Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I really really liked Rage, but that was probably because I played it alongside Borderlands2, which was total horseshit. The guns where good, the shooting and movement was good, the economy was good (at first), the scenery was good. It was just clearly a game that got cut off halfway through development and then bundled out the door in a hurry.

Technically, the game looked good and didn't over-use Ambient Occlusion as a crutch for lighting, even if it had odd quirks like shadows baked into textures and texture pop-in.

What I'm saying is they'd have to gently caress it up pretty bad to make a poor sequel. Which is totally commonplace! But we can be hopeful.

Adbot
ADBOT LOVES YOU

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
My big issue for every getting back into playing descent, is finding a joystick. I have a really nice MicroSoft Sidewinder 3d Pro, which was the cool poo poo back in 1997. It's still in mint condition, but I'll be hosed if anyone has an adapter for it.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Can someone link what I need to get Unreal Gold working nicely on a modern machine? It's dark, has odd mouse smoothing, and a poorly scaled UI even for the time. It's still fun tho.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

The Kins posted:

Good work on preserving that pile of crap for future generations.

If terrible CG is your jam, then 90s D&D games are definitely where you wanna be...
https://www.youtube.com/watch?v=o0ODnNDNbMY

Jesus Christ, that character creator.

Did that char gen just let you raise your stats however you wanted? The guy just rolled a mage with 18 in everything but one stat (which was 17).

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Wow, other people who have even heard of Infiltration. Great game/mod, and I still remember the devs musing that they had no real path forwards into a U2 engine, with America's Army coming around the corner. Different times, man.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Never played the first RA, but it sure as poo poo wasn't like that in the later series. Tanya mowing down hundreds of infantry is a staple!

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I disagree strongly; the entire point of Nightmare! was a joke difficulty that was unrealistic to play in. The fact that a few committed people have been able to is more a testament to human will than it is fun game design.

The history of it (IIRC) is that Doom 1.0 shipped with UV as the highest difficulty, but once people got a handle on the controls (and learned to... sidestep) it became manageable. So people griped, and N! was introduced as a way to shut them up. Quake's N! mode was similarly comical.

Modern Doom and similar games using the N! moniker saddens me and cheapens the word. See: Youtube of a guy playing Doom2016 on "Ulta Nightmare" and using nothing but the pistol. It was actually kinda boring.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Lambert posted:

Never forget


(Command & Conquer: Tiberian Sun - they provided faked screenshots to the press, and even on the back of the packaging they had bullshots; fancy lighting effects and majestic explosions were edited in)

The Final PC-Version had GDI medium tanks in it? I get that the promo shot had an unused asset of a double-barrelled tank in it, but that second shot is a bit weird too.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
loving criminal. SW '13 was outstanding; came for the gameplay, remembered it for the story and characters. I never played SW2 since literally everything they added I hated; this includes the too-many guns. I'm still convinced the sequel most sold well due to riding on the coattails of the first.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Convex posted:

Oh ok, I misread your post then, sorry.

edit: also, new System Shock remake footage looking pretty good :)

https://www.youtube.com/watch?v=rt33j2EaUmY

Eeeeeeeeeeh, be careful there. That playable demo is several years old now, and last I checked they where sitting still begging for donations. That video may have been uploaded in the past month, but it's old material. They still have a 2018 release date on steam. It's one of those things that I feel are better left at "That's nice!" then ignored until its actually released.

Edit:vvvv Looking at it closer now, they seem to have added mist, and a new door animation. I really wish I still had it installed, but otherwise I cannot honestly see any differences.

Serephina fucked around with this message at 15:40 on Jan 21, 2019

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
As a person who games on not-windows, a game being developed in Vulkan almost seems like a guarantee that I'm going to see a native client and will probably be giving them my money.

CJacobs posted:

I'm getting kind of tired of out-of-the-oven-too-early graphics tech and an emphasis on higher screen resolution constantly resetting the clock on framerate/engine optimization personally.

EVIL Gibson posted:

what was the last "out-of-the-oven-too-early graphics tech" that has come out? like what new graphic effect was recently changed up because i really believe graphics have not reached for anything new and cool since devs are beholden to console performance.

It's hardly underbaked, but: God drat ambient occlusion, its incredible performance hits for many titles, and its ubiquity. SO MANY yesteryear titles tanked on performance with it on, yet looked like horseshit with it turned off as the devs had apparently classified it as some sort of expected viewing experience and didn't bother making the game scale down nicely without it. Particularly guilty are many many facial models with comically bad transitions from skin into facial hair, whereas earlier titles seemed to have used textures or whatnot rather than hiding it all in shadow.

/rant

That being said, current-gen titles seem to have better much AO implementations, so hopefully it continues as such.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Rage is actually a good game at its roots, unlike many of its contemporaries (cough cough Borderlands). The weapons progress nicely from pistol to bfg, all with good gun-feel, each with a niche that amazingly doesn't obsolete thanks to the crafting ammo thing (Seriously the pistol is viable!). The worldbuilding is merely ok, but the low-level flavour&immersion is solid mad max. Combined with the ever-present, low-level pressure of cash concerns for ammo etc (until you find a loophole) it really helps the tension. Good gunplay, good atmosphere, good meta-gun strategy, it only really falls apart when the game, um, falls apart due to being totally unfinished and pushed out the door.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

I've heard complaints about bullet sponges, and fortunate never played those games. But holy poo poo that is comically bad.

Unpopular opinion, but one I will stand by: If you have damage number popups, your game is probably poorly designed.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

ponzicar posted:

Eh, it's useful for rpgish stuff where you have to gauge whether the smg+2 is better than the assault rifle+1.

That's the thing! You can shove all the numbers you want on the guns, but having numerical popups is still a sign of poor design (imo): why can't the player equip the item of +1, use it a bit, and be able to tell 'by feel' if its better or worse? Even the horrible vertical-scaling trash heap that was Diablo2's itemization didn't do popups; you just hit stuff and saw if their hp bars where dropping fast enough.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Exactly, thanks

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

A.o.D. posted:

I've asked this before, but never got an answer: Has anyone ever made Doom 1 for Doom 2?

I'm not sure I understand this, arn't both games built on the exact same engine, so porting Doom1 into Doom2 is just... Doom1?

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I love Hexen so much. Why did it have to be so terrible with the keys?

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Tim Thomas posted:

The original Battlezone remake was loving incredible and I don’t know if any game did as good a job of providing both shootiness and some amount of strategy.

I'm really salty about how its immediate sequel managed to screw the pooch so hard. BZ'99 was an amazing game and I'd buy a remaster in a heartbeat. Could you imagine it with modern day multiplayer and campaign?

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
That's a tech demo proof-of-concept that they where hoping to raise funding with. The combat is simple/bad for sure, but I don't think anybody expected the final product to resemble that.

Moot point however, as with SS3 being announced I can't imagine the ss1 remake people will be allowed to continue.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

The Kins posted:

DUSK is teasing a debut on another online game store.

No, not that one. The other one.

https://twitter.com/DUSKdev/status/1111145955053760514

It probably looks better ingame, but the only thing that jumps out from such a small screenshot is the glowing green dick&balls.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Cat Mattress posted:

I humbly request people to use "Sam" as shorthand for the Serious Sam games instead of "SS" so that I may stop reading "System Shock 2" when they're talking about Serious Sam 2.

Please, Yes.

edit: loving hell 2nd page snipe in a minute.

I have nothing to contribute other than I tried a Sam game once; Instead of going strait into the desert temple in front of me, I turned about explored as every good gamer does. This promptly triggered an insane F.U. easter egg fight. Wasn't exactly selling the game to me.

Serephina fucked around with this message at 19:32 on Mar 28, 2019

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Mordja posted:

I find this game impossibly ugly and hard to look at but Andrew Hulshult's doing the score so that's something?
https://www.youtube.com/watch?v=zghpgec0S1w
The actual shooting and stuff looks fine but again, that art.

From the screencap I was thinking that it was kinda garish, but might be better in motion.
Nope, not at all. It's like someone took the concept of 'Aesthetic' and ran it through a bizzaro world simulator, it's absolutely hideous.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Yea, the brutal doom vibes in Proteus are super strong. I don't mind the HUD nor pixelation (in fact, I recently even cranked down a game, Everspace, with options turned to max but resolution at 50% to get lots of glowy pixel-y goodness), but the core gameplay is slightly worrying. I get that it's an alpha and all that, but you *really* need to have a hostile that shows the basic combat loop to be enjoyable, which this is lacking in a big way.

I just finished watching Pro Blood, have an itch to scratch, and found it on Steam. Any technical setups I need to know? Alternate engines, etc? I know the difficulties are inverted in the original excecutable, which can be worked around fine.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

My first impression was dismay at yet another retro game being announced, but that looks... good. By the end of the level combat's ramped up and it looks like great fun. Which kinda makes Proteus's enemy showing look that much worse.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Yea, Duke3d putting the Freezegun as number 10 was a blunder, the Devastator fits that role much better but for some reason they treated the freeze ray as 'bigger'.

One thing that I thought was really well done was Duke Manhattan project (criminally underappreciated title) was that after beating the game on hard, you get the 'why bother' gun; The Lightning gun literally called down lightning strikes. Had a tiny cooldown, infinite ammo, one-shots everything, and you don't even have to aim. It wasn't supposed to be fair, it's just a toy as a reward for beating the game on Hard and if you really wanted to run though the game again you can opt out of combat whenever.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

What the Christ IS that? Wikipedia tells me it came out in 2002, which makes it unforgivably hideous for its era, never mind playing it retro today. What's so good about it?

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Diabetes Forecast posted:

A friend of mine is rather literally doing just that.
https://www.youtube.com/watch?v=uN-_jXEA5zU

I'm losing my poo poo, that is absolutely hilarious

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I'm actually playing through Quake2 for the first time right now. It's really fun, although I'm nearing the end (got commander's head) and the enemy variety/difficulty is starting to falter. I really really appreciate how there are multiple paths through some levels; It was really common in the early hubs, less so later on, even if they kept the whole 'revisiting levels' thing going strong. Corridor-style maps are so much less fun, and even Quake4 did it.

Doom Eternal's coming out eventually, but it doesn't really look like they addressed the major flaw from the 2016 title - not enough enemies on screen at once. Quake2's kind of tepid about it also (using a powerup requires you to sprint recklessly though the level finding things to fight), I should probably investigate all these retro shooters people have been raving about. What's the name of that E3 demo one posted a short while ago, with the zombies and finite save system?

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
I'm just going to jump in and mention that while not an FPS, Duke Nukem Manhattan Project is still an outstanding game and probably the best Duke title produced. It was the sequel to Duke3d that fans where waiting for, but had a very muted release compared to the (then) ongoing laughing stock of DNF development.

I don't know why it doesn't get more discussion?

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

GUI posted:

This looks like someone playing Battlefield V on a Geforce 4.

You're showing your youth; graphics like that (but not at that resolution) where available DOS-era, long before discrete gfx cards. ARMOUR-GEDDON comes to mind.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

treat posted:

That Blood is so cheap I was able to split the difference and buy a posting pig for my family from baron lowtax von badback. I'm looking forward to reading all the inevitable frustration and anguish from the Blood virgins once they've had time to get thoroughly destroyed by it.

I also discovered this dude who does some impressive keyboard-only runs of tough Doom wads. Keyboard-only feels like a long lost art form these days so I'm glad to see people keeping the tradition alive.
https://www.youtube.com/watch?v=20-P385Yu4A

So, I've never really understood the hate Chaingunners get in this thread, as I've only really played the default .wad in Doom2. Within a few seconds of that video playing I immediately was condemning the terribly lovely map design of the opening alcove, and it's abuse of Chaingunners.

I wonder if that's a common pitfall for custom .wads, conflating difficulty with assholeish map layouts and/or excessive monsters.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

Overwatch Porn posted:

lol having to fight three (3) chaingunners in a space with plenty of cover is hardly 'abuse' and alien vendetta is one of the best wads ever made

I'm sure there is no floor to the depths of poor layouts, but I'll contend that starting a level with your back turned to 2 hitscanners isn't good design.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

C.M. Kruger posted:

Crossposting from the Kickstarters thread, a update on the game formerly known as Descent: Underground.

Anyway, their website went down two weeks ago, their youtube channel has been silent for half a year and people found a single glassdoor review reading like an eulogy:

I remember reading an article not too long ago about how a studio got the name to some IP (fairly sure it was Descent) but didn't get all the rights due to some fuzzy legal thing, had no chance of releasing legally with what they had, but went ahead, fully developed the game, and tried to release before getting very properly sued. Apparently the mental process was something of the order of "I hope this woooorks!", with the judge calling them on it and totally slapping them down. I'm fairly drat sure this is Descent I'm talking about here! But nothing on the wikipedia page suggests as such, and ideas?

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

C.M. Kruger posted:

You might be thinking of Stardock/Brad Wardell trying to steal Star Control from the original creators. There's a summary of things by a poster from the Star Control subreddit:
http://crimsoncorporation.org/

Wardell has also tried to take down the fan-made open-source Star Control 2: The Ur-Quan Masters remake, describing it as a "vile little community." They also have a page on the lawsuit:
https://wiki.uqm.stack.nl/Stardock_Systems_Inc._v._Paul_Reiche_III_and_Robert_Frederick_Ford

There haven't been many developments in the case recently, back in December a judge gave the original creators the greenlight to DMCA Stardock's game, and last month the US Patent Office suspended Stardock's trademark request for "Ur-Quan Masters" and the next court date is scheduled for August.

Boom that's it, thanks. Also I still have positive connotations for Stardock thanks to Sins of a Solar Empire and other sci-fi titles, but they where only publishers and I need to get my head on strait with all the stuff they've done, ugh.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
That's amazing. He really got the emphasis right, it's really clear what he's supposed to be saying despite not having heard that intro in years, but if you've never played DX it's just gibberish. Glorious.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

GeorgieMordor posted:

Doom-related question: what do folks use as a launcher?
The... rocket... launcher?

GeorgieMordor posted:

I had been using Doom Launcher but the interface is really starting to get to me.
Oops, I'll show myself out, I'm clearly too much of a casual for this.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

HolyKrap posted:

So this is being released soon if you're one of the 15 people with an RTX card

https://www.youtube.com/watch?v=unGtBbhaPeU

What REALLY bugs me is that I just played through Quak2 for the very first time about a month ago. I must be the only man on earth to have left it so long, and so any remaster efforts raise zero interest nor nostalgia for me. I wouldn't mind a Quake2: Part 2, however. Quake4 (iirc, played it years ago) didn't quite have the same open level puzzle solving feel that made playing old fps great.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Can someone who knows more tell me what the hell is up with Hedon ? I clicked the second video first and was astonished that they'd actually start the video with such embarrassingly bad gunfeel, then clicked on the first video to find that they're using Deus Ex music in it. That's... interesting that that's ok.

edit: knee-jerk, did more reading up it

Serephina fucked around with this message at 13:31 on Jun 22, 2019

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー

david_a posted:

The Doom community is split into roughly three camps - singleplayer, multiplayer, and demos. They can be surprisingly isolated from each other, but all of them have been around since day 1 so they each have over a quarter century of history. I don’t typically get into demos, but stuff like Karl Jobst’s video documenting decades worth of speedrun improvements on Doom 2 MAP24 is an interesting look into that world.

There's still a thriving DOOM multiplayer scene? The gently caress?

Adbot
ADBOT LOVES YOU

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
A lot of opinions of Doom where formed in the 90's when the game was released, and it was a very different beast then. Everyone used the keyboard only, and circle-strafing didn't even have a name yet. So when people are playing modern Doom wads things are a bit different, both with what the player can do and simultaneously what is expected that they can do, from the mapmaker's layout. Sprinting about at 100kph while landing every shot and herding monsters like chickens is a far cry from being terrified from the monster growls and corner-strafing to try to avoid shots while not missing.

So 'remembering' Doom as a fast-paced thriller with deadly enemies isn't wrong at all. Doom '16 was a great game that fit the feel, despite having almost no gameplay similarities on paper.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply