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playing through doom 3 again has been pretty fun. i never had an issue with the flashlight thing in the first place, but the bfg edition changes it to let you just turn on a flashlight whenever while using guns, so that's neat. pretty nice atmosphere in general and the pdas really add a nice touch. i even forgot how nice some of the guns felt, shotgun being the one exception that jumps to mind given how it's sketchy at best. plasma gun has a nice feel of 'hosing' to it like you're painting an enemy to death, and the chaingun feels like a sturdier version of that. machinegun also does a lot of work. too bad the rocket launcher is sorta boring and i've literally only ever used grenades once. anyways, it's an alright game and always has been an alright game.
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# ? Jun 11, 2015 08:18 |
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# ? Jun 5, 2024 04:26 |
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The level sizes in Undying are also very unfortunate. They chopped up the levels into annoyingly small chunks to fit on consoles of the time, but the console port never happened.
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# ? Jun 11, 2015 13:28 |
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I hope you didn't eat too much for dinner, and left some room for Wang. https://www.youtube.com/watch?v=1-PfKun0R70 quote:Shadow Warrior 2 is the stunning evolution of Flying Wild Hog’s offbeat first-person shooter following the further misadventures of former corporate shogun Lo Wang. Now surviving as a reclusive mercenary on the edge of a corrupted world, the formidable warrior must again wield a devastating combination of guns, blades, magic and wit to strike down the demonic legions overwhelming the world. Battle alongside allies online in four-player co-op or go it alone in spectacular procedurally-generated landscapes to complete daring missions and collect powerful new weapons, armor, and arcane relics of legend.
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# ? Jun 11, 2015 16:41 |
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quote:Battle alongside allies online in four-player co-op or go it alone in spectacular procedurally-generated landscapes to complete daring missions and collect powerful new weapons, armor, and arcane relics of legend. Goddamn it.
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# ? Jun 11, 2015 16:44 |
I really should get around to playing the rest of Shadow Warrior.
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# ? Jun 11, 2015 16:46 |
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Keiya posted:I can't get into Quake 1, because the environments are kind of samey... just a lot of brown really. The gameplay feels good but the environments drive me away Quake is weird. Everything about it on paper sounds like it should look horrible. Its a brown and black mess. Its low resolution, low polygon, and everything's like hardcore gothic. But something about it I just find insanely charming, compared to other games of its era. It just loving works. Probably mostly nostalgia? quote:Battle alongside allies online in four-player co-op or go it alone in spectacular procedurally-generated landscapes to complete daring missions and collect powerful new weapons, armor, and arcane relics of legend. WHAT. sold. sooooooold.
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# ? Jun 11, 2015 16:49 |
The Kins posted:I hope you didn't eat too much for dinner, and left some room for Wang.
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# ? Jun 11, 2015 16:54 |
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quote:procedurally-generated landscapes Haha yeah okay
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# ? Jun 11, 2015 16:57 |
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Zaphod42 posted:Quake is weird. Everything about it on paper sounds like it should look horrible. Its a brown and black mess. Its low resolution, low polygon, and everything's like hardcore gothic. I think the level design still holds up. It's still pretty abstract and makes better use of verticality than most FPSes that came after that era. There was still a sense of "holy crap look what we can do now!"
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# ? Jun 11, 2015 17:22 |
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That they went out of their way to say "landscape" instead of just "procedurally-generated levels" is a little interesting, but either way I'm kind of glad that they're doing something different with Shadow Warrior 2. Shadow Warrior 2013 was a solid game that didn't do anything spectacular, and it would've been fine if they never made a sequel. So, having 4-player co-op and some sort of procedurally-generated action is a little more interesting than more of the same game.
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# ? Jun 11, 2015 17:28 |
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Sir Lemming posted:I think the level design still holds up. It's still pretty abstract and makes better use of verticality than most FPSes that came after that era. There was still a sense of "holy crap look what we can do now!" Because its abstract it can do really fun things with level design, and because the graphics are low-fi they can get away with the abstract much more. Modern games approach to realism holds them back too much. I really want an FPS doom-like set in literal Hell where they aren't afraid to just get super loving surreal all the time. Who needs Euclidean space? I want all kinds of nonsense dimensions, infinitely huge hell-castles and gigantic lakes of lava and poo poo. Alice: Madness Returns was a pretty simple third person shooter, but the levels were just gorgeous. All the time I'd stop and just stare at the level like god drat that's cool looking. Why can't we get some more FPS like that? Isn't that more interesting than any FPS level you've seen in modern games in forever? Geight posted:That they went out of their way to say "landscape" instead of just "procedurally-generated levels" is a little interesting, but either way I'm kind of glad that they're doing something different with Shadow Warrior 2. Shadow Warrior 2013 was a solid game that didn't do anything spectacular, and it would've been fine if they never made a sequel. So, having 4-player co-op and some sort of procedurally-generated action is a little more interesting than more of the same game. Exactly. Shadow Warrior 2? Eh, cool, I guess. Shadow Warrior 2 with 4-player co-op and procedural levels? Now you have my attention. Zaphod42 fucked around with this message at 17:33 on Jun 11, 2015 |
# ? Jun 11, 2015 17:30 |
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Geight posted:That they went out of their way to say "landscape" instead of just "procedurally-generated levels" is a little interesting, but either way I'm kind of glad that they're doing something different with Shadow Warrior 2. Shadow Warrior 2013 was a solid game that didn't do anything spectacular, and it would've been fine if they never made a sequel. Just speculating wildly, but it sounds like a decent way of doing it: generate the landscape and then plunk down a selection of pre-designed set pieces that the player(s) have to travel between and approach from a slightly different angle every time. A lot easier to balance and control, but still allows for some variation.
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# ? Jun 11, 2015 17:32 |
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The Steam Store page is up, and has some more deets:quote:STORY
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# ? Jun 11, 2015 17:32 |
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The Kins posted:I hope you didn't eat too much for dinner, and left some room for Wang. Shut up and take my money. Here's hoping the guns are completely kickass this time instead of unevenly kickass like in the first game.
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# ? Jun 11, 2015 17:59 |
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Sounds like only some of the parts will be procedurally generated. Didn't a Soldier of Fortune game try something like that, and it sucked?
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# ? Jun 11, 2015 18:08 |
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SoF2 has a random mission generator, it's super awful.
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# ? Jun 11, 2015 18:09 |
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In fairness, SoF2 will be fourteen years old by the time Shadow Warrior 2 comes out.
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# ? Jun 11, 2015 18:35 |
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Zlocista posted:Is that Mt. Erebus because jfc that's the ugliest level I think I've ever seen. I bet it's from the Fifty Shades of Graytall mapping challenge. The Kins posted:I hope you didn't eat too much for dinner, and left some room for Wang. Doesn't say "drat, those oni bastards gonna pay for cutting up my ride"; 0/10.
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# ? Jun 11, 2015 18:40 |
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Honestly, the sof2 random level generator probably put together better maps than were in the actual sp portion of the game lol
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# ? Jun 11, 2015 18:41 |
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70 weapons, procgen, character upgrades, old-school FPS is back, baby! PC Gamer Hell Yea!
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# ? Jun 11, 2015 18:44 |
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Procedural generation has come a long way. Modern platforms are capable of streaming impressively detailed, generated worlds. One of the more notable examples is No Man's Sky, there's an detailed behind the scenes video here: https://www.youtube.com/watch?v=h-kifCYToAU But also there's Voxel Farm which is middleware allowing for a ridiculous level of detail on a massive scale and is very friendly to procedural generation.
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# ? Jun 11, 2015 18:46 |
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You're telling me I could be playing Burtal Doom, Aeons of Death and Slige at the same time while Jon St. John records crank calls in his worst Jackie Chan voice, AND it looks like a next-gen, console-res-friendly version of Magic Carpet? Sign me the gently caress up! Shadow Warrior!
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# ? Jun 11, 2015 18:51 |
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My issue with proceedurally generated levels and areas in first person shooters is that a generated level will never be as interesting or as fun to play as a handmade level.
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# ? Jun 11, 2015 18:57 |
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90% of No Man's Sky is going to be boring empty wilderness. I'm excited for it too but let's not kid ourselves. Procedural maps still have a long way to go before they're close enough to handmade maps to fill the same roles in a game.
haveblue fucked around with this message at 19:27 on Jun 11, 2015 |
# ? Jun 11, 2015 19:21 |
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The Kins posted:The Steam Store page is up, and has some more deets: There's not a single thing about this blurb that doesn't worry me. 70 weapons sounds great on paper but how in the hell are they all going to be balanced? Even a typical arsenal of seven/eight weapons needs to be carefully divided between the quadrilogy of damage, rate of fire, range, and accuracy. Each weapon needs to be distinctly different from each other. With 70 weapons there's gonna be so much overlap it's not even funny. Procedurally generated environments...well, yeah, I notice they don't put in "levels" too, but procedurally generated anything isn't going to match any hand-picked from-scratch human-designed equivalent. The environments in the first Shadow Warrior were gorgeous, especially in the first few levels. Also the upgrade system was like the weakest point of the previous Shadow Warrior and while even it handled it pretty well, the better thing to do would have been LESS emphasis on it rather than more Well, maybe I'm being too harsh. I thought the last Shadow Warrior was going to be poo poo, played it, and loved it so much I made something new, maybe this one will be all ri quote:The once feared warrior now lives in the shifting wildlands outside the reach of his enemies and the neon glow of Zilla’s cybernetic metropolis, scratching out a meager existence as a hired sword for the local Yakuza clans. When a simple mission goes wrong, Lo Wang is drawn into a volatile conflict between a brilliant young scientist, a controversial cult leader, and a terrifying new drug known as Shade.
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# ? Jun 11, 2015 19:23 |
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At this point what we really need is an FPS version of the Expendables, but with Lo Wang, Caleb, Duke Nukem, John Blade and possibly a walk-on on cameo from Gordon Freeman.
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# ? Jun 11, 2015 19:34 |
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i usually like games with procedurally generated stuff if it's done well, but for an fps game it's worrying. also that's probably too many weapons. by about 60 or so.
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# ? Jun 11, 2015 19:39 |
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haveblue posted:90% of No Man's Sky is going to be boring empty wilderness. I'm excited for it too but let's not kid ourselves. Procedural maps still have a long way to go before they're close enough to handmade maps to fill the same roles in a game. Yeah, I think its extremely telling that we haven't seen anything on no man's sky in a long time. It looks cool but I think the reality is going to be closer to Minecraft than people are expecting.
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# ? Jun 11, 2015 19:40 |
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Vakal posted:At this point what we really need is an FPS version of the Expendables, but with Lo Wang, Caleb, Duke Nukem, John Blade and possibly a walk-on on cameo from Gordon Freeman. TerminusEst13, please do this
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# ? Jun 11, 2015 19:45 |
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I think it's great that bad+racist game Shadow Warrior got a reboot that turned it into an unambitious but fun shooter, and now a new game is going to make it something different. Flying Hog never pretended that SW2013 was gonna be a classic FPS like they did with Hard Reset, which made me appreciate it a lot more.
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# ? Jun 11, 2015 19:54 |
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Zaphod42 posted:Quake is weird. Everything about it on paper sounds like it should look horrible. Its a brown and black mess. Its low resolution, low polygon, and everything's like hardcore gothic. On paper, Quake sounds like it has godawful design. Eight weapons, one of which is a straight-up upgrade over the other? Multiplayer that revolves around a single weapon? Three weapons that are basically the same thing? Dark levels with dark textures? The whole game seems designed to give modern game designers heart attacks. Then you play it, and everything fits perfectly. Most of the weapons are useful in their own ways, the Rocket Launcher focus of Q1s MP makes it extremely fun, the levels are a blast to play through, and you even learn to appreciate the Nailgun, despite it being outclassed by the Super Nailgun in every way. I don't know how iD managed to do it, but Quake 1 works extremely well.
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# ? Jun 11, 2015 20:05 |
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Geight posted:Flying Hog never pretended that SW2013 was gonna be a classic FPS like they did with Hard Reset, which made me appreciate it a lot more. Whatever Flying Hog would have chosen to present Hard Reset as wouldn't have helped the fact that the game was overwhelmingly loving terrible.
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# ? Jun 11, 2015 20:07 |
I'm probably going to be a bad man by saying that I really didn't like the Quake arsenal. The grenade launcher was different enough and the super nail gun was the definition of "punchy" and the Lightning gun gibbing you underwater was a pretty cool touch, but I really didn't enjoy using them in general. Maybe it's because they were just simple geometric shapes floating in front of the camera and the animations were mostly nonexistent? I don't know, but I felt a lot more powerful with the arsenals from Doom/II and Duke 3D (sort of) and even Shadow Warrior.
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# ? Jun 11, 2015 20:19 |
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Is there a particular edition of Unreal Tournament that still gets a lot of love/support relative to the others? Or do most people just go with the newest release. I've still got my 2004 CDs somewhere.
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# ? Jun 11, 2015 20:49 |
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Is there a reason House of Pain (E3M4) is textured like they didn't even realize people were going to play it?
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# ? Jun 11, 2015 20:51 |
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Minidust posted:Is there a particular edition of Unreal Tournament that still gets a lot of love/support relative to the others? Or do most people just go with the newest release. I've still got my 2004 CDs somewhere. I *think* it's a close toss-up between 99 and 2k4, but maybe there's a bit more love/support for 2k4. I would hope so, I always found it was the better game, in that it was really just like a super great version of 99.
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# ? Jun 11, 2015 20:54 |
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Minidust posted:Is there a particular edition of Unreal Tournament that still gets a lot of love/support relative to the others? Or do most people just go with the newest release. I've still got my 2004 CDs somewhere. UT99 and 2k4 are both supported still, but I think the multiplayers for both are mostly dead thanks to age, UT3 being poo poo, and UT4 being free.
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# ? Jun 11, 2015 20:55 |
Yeah thirding UT'99 and 2k4. Last I checked there are still a few holdout modders working on UT99 stuff (like the Nali Weapons dude) but 2k4 is definitely the more active of the communities--even though they're both pretty dead. Fortunately the bot AI is more than adequate for both games.
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# ? Jun 11, 2015 21:01 |
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It sounds really odd to say, but UT3 being awful at launch literally killed the other two game's communities.
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# ? Jun 11, 2015 21:06 |
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# ? Jun 5, 2024 04:26 |
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Cool maybe I'll make a point of digging 2K4 up. And I've got some nostalgia for '99, based on the Dreamcast version of all things. Thanks for the input guys! Are Unreal and Unreal II any good for single player? Steam is selling basically the entire Unreal Franchise for $10 right now, so I'm curious.
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# ? Jun 11, 2015 21:07 |