark yet - the devil is in the details... 
From Other Thread 
The looks are consistent and coherent
The sounds are decent most of the time
The theme is somewhat original
Looks like the gameplay is very arcade-like
There is some instances of 3D gameplay
Not convinced on the every weapon gibs mechanic.

Looks good so far. 
isn't "ummm...zombies?...uhhh big zombies...uhhh really big zombie with cleaver...uuuhhh fuck it I'm all out of ideas...", not a particularly good sign, creativity-wise? 
It looks like footage from one level. If so, looks promising, and I would hope there is greater enemy and weapon variety further on! 
Hell Hunt 
looks alright, art is certainly better than most retro fps games (wrath obviously being tops!). It sounds like the sound effects have some weird reverb on them, thats a bit annoying.
I think it's early enough in development where it could be promising, lets hope they take their time in making the game and not just shove it out the door for a quick cash grab :) 
Hell Hunt Pt 2 
Some of the sound effects have been lifted from various games, like the pigcop death squeal and the boss "zoom" noise from Duke 3d. The shotty noise and shell drop noise sounds like HL1...

Heres hoping that the audio is placeholder. 
It's More Likely 
those sounds are from a sfx library 
Kinda cool artstyle on that one, the brown grittiness is definitely reminiscent of Quake. The enemy animations have a janky quality though... Im not an animator so i couldnt say exactly why, but its something you just know when you see it. Dusk had the same issue. 
Another Contender For, Errr, Ummm... 
an interesting something.

Jokes aside, looks like visually comes from Hexen and Unreal, but gameplay wise it seems to be a Strafe clone with more static gameplay and a bit better level and room design.

The previous one shared here looked more promising. 
no art direction at all 
Unreal was far richer, visually, than that.

It looks more like some obscure FPS made for N64 hardware, that wouldn't make much of an impact at the time, let alone now. 
I know it was far richer, i was just saying that it, and Hexen seem to be the videogames closer on inspiration to this, even if far away. 
WRATH: Aeon Of Ruin [early Access] 
Currently playing it. GOG installer in a Wine port (Wineskin Engine WS9Wine64Bit5.2) on MacOS El Cap. Install went smooth as butter and so is the game running. Unlike Dusk (easy to install and run the same way) which I really grew tired very fast (kinda ugly level design and gameplay à la Redneck Rampage...) my first run with WRATH: AoR is really compelling. I don't want to spoil anything but all of you Quake lovers should try it NOW!!...or wait for the full version at a later date, but wtf!

Some complaints and nitpicks on the GOG forum, yeah, well... But mainly, I found it fun and challenging. Great gameplay and gorgeous level design. The DP engine is a perfect choice here. It just enhances the Quake vibe all the oldskool way without feeling old or tacky. I love it. 
And Another One....

Maps look very Quakey in a proper 3D way.

I hope EVERYTHING else is a placeholder tho...

Looks like has a mix in gameplay of mainly Doom with a bit for Quake on progression and secrets, with Doom brushwork and looks' style, on a Quake e4/Doom layout and with Quake 3 powerups and sounds.

The encounters are a bit repetitive but the layout looks promising in solving that, even better if they could get some more verticality on it. 
uses darkplaces. nice. 
Finished playing Ion Fury/Maiden. Started playing Wrath.

While Ion Fury feels packed, Wrath feels tacked. That's normal given that one is a finished product while the other still is in development, but I've got the impression that when Wrath is complete, it will still feel less packed than Ion Fury, due to some design differences.

Sprite (fire, water and other vfx) and texture animations are incredibly fluid in Ion Fury. The sprites and texture animations in Wrath feels very stale in comparison. Enabling r_lerpsprites doesn't seem to help.

The vanilla Quake speed of 5 texture animation frames per second is simply too slow for anything more complex than glowing lights. Animations with morphing parts meds higher framerates.
This isn't a deal breaker though, I'm sure I'll get used to it after playing Wrath more.

Would be nice to make Wrath's particles round when texture filtering is enabled, for more visual consistency.

Ion Fury's maps are beautiful due to the incredible amount of eye candy, while Wrath's maps are beautiful due to the impressive brushwork.

Despite all Ion Fury maps being great fun, the freaking huge amount of things in them discourages any replays, which is bad for players who wants to play more than once to achieve 100% completion.

The only way for very big maps to be replayable in order to help players achieve 100% of their goals is to use a system similar to Metroid Prime, where only a few enemies reappears when replaying the map.

The early access version of Wrath doesn't come with any lore, any backstory, nothing. The only place where I found out what the game's story is about is a pinned thread in its Steam forums.
The early access version of Ion Fury had its background story available in the Help menu. It's a small touch, but it helped to make the players more involved with the game. 
On Wrath's World. 
I've always had the critique that Wrath's world feel very surface level at times, and I think that becomes very apparent when playing Ion Fury.

Ion Fury's world feels lived in, dynamic, believable. The interactive and scripting elements aside, the entire thing comes together to be read more often as a world than a game level, whereas Wrath has the opposite. A cold, sterile feeling, no other friendly souls seem to exist but you, everything is out to get you. It comes off like a Souls game without the NPCs, without the item lore, without the little pieces of worldbuilding around the place.

I guess what I'm saying is that, while it's obviously fun in it's early access state, I agree it could use something more. I remember KP talking about friendly NPCs you could speak to? That's a start I guess, but it needs to go further. Little scribbles in the dairy upon killing an enemy doesn't cut it for me. 
is like Quake, in many ways, including the simple backstory and static world. I suppose that it depends on what each player wants from the game. 
I think that worked better for Quake since it was a rougher, early 3D game that did a lot of it's world building via end-episode paragraphs, vague feelings of castles and dungeons, and differentiating via monster/texture usage. Whereas all Wrath levels feel so different and disconnected such that they could be ports from completely different games w/ wrath enemies slapped in and it'd be tough to tell.

Even something like Amid Evil makes it work, new enemies and textures for each episode with a bunch of story tidbits laid about. 
Quake had its backstory available in its readme file.

It's not possible to deliver a game's story in this way anymore, because Steam bypasses all handling of games' files through its automated installation and its launcher interface. But in 1996, anyone who would install Quake would have the readme.txt file with the game's backstory right there, in their face. Even in the shareware version.

Wrath comes without any backstory at all. Nothing that says anything about who you are and what is the point of being in the world where you are.
In Doom you were a marine in a world full of demons. A characterization very easy to understand: by default, marines are good and demons are bad, so you must kill the demons!

But who are we in Wrath? Why are the enemies attacking us? Are we the good guy? If we are a good guy, why are we using weapons?

In Wolf3D, we start with a kitchen knife because we're a prisoner.
In Half-Life, we start with a crowbar because we're a scientist, and scientists uses tools.
In Turok, we start with a bow and arrows because we're an Indian.

Thinking about it, Quake is an exception in that one of its starting weapons (the axe) doesn't make any sense for the player's characterization. At least if it was a fireman's axe, it would make some sense, but it looks more like a medieval lumberjack's axe that the player gets out of nowhere before he even arrives at the game's medieval dimensions.

An easy to access backstory does wonders to build some sense in a game's world and to give the player a purpose. 
Graven Etc 
For Coce. Yes. Should be discussed. I only became aware of it after the 30 mins unedited gameplay video which was a great display of the game. I think - with all due respect to Warth, and subject to one requirement - it's the modern retro game I'm most hyped for. Thusly:


- Pixellation / texture resolution is pretty bad in most world textures, not only a bit ugly but out of place with the higher res model textures, filtered char hand, and general consistent quality of the rest of the graphics. i presume the texture resolution is a place-holder and linear filtering will be a default option.


+ Errrr everything else??
+ Graphical harmony for everything else is spot on, really nice use of colours, fog, effects, etc. Retro feel without being too retro (i.e. artificially ugly like many of these games aim for).
+ Atmospere is 11/10.
+ Style / setting totally appeals to me.
+ Exploration and secrets look cool.
+ Combat and breakables look fun.
+ Nice balance of weapons and spells.
+ Control and movement looks fine.
+ Did I mention the atmosphere and style yet?

So, yes... 
Also, Prodeus 
I'm sure I saw this a while ago and dismissed it for all the usual blindingly obvious "making a shit half-arsed 'inspired by Dusk reject assets' clone in deliberately pre-Doom graphics but in Unity" reasons, but the recent fresh trailer has actually got me quite inspired. It's garish and lurid and OTT and the weapon that takes up the full screen is naff, but it looks like as well as the obligatory visceral combat, they're putting some proper effort into level design, strong-ish sci-fi industrial theme, and a so far meaty looking bestiary (level design, theme, bestiary - who would have thought they could be useful for game design eh). Also the ability to switch between pixel sprites and full 3D seemingly on the fly is pretty promising... 
There has also been some absolute dung shown off in trailers recently including linked from the 3DR Big Event Reveal Livestream Expo whatever the fuck that was. But I've mostly blocked out the names from my mind, suffice to say the retro fps quality standards of 10% hit to 90% miss seems to be maintained... 

Reminds me of Warsow and Q3 mods. 
Bullets Per Minute 
Anyone check this out?

Rhythm game mixed with FPS. 
Looks competent, but it seems like everything is gambled on whether or not people are able to tolerate the so-called "epic rock soundtrack" that the game is clearly built around. Seems a bit risky to say the least, if the trailer music is anything to go by.

Dipping the music, like you can do in every other game if it's not to your taste, probably isn't much of an option here. 
Yeah, I suspect Under The Mayo is right in his review. He sort of hates the music (and the levels and enemies): 
Another One 
Less retro in graphics, maybe just as retro in gameplay? Theme looks semi-harmonious for a change, and it's got a playable demo that I will check later.

Cheers aDaya for posting it in Discord. 
Demo Is Very Useful. 
Kinn you need to play this, enough said. 
But In Case You Don't:

Demo playthrough with, errr, detailed factual analysis and comparisons! 
Perilous Warp 
Looks 90% like a badly done Quake 2 custom map on gameplay, layout and textures, with the bestiary part that forces you to take cover and shoot to death, and every brick is a brush level of brushwork detail and texture resolution on very simple rooms with simple brushwork.

Darkplaces with Epsilon collection of mods' fans will love it. 
So far what is best are the looks, in the parts of consistency, lighting and texturing.

About Graven, it feels very good and solid but i am worried about the gameplay being too repetitive, and for the same reason, about the breakables. There is not that much variety on encounters and enemy types for now and from what we see in the video, while there is several ways to deal with enemies it feels to me that some option are a lot more useful than the others. The good part regarding this is that it isn't just kill'em all. It would not feel right that kind of gameplay with this game's atmosphere. 
While I'm Checking Stuff Out. 
Hellbound demo playthrough:

Hellbound is a hardcore '90s-inspired shooter for "true warriors" apparently. 
Well, it is not much good yet but it is a big improvement from the last video i have watched about it. Now it has proper progression even if it has issues on guiding the player, some layout, even if very simple and still horizontal (maybe for a console port?). The sounds are Ok, save maybe the jumping one which becomes a bit annoying. The machine gun is quite redundant and i am worried about all the sniping opportunities it can bring together with the first shooting weapon.
I like that the lobbing guys keep lobbing even if they cannot see but can hit you.
I am of the same opinion as the video about the damage being probably too high. 
Ultrakill is billed as "Quake meets Doom2016 meets Devil May Care" .

It gets overwhelmingly positive reviews on Steam.

This sounds just like the retro FPS we've been waiting for.

It has a demo available. I played it. 
New Blood should be banned from using the word Quake. 
it is hard to see the resemblance with Quake and Doom 4, specially the first. I would compare it with Devil's Daggers with a layout, while keeping it arcade-like. In this regards it would be decent to good if it had more enemies and variety on encounters. 
I feel like the first level is not a good demo for these last few games, if the entire level is spent teaching you how to melee boxes and crouch/dash and you get like a single pistol and can shoot the most boring enemy type for the majority of the level. Maybe they should grab like level 3 or 4 where it (presumably) opens up to more interesting layouts, more weapons, and more varied enemy types. 
Almost every one of these new games should. They should use Wolfenstein 3d, Blood or Serious Sam Second Encounter as references instead. 
There is that, but then look at the first levels of, errr, retro FPSes like Quake and Quake 2. Basic weapons, limited enemy types, and design / architecture / theme / atmosphere / exploration wise that would piss all over the last few games from such a great height it would leave dents in the typical New Blood shill's brainless head.

Ultrakill has a minimum introduction, 2 weapons with alt-fire and upgrades, 3 different enemies, 2 bosses, and an aesthetic tone that gets me hurrying to be underneath the piss waterfall so it can wash my retinas back to normal. 
But, On The Other Hand. 
Gloomwood demo.

Texture fidelity that makes Id1 look refined. Engine quality that makes Quakespasm look like Frostbite. Character and weapon models that barely deserve the term model...

...and yet it has a sense of place, atmosphere, and purposeful theme to it than warrants a place at the top the pissfall for design alone. If you can cope with the engine and model limitations (I probably can't), this demo really sets a good tone. 
The Relentless Quality Of Modern Retro FPSes Keeps Coming... A short one thing. Arguably not short enough. 
Is It 
not really a Quake mod or TC? It looks 100% like one, even the assets.

As a mod as it says in the video it would be decent to good, with some fixes to the AI.

Also, could you provide a link for it? I cannot find a single thing, neither as a mod or as a commercial videogame. 
really looks like a Quake TC with a custom engine.

As rough as the graphics and audio are, I would rather play these quake-inspired maps than the wolf3d-inspired maps from your other recent videos. There are actual outdoor areas with room to circle strafe instead of endless linear box corridors everywhere.

and the steam page says they have "flushable toilets" 
HROT definitely requires a certain sensibility to the "eastern bloc oppressiveness" vibes.

The original Quake has a similar appeal, in a way I am unable to describe. 
Google HROT?

Also re: Queak inspiration, watch the last 20 seconds of the vid.... 
Did it, and found nothing, because in the video it is written HORT, not HROT. With Hrot it is easy. 
Queak inspiration, watch the last 20 seconds of the vid....

Yeah, the looks are different from iD maps, but the textures look 100% percent that they come from a Quake custom map. More than inspired, copied from a .wad found somewhere. 
Okay So....

RetroFPS REAL TALK and final Ultrashill thoughts. I'm done with this for now. 
My two cents about retro games in 2020:

3D Realms is doing a great job with Wrath, Graven and Ion Fury. Recruiting veteran mappers to do what they do best.

New Blood, apart from Gloomwood (made by a veteran Thief custom-mapper), all other games in their catalog feels more like a satire of old-school games, they remind me of those joke-wads from Doom community. I don't like it. 
Gloomwood looks cool. More like a Thief-style stealth game than a true FPS. But it's surprising the janky model/animation quality doesnt seem to have improved at all since Dusk. I know its still a one-man or at least very limited team, but you'd think they could hire or commission a modeler with the money from Dusk. 
Ion Fury....I wouldn't get on with the build engine and sprites, but definitely got a strong theme and purpose.


New Blood, apart from Gloomwood (made by a veteran Thief custom-mapper), all other games in their catalog feels more like a satire of old-school games, they remind me of those joke-wads from Doom community. I don't like it. spot on too. I got the same feeling scrolling through 90% of the Realms Deep stuff on Steam. 
Finally For Now. 
A request please:

If anyone does find any properly good / inspiring retro FPSes that are of the ilk that Tribal listed above, please do still link them with shots and gameplay footage etc. The concept is still valid... Thanks. 
If you're looking to get really fucking mad, look up Effigy, Endless Hunger and Perilous Warp. Utter fucking tart that people DROOL over, it makes me seriously wonder what these people get out of these games. Do they just hear buzzwords and dribble out a gleeful response? It's baffling. 
See Above For Perilous Warp 
And see further down the Effigy comments list.... 
let's hope it is an alpha and the brushwork simple blockout and not something which seems to be even worse than Dusk. Also, i think someone linked a video to it here before. 
Prodeus EA 
One of the 0.5% of RetroFPSes to actually show some potential including an aesthetic "theme" and some actual "design" is in Early Access...

Cheers vigil for linking it on Discord. 
TDDaz Seal Of Approval....

Gotta say, those shots show things like "theme" "atmosphere" "architecture" "harmony of aesthetics" and other such rarities. Even the hud is pretty tasteful. 
On Reflection. 
I've decided that Hard Reset, as minor and limited as it is, is a true retro-FPS.

Does it blend old skool simple / fast gameplay with modern production values??

Does it actually have a theme, purpose, design, satisfying weapons and a decent bestiary??

Yes to both.

It has many issues: Movement is a bit sluggish, enemies are a bit bullet-spongey, almost all the cool architecture is a pure un-visitable backdrop, it's very arenay in places and quite 2-D in others, and if you care about such things the inter-mission story / dialogue is beyond terrible, it's also pretty damn short including the DLC.

But I had fun with it. The double weapons and their plethoric upgrades are actually nicely done and fun, the enemies at least have a theme, the backdrops are really cool and the overall graphics are good. 
it's dirty cheap now on gog: 
Here's some utter TURD that has been ruining poor viewers' eyes on Discord recently:

Nail And Crescent aka we have one torch model and one SNG ripped off from Quake Chumps or somewhere and think that a load of box rooms and plain pillars are enough to make a game BECAUSE RTX. Minecraft HD-textured box-cow ahoy!

Psymmetry aka all the effects and none of the level design whatsoever. Snapmap ahoy!

Hellver aka a pre-alpha test for devil fucking daggers being played on the gameboy or a pocket fucking calculator. Eye prolapse of horror ahoy! 
Nail and Crescent is claiming to be still WIP and really just a pack of content to make quake1-style levels in Quake2RTX. So, it makes sense that they don't have much content to show yet and also that they don't have any real level design. Maybe it's not ready to make a whole trailer, though. 
And maybe they should just port quakespasm to RTX. 
They need a third party audit on all that goddamn specularity on every surface. 
Wow, that Hellver looks like it has EGA graphics or something.

Nail & Crescent looks like some bad case of everything looking like wet clay, look at those nail ammo boxes, it's like they are oily or greasy, oh god.

What do you say about Core Decay?

Although it doesn't present itself as some Doom/Quake "romeric" shooter for "true warriors". And gameplay wise it seems different. 
Core Decay I have been following a little bit on twitter and I think it looks neat 
Yeah Seems To Have A Theme And Purpose To That One. 
Seem to recall enemies looking pretty naff tho. Haven't been following it closely. Feel free to post the latest media links if it seems worth it. 
Latest Media? 
Last thing that was released is the the announcement trailer below. Not seen much since. 
Quakecast Interview On Core Decay 
This is before Ivar got the publishing deal but lot's of info. 
Core Decay looks interesting, but from that footage, it also appears to have a mild case of what I call OCRUD (Obsessive Customization Requiring Upgrades Disorder) which is what most modern games suffer from (including a lot of retro-wannabes.)

In my opinion, if an FPS has OCRUD, it fails the "retroness" test due to "simple, streamlined gameplay" being ruined by upgrade point systems. And as someone who first got into FPS games back in those "retro" days, I can tell you that, contrary to what many devs seem to think, the fun of it didn't come from managing an entire bloody economy of upgrade currencies, or customizing your character to look like a damn unicorn...

But to be fair, Core Decay looks like it's trying to be a bit different, not explicitly "retro" or a "revival of the good ol' shooters." 
Retro As An Art Style 
Is perfectly valid IMO, I think we're already at the point where the market is now getting saturated with retro fps games (like back in the 90's), and in order to stand out we're going to see some games needing to innovate on the fps standard so they can stand out from the competition (again, like in the 90's).
Also, games like this did exist in the day, like Strife for example. 
Fair Post Stroggo. 
I personally don't mind RPG-lite upgrades / customisation as long as it's fairly simple / streamlined. But for a shooter it shouldn't get in the way of the...Core gameplay.

If, say, you've got character upgrade runes, character upgrade crystals, armour upgrade tokens, weapon alt-fire upgrades, and then extra upgrades for those alt-fire modes, oh and ship upgrade things....that might be far too much twatting around. Especially when half of those upgrades usually relate to tinkering with 3 off-hand weapon additions, 3 melee modes, or the 3 additional movement options. THAT would be a whole lot of unnecessary bloat. 
Yep, You Smashed It, Shambler. 
For a game about a "Doom Slayer," in some ways it feels more like "Demonic Invasion Defense Management Simulator"... though I doubt even most manager sims are as over-complicated. It gets really tiring to keep track of all that BS. That's why I've spent so little time playing Doom Eternal this past year and FAR more time playing Quake mods from this fine community.

As for Strife, it's not representative of most FPS's in the '90's, since it was an RPG. It probably wasn't until Bioshock that OCRUD became popular in FPS games, though Bioshock was also an RPG. Mixing genres isn't necessarily what I'd call "innovation," but Bioshock was popular, so I guess the money talked.

A lot of people like the RPG genre, and that's fine. But it's never been my cup of tea... Ultima Underworld convinced me of that. I love exploration and non-linear environments, but I don't like spending huge amounts of time on tedious/boring/non-shootery stuff (like talking to NPC's, "grinding," character customization, etc.) For an FPS, especially a "retro" one, I think that stuff should be left as window-dressing at most, not a core gameplay element.

Apocryph would've been a great retro-esque FPS in the vein of Heretic, if only it had been released in a more finished state, and with better level design and animation.

Experience once again the first person shooter feeling in the same way you experienced it back in the '90s. A creation inspired by classics of the genre like Quake, Hexen, Unreal, and many others.

Gameplay video courtesy of some edgelord YouTube cretin.

Some more choice quotes from the developer:

Some of the models and textures took me more than 20 hours to make

There's a lot of love and effort in the project and it wasn't rushed at all. The demo took almost a year to be developed

ASKE is NOT a low effort project, and there's a lot of research behind the scenes in order to make it feel welcoming to retro enthusiasts without sacrificing the benefits of modern tech.

Even the usual """boomer shooter""" audience is beginning to catch on:

On the one hand we have maps like Tears of the False God for free, on the other hand we have levels that look like the first test map done in Trenchbroom, that they (eventually) want money for... 
Explosive meatballs that emit red smoke...

Overall, a little too Minecrafty for my tastes. Textures lack detail, monsters look like they were modelled by a kid with Blender. Doesn't look low-poly in a "we were constrained by 90's tech limits" but more in a "we just didn't give a f---" way.

But hey, at least it's not an "asset flip," right? 
Let's say that if it were a custom map for Blood of similar it wouldn't be too bad with some work on layout. It seems that the guy lacks a bit in mapping experience as the design gets a bit better the further in. By the end of the video it could equal to 1997's average Quake custom maps if the ranged enemies did not behave so much like turrets or were placed better.

The ''good'' points would be that it is not close to the worst we have seen around here and that even has some verticality. The textures are a bit weird in that they are sharper than expected from that resolution.

The player in that video should stop trying to act cool while sniping from afar and put a difficulty he can manage so we can actually see things. 
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