What about Commander Keen? I picked up 1-5 on sale recently and am looking forward to playing through them again. Loved them as a kid. Probably still have the old copies around somewhere but figured spending 3 bucks on steam was easier than finding both sizes of floppy drive.
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The_SpaniardIt's never lupinesIrvine, CaliforniaRegistered Userregular
Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
I get it!
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
edited August 2019
I grabbed original Doom on Switch, since I actually haven't played it since the 90's, and I'm having a blast with it. I get the technical complaints, especially the fucken Bethesda login, but I don't much care when I'm lying in bed blowing away demons.
It's surprising that given how basic the gameplay is - have guns, point at bad guys, run around looking for keys in maze levels - it's absolutely perfect shooter fun.
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The_SpaniardIt's never lupinesIrvine, CaliforniaRegistered Userregular
Gah, just had a perfectly good run in Doom: VFR ruined by a bug that makes your gun just straight up stop shooting. You can still see your hand pulling the trigger, but nothing comes out. Well took that as a sign to stop playing for the night.
surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
sometimes you find something on youtube that evokes powerful nostalgia beams, in this case waiting an hour for a 300mb frag video to download from fileplanet.de or whatever
Linespider5ALL HAIL KING KILLMONGERRegistered Userregular
Wow that is some great stuff. Nice to see Quake 3 in action again, and how it is the apotheosis of id’s level design work begun in the original Doom. I can completely understand the repeat attempts to bring Quake 3 back-it’s really got a unique, streamlined aesthetic punch where the levels are almost a racetrack and everything is speed/reaction/nonhesitation.
It’s like a supremely stripped down roadster built for speed and cornering and nothing else.
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surrealitychecklonely, but not unloveddreaming of faulty keys and latchesRegistered Userregular
there was a surprising amount of quake 3 in early cs. in beta through 1.3 there was no slow down on jumping and entire classes of weapons were fully accurate in midair ( most notably the mp5/usp/deagle ) and given it was the modified quake 2 engine you could bhop like a madman. it was a very different game...
sometimes you find something on youtube that evokes powerful nostalgia beams, in this case waiting an hour for a 300mb frag video to download from fileplanet.de or whatever
More like waiting twenty minutes to join a server because you had to download the map (often a very minor variation of an existing map but let's do the whole thing anyways), everyone's custom skins, some stats tracking thingy, and a pile of backend stuff that may or may not be malware.
In retrospect I may be juxtaposing my time with Quake online with Unreal Tournament, but that era of FPS, while amazing on many levels, did hit occasional hurdles, that your post just reminded me of now.
"Oh cool, that guy looks like the robot fighter thing from Robotech, glad I had to download a seventh variation on that skin this week..."
Sometimes finding good servers wasn't just about ping, but how much garbage they wanted me to download map to map. You could kind of see it coming when a new map was inbound and like half the population disappeared instantly. Oh, you poor souls, this is your first time here, isn't it?
First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKER!
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augustwhere you come from is goneRegistered Userregular
sometimes you find something on youtube that evokes powerful nostalgia beams, in this case waiting an hour for a 300mb frag video to download from fileplanet.de or whatever
More like waiting twenty minutes to join a server because you had to download the map (often a very minor variation of an existing map but let's do the whole thing anyways), everyone's custom skins, some stats tracking thingy, and a pile of backend stuff that may or may not be malware.
In retrospect I may be juxtaposing my time with Quake online with Unreal Tournament, but that era of FPS, while amazing on many levels, did hit occasional hurdles, that your post just reminded me of now.
"Oh cool, that guy looks like the robot fighter thing from Robotech, glad I had to download a seventh variation on that skin this week..."
Sometimes finding good servers wasn't just about ping, but how much garbage they wanted me to download map to map. You could kind of see it coming when a new map was inbound and like half the population disappeared instantly. Oh, you poor souls, this is your first time here, isn't it?
It was a fucking mess, but damn it if I don't get a little bit nostalgic over that no-hold-barred, entirely community-supported wild-ass-west era of online gaming. Nowadays you play on servers run by a big company, on maps only made by said big company, only with gametypes that this company proscribes, and with players using skins that costs 5 dollars a pop or have a 1/1000 chance of dropping from a crate. Probably a lot smoother nowadays, but distinctly lacking that special character of the Unreal Tournament announcer yelling out HEADSHOT when you pop Barney the Dinosaur in the head with the AWP on jeepathon2k, ya know?
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
That "wild west" system is what generated many of the big trends in gaming as well. The battle royale fad came directly from DayZ ARMA mod and was very much in the "unregulated pile of servers" style of gaming.
Which is a huge part of why modern AAA multiplayer gaming has become incredibly stale. Without mod-driven creativity to parasite off of, big publishers have no ideas to steal and instead have to keep recycling what they've already got while trying to double-down on shitty lootbox practices. Then they bitch about the cost of game development because they dump tons of cash into restricted content and completely ignore trying to make interesting new content that people want to buy on its own merits.
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
Tim Willits ended up at Sabre Intersctive.
Which seems odd after Quake Champions was taken off them and given to Willits to head directly, I thought there would be a bit of bad blood there. Guess there’s more to it.
Which seems odd after Quake Champions was taken off them and given to Willits to head directly, I thought there would be a bit of bad blood there. Guess there’s more to it.
Was it taken from them, or did they finish their contract and move on?
Eh, I'd say to mention Rage in this thread sparingly (at least the original; I haven't played the sequel yet). For an id game it's still pretty mediocre. Now that my brother has a computer that can run it we've been tossing around doing the Legends of the Wasteland co-op missions; maybe that'll be more fun than the singleplayer.
sometimes you find something on youtube that evokes powerful nostalgia beams, in this case waiting an hour for a 300mb frag video to download from fileplanet.de or whatever
More like waiting twenty minutes to join a server because you had to download the map (often a very minor variation of an existing map but let's do the whole thing anyways), everyone's custom skins, some stats tracking thingy, and a pile of backend stuff that may or may not be malware.
In retrospect I may be juxtaposing my time with Quake online with Unreal Tournament, but that era of FPS, while amazing on many levels, did hit occasional hurdles, that your post just reminded me of now.
"Oh cool, that guy looks like the robot fighter thing from Robotech, glad I had to download a seventh variation on that skin this week..."
Sometimes finding good servers wasn't just about ping, but how much garbage they wanted me to download map to map. You could kind of see it coming when a new map was inbound and like half the population disappeared instantly. Oh, you poor souls, this is your first time here, isn't it?
It was a fucking mess, but damn it if I don't get a little bit nostalgic over that no-hold-barred, entirely community-supported wild-ass-west era of online gaming. Nowadays you play on servers run by a big company, on maps only made by said big company, only with gametypes that this company proscribes, and with players using skins that costs 5 dollars a pop or have a 1/1000 chance of dropping from a crate. Probably a lot smoother nowadays, but distinctly lacking that special character of the Unreal Tournament announcer yelling out HEADSHOT when you pop Barney the Dinosaur in the head with the AWP on jeepathon2k, ya know?
Also, these communities keep games alive by hosting servers...I can go back and find servers for 20+ year old games because there are people who still host. These days, once the company decides the money isnt worth it anymore, the game disappears.
TelMarine on
3ds: 4983-4935-4575
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
Eh, I'd say to mention Rage in this thread sparingly (at least the original; I haven't played the sequel yet). For an id game it's still pretty mediocre. Now that my brother has a computer that can run it we've been tossing around doing the Legends of the Wasteland co-op missions; maybe that'll be more fun than the singleplayer.
I really liked the first game, and I’ve put nearly 60 hours into Rage 2. I find them perfectly good id games. Rage 2s shooting is basically an expanded Doom 2016, and some feels like a testbed for Eternal, with the Dash. Really shows id softwares influence.
The more average parts of the game are the Avalanche parts - the open world.
Just finished Amid Evil. Great game! It's not as good as the original games it's being based off of, but I thought it was pretty good, especially for an indie effort. Sound is a big deal for me in these types of games, especially when you are going up against the classics. For the most part, it's great. Your character's laughter when picking up weapons (like Heretic), health pick up sounds, mana pick up sounds, and the "overdrive" power-up are all well done. Weapon wise, it's good but could use some improvement, like firing the ice scepter and firing the lightning trident. The axe is great (and actually useful) and feels like it has that nice heft when you smack enemies with it. The soundtrack is also top notch, lots of good ones. Graphically, it's really well done. It captures the essence of the older games (like using sprites for pick-ups) and the lower poly count. The weapon models are also cool looking too. Some of the enemies are a little boring looking and generic, whereas in the classics everything seemed pretty unique and interesting looking.
To get maximum enjoyment out of this game, I suggest playing it on the highest difficulty (the one after Hard, the equivalent of the Nightmare difficulty in Quake). When I was playing it on Hard, it was way too easy and I was always fully stacked. I think as you get farther along, they got better at balancing mana and health, but a lot of the time you are maxed out on mana. I think some of the weapons could've been more useful or had more punch. The game frequently gives you blue mana for the staff and trident, but often I found myself using the ice scepter/planet thrower because they just were much more effective against enemies in general. Sure, the trident has the chain lightning, but it's damage output is fairly weak unless it's an enemy that's weak to it. Speaking of enemy weakness, it's an interesting idea to keep your other weapons useful and to switch it up.
I think it would've been better to have at least 2-3 more weapons. It feels like just as we are ramping up in the game we've already got all the weapons the game has to offer. I'm not sure what order the episodes came out in, but I always felt like each episode I chose was better than the last. I definitely agree with people that the enemy selection can get a little repetitive due to how they went with a distinct theme for each episode. The game actually has a lot of enemies overall (although a lot of them seem to be simple floating spheres) and a fair amount are fun to fight against. My favorite episode was probably the Arcane one, with all the projectile warlock guys. It was fun to dodge around and battle those enemies. I think if, like Quake and other games, they had levels combining all the different enemies you see, it would've been less monotonous fighting the same few enemies over and over.
This game is definitely a mix of Heretic 1 and Quake 1, but I think it leans a bit more towards Quake 1. One thing's missing though...multiplayer! It would be great to run around and play deathmatch with the "overdrive" being like the Quad Damage. I also hope we can get some support for custom maps or mods and open the game up a bit.
EDIT: I forgot to talk about the level design. It's pretty good and they have some really interesting locales and design (especially the final episode). A lot of it is based on Quake 1 style pushing buttons ("3 more to go...Sequence complete!") to get around. The levels are quite long, usually in the 20-30 minute range for me to complete just one.
Been playing some of the DOOM 2016 multiplayer for the first time lately. It's nice having a game with a loadout system where the weapon choice for that loadout is less dominated by "what range and RoF do you want on this hitscan weapon" and gives you a truly varied selection of weapons to choose from and pair the strengths and weaknesses of. I'd love to be able to play with some of these weapons in single player. Drum fed grenade launchers and battle rifles are my jam.
I was surprised at how much I enjoyed the multiplayer for DOOM '16. I did have to set up a playlist of the game's soundtrack to play in the background, though. It was weird playing the game with one of its greatest aesthetic strengths totally absent.
Eh, I'd say to mention Rage in this thread sparingly (at least the original; I haven't played the sequel yet). For an id game it's still pretty mediocre. Now that my brother has a computer that can run it we've been tossing around doing the Legends of the Wasteland co-op missions; maybe that'll be more fun than the singleplayer.
I really liked the first game, and I’ve put nearly 60 hours into Rage 2. I find them perfectly good id games. Rage 2s shooting is basically an expanded Doom 2016, and some feels like a testbed for Eternal, with the Dash. Really shows id softwares influence.
The more average parts of the game are the Avalanche parts - the open world.
I bought Mad Max at release and that was enough to stroooongly steer me away from Rage 2. Avalanche does fine making a nice-looking open world, but they're terrible at making it worthwhile to do anything in it. Mad Max is like two hours of game duplicated over too much open space, without really any use for the open space.
I'll probably pick up Rage 2 when it gets solidly discounted though.
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
Eh, I'd say to mention Rage in this thread sparingly (at least the original; I haven't played the sequel yet). For an id game it's still pretty mediocre. Now that my brother has a computer that can run it we've been tossing around doing the Legends of the Wasteland co-op missions; maybe that'll be more fun than the singleplayer.
I really liked the first game, and I’ve put nearly 60 hours into Rage 2. I find them perfectly good id games. Rage 2s shooting is basically an expanded Doom 2016, and some feels like a testbed for Eternal, with the Dash. Really shows id softwares influence.
The more average parts of the game are the Avalanche parts - the open world.
I bought Mad Max at release and that was enough to stroooongly steer me away from Rage 2. Avalanche does fine making a nice-looking open world, but they're terrible at making it worthwhile to do anything in it. Mad Max is like two hours of game duplicated over too much open space, without really any use for the open space.
I'll probably pick up Rage 2 when it gets solidly discounted though.
That’s a pretty good summary of Rage 2. You can finish the game in about 5 hours and with only the assault rifle and shotgun if you beeline through the story, but that skips 90% of the open world activities, of which there isn’t much variety and mostly boils down to shoot more enemies.
It’s the strength of the id software gunplay that got 60 hours out of me. When you’ve unlocked all your guns and powers it’s so good.
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augustwhere you come from is goneRegistered Userregular
Edit: This isn't the QDQ video everyone in this thread has probably watched a dozen times - it's a detailed breakdown of the WR progress for E1M1 specifically.
Monwyn on
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augustwhere you come from is goneRegistered Userregular
Posts
It's surprising that given how basic the gameplay is - have guns, point at bad guys, run around looking for keys in maze levels - it's absolutely perfect shooter fun.
rip daisy nevar forget
https://www.youtube.com/watch?v=cRV0tclxXMQ
2003 was a better era fronds
It’s like a supremely stripped down roadster built for speed and cornering and nothing else.
More like waiting twenty minutes to join a server because you had to download the map (often a very minor variation of an existing map but let's do the whole thing anyways), everyone's custom skins, some stats tracking thingy, and a pile of backend stuff that may or may not be malware.
In retrospect I may be juxtaposing my time with Quake online with Unreal Tournament, but that era of FPS, while amazing on many levels, did hit occasional hurdles, that your post just reminded me of now.
"Oh cool, that guy looks like the robot fighter thing from Robotech, glad I had to download a seventh variation on that skin this week..."
Sometimes finding good servers wasn't just about ping, but how much garbage they wanted me to download map to map. You could kind of see it coming when a new map was inbound and like half the population disappeared instantly. Oh, you poor souls, this is your first time here, isn't it?
https://youtu.be/cVyMsAja5z8
It was a fucking mess, but damn it if I don't get a little bit nostalgic over that no-hold-barred, entirely community-supported wild-ass-west era of online gaming. Nowadays you play on servers run by a big company, on maps only made by said big company, only with gametypes that this company proscribes, and with players using skins that costs 5 dollars a pop or have a 1/1000 chance of dropping from a crate. Probably a lot smoother nowadays, but distinctly lacking that special character of the Unreal Tournament announcer yelling out HEADSHOT when you pop Barney the Dinosaur in the head with the AWP on jeepathon2k, ya know?
Which is a huge part of why modern AAA multiplayer gaming has become incredibly stale. Without mod-driven creativity to parasite off of, big publishers have no ideas to steal and instead have to keep recycling what they've already got while trying to double-down on shitty lootbox practices. Then they bitch about the cost of game development because they dump tons of cash into restricted content and completely ignore trying to make interesting new content that people want to buy on its own merits.
Which seems odd after Quake Champions was taken off them and given to Willits to head directly, I thought there would be a bit of bad blood there. Guess there’s more to it.
Was it taken from them, or did they finish their contract and move on?
Also, these communities keep games alive by hosting servers...I can go back and find servers for 20+ year old games because there are people who still host. These days, once the company decides the money isnt worth it anymore, the game disappears.
I really liked the first game, and I’ve put nearly 60 hours into Rage 2. I find them perfectly good id games. Rage 2s shooting is basically an expanded Doom 2016, and some feels like a testbed for Eternal, with the Dash. Really shows id softwares influence.
The more average parts of the game are the Avalanche parts - the open world.
To get maximum enjoyment out of this game, I suggest playing it on the highest difficulty (the one after Hard, the equivalent of the Nightmare difficulty in Quake). When I was playing it on Hard, it was way too easy and I was always fully stacked. I think as you get farther along, they got better at balancing mana and health, but a lot of the time you are maxed out on mana. I think some of the weapons could've been more useful or had more punch. The game frequently gives you blue mana for the staff and trident, but often I found myself using the ice scepter/planet thrower because they just were much more effective against enemies in general. Sure, the trident has the chain lightning, but it's damage output is fairly weak unless it's an enemy that's weak to it. Speaking of enemy weakness, it's an interesting idea to keep your other weapons useful and to switch it up.
I think it would've been better to have at least 2-3 more weapons. It feels like just as we are ramping up in the game we've already got all the weapons the game has to offer. I'm not sure what order the episodes came out in, but I always felt like each episode I chose was better than the last. I definitely agree with people that the enemy selection can get a little repetitive due to how they went with a distinct theme for each episode. The game actually has a lot of enemies overall (although a lot of them seem to be simple floating spheres) and a fair amount are fun to fight against. My favorite episode was probably the Arcane one, with all the projectile warlock guys. It was fun to dodge around and battle those enemies. I think if, like Quake and other games, they had levels combining all the different enemies you see, it would've been less monotonous fighting the same few enemies over and over.
This game is definitely a mix of Heretic 1 and Quake 1, but I think it leans a bit more towards Quake 1. One thing's missing though...multiplayer! It would be great to run around and play deathmatch with the "overdrive" being like the Quad Damage. I also hope we can get some support for custom maps or mods and open the game up a bit.
EDIT: I forgot to talk about the level design. It's pretty good and they have some really interesting locales and design (especially the final episode). A lot of it is based on Quake 1 style pushing buttons ("3 more to go...Sequence complete!") to get around. The levels are quite long, usually in the 20-30 minute range for me to complete just one.
I bought Mad Max at release and that was enough to stroooongly steer me away from Rage 2. Avalanche does fine making a nice-looking open world, but they're terrible at making it worthwhile to do anything in it. Mad Max is like two hours of game duplicated over too much open space, without really any use for the open space.
I'll probably pick up Rage 2 when it gets solidly discounted though.
That’s a pretty good summary of Rage 2. You can finish the game in about 5 hours and with only the assault rifle and shotgun if you beeline through the story, but that skips 90% of the open world activities, of which there isn’t much variety and mostly boils down to shoot more enemies.
It’s the strength of the id software gunplay that got 60 hours out of me. When you’ve unlocked all your guns and powers it’s so good.
Might be closer to two.
Edit: This isn't the QDQ video everyone in this thread has probably watched a dozen times - it's a detailed breakdown of the WR progress for E1M1 specifically.
https://youtu.be/zOqiw4WlRTc
It's hard optimizing 26 year old games for modern systems after all.
Like, 1996 me could have made those skins just by fiddling with RGB sliders and replacing the files.