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Build Engine Retrospective

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
A loving tribute to the Build Engine and its games at RPS, with some commentary from engine creator Ken Silverman: https://www.rockpapershotgun.com/2016/04/13/build-engine-duke-nukem-blood-shadow-warrior/

Blood, Sweat & Laughter: The Beauty Of The Build Engine

build1.jpg


When I think of gaming in the mid 90s, I think of a unique kind of grunginess. It’s like my mind’s got its finger on the Shift key with its left hand, and the Up arrow with its right, gliding swiftly through the sordid corridors of crematoriums, porn cinemas, hillbilly backwaters and dojos. But despite their muted tones of muddy browns and tombstone greys, these spaces were anything but dreary, brimming with richly-animated sprites, the promise of gory violence around every corner, and a tongue-in-cheek energy that felt clandestine, fresh, and fiendishly fun.

When I think of gaming in the mid 90s, I think of Build Engine games.

In context of the bleeding-edge engines of today, which host tens of games across multiple genres, to declare yourself a fan of one seems like a useless generalisation. But only a handful of games – all first-person shooters, all 2.5D – ever came out for Build. Among this hallowed few were Duke Nukem 3D, Shadow Warrior, Blood and Redneck Rampage, and between them they created a special gaming moment in the year or so leading up to John Carmack’s id Tech 1.5 engine for Quake, which brought an end to the golden age of 2.5D.

Aside from 3D Realms’ Duke 3D and Shadow Warrior, these games were made by different developers, yet were all bound by a dynamism and grindhouse attitude that completely enthralled a version of me that was definitely too young to play them at the time, but unable to resist their promise of comical ultra-violence. Going back to them today, their charms and presentation transcend the ages, making me proud of underaged me for exhibiting such good taste from such a young age. “Keep going at it, kid”, I’d have said, “keep playing the games your mum doesn’t want you to and you’ll grow up to be just like me”.

build2.jpg


It’s easy to divvy first-person shooters into the broad categories of ‘2.5D’ and ‘3D’ – pre-Quake and post-Quake. Within the former category, it’s almost sacrilegious to not go on about Doom as the defining game of this era, but between Doom in 1993 and Blood in 1997, the 2.5D shooter went through an impressive evolution. With the launch of Duke 3D in 1996, made using Build, levels became more realistic and verticalised, characters delivered silly one-liners, and sprites became beautiful and lively – 3D computer-made models condensed into 2D sprite form, with shading, movement, and death animations far surpassing the murky polygonal Lego-baddies of Quake (running at a measly low frame-rate, because who had a PC capable of running it at 60fps?).

Pitchfork a zombie in the face in Blood, and its head will fly off, leaving the neck-stump spraying blood in all directions before staining the floor for tens of feet around the body. Find the head, and you can kick it around like a blood-spurting football. In Duke 3D, we all remember shotgunning a grunt alien while it was having some quiet time in the loo – instantly killing it, destroying the crapper to turn it into a perfect water fountain, and leaving a large blood splatter trickling down the wall. Even today, such dynamism is rarely seen in shooters, yet the Build games nailed it.

The environments in Build games were uniquely interactive and grounded in reality. Up to that point (and for a few years after it, with Unreal, Quake and their derivatives), shooters took place in netherrealms – metallic bases on distant planets, alien hives, or maybe vaguely fantasy-themed yet equally implacable mazes that seemed to exist for the sole purpose of you shooting stuff in them; you pick up coloured cards, you press big buttons on walls, you kill kill kill without uttering a word.

build3.jpg


But Build games took the action to urban centres, morgues and small-town Americana. We were whisked away to more fantastical worlds by Shadow Warrior and the wonderful Outlaws (not a Build game, but also among the last 2.5D shooters, and one of my favourite FPSes of all time, so I’m mentioning it, OK?), which took place in Japan and the old west. What unified all these environments is that they felt like real spaces designed for humans to reside in, but which just happened to be beset by zombies, aliens, or foul-mouthed shotgun-wielding hillbilly clones (that’s Redneck Rampage, in case you were wondering).

Beneath their veneers, these environments may have been just as mazey and confusing as those of preceding shooters, but they were the first time I experienced 3D game spaces that made an effort not to feel gamey. Getting lost in them actually felt more fun than tiring thanks to their stabs at realism and panoplies of secret little interactions to be had. And by that, I don’t just mean pulling a switch to uncover a secret area behind some random wall containing a weapon and some health packs. I mean a layer of whimsical interactivity that can best be described as ‘Pointless Shit’.

build4.jpg


Duke Nukem 3D set the precedent for Pointless Shit, letting players engage in activities that weren’t goal-based, or even terribly exciting when you think about them – take a piss, turn on a tap, look in the mirror, knock some snooker balls into each other, watch an adult movie. But such activities bolstered Build games’ curious sense of realism beyond that in anything else I played at the time. Running around at that 90s shooter breakneck pace, I’d shoot or hit Space at everything I encountered, just on the off-chance that the environment would react in some novel way. And often it would – shoot some whiskey bottles in Outlaws, flick light switches or play an organ in Blood, or chase some chickens around with a shotgun in Redneck Rampage… because why not?

These trivial interactions fed into the games’ carefree and edgy personalities. Each was fronted by a protagonist with things to say and insults to throw. Aside from the well-known Duke-isms, we got nuggets of rural American wit from Redneck Rampage’s Leonard (“Boy, you are slower than shit through a funnel”), Lo Wang uttering ‘You half the man you used to be” in Engrish as he slashes an enemy in two, and Blood’s Caleb raspily singing the lyrics to The Good Ship Lollipop, before admitting that he’s forgotten the words. Enemies were equally expressive, and if they weren’t shrieking insults at you they’d be giggling maniacally while peppering you with bullets, or even spasming in death throes once you’ve finished them off. Their energy was unmatched, and as far as I was concerned Quake could keep its damn polygons and sewer-like environs.

build5.jpg


Behind all this was Ken Silverman’s Build Engine, working away in the furnaces beneath the surface of the non-stop party occurring on our screens. I managed to get hold of Silverman via email. He described himself as a ‘one-man engine team’ when working on the Build Engine under contract for 3D Realms, essentially learning as he was going along, with little guidance from those around him. In fact, his early guidance came from a seemingly unlikely source: “In the beginning, they had me talk with John Carmack by phone,” he said. “I learned about sectors that way. Besides that, 3D Realms wouldn’t have known how to help me, at least on the engine side”.

While the art design that went into Build games was fantastic, it wouldn’t have been possible without the Build Engine’s in-built 3D editing mode – the first one ever used in a first-person shooter, according to Silverman. “The WYSIWYG Build Editor featured editing in 3D mode, using the same rendering core as the game itself.” Essentially, this made working on 2.5D games much quicker than ever before, allowing designers to spent more time fine-tuning the textures, shading, ceiling and floor heights, and slopes in their games.

build7.jpg


But even though it did such a create job of depicting 3D space, the Build Engine was in fact a wonderful case of smoke and literal bloody mirrors. Getting into an elevator or water actually teleported you to different parts of the level, mirrors were segments of wall with an inaccessible space behind them housing a secret cameras to create a reflection effect, and skies in ‘outdoor’ areas were just ceilings with a parallax effect applied to them. Even that putrescent, grungy colour palette I mentioned earlier – so well suited to the tone of the games – arose from an engine limitation.

“This [the colour palette] had to do with the shading system. As objects got farther away from the camera, they were rendered darker until eventually it reached black,” said Silverman. “In order to support this without sudden jumps in color, each hue needed a bunch of darker versions of itself. This highly limited the number of hues one could select for a game.”

build8.jpg


The engine was filled with plenty of quirks like that, arising from the way it models space. In Duke Nukem 3D, you’ll never look at a building from the outside and see into two different rooms, one above the other, because you can’t have two rooms visible at the same x-y location due to the Engine’s technically 2D nature. If you had more than a single portal (or view) looking through to another sector (or room/area of the map), then the rendering method would cause a ‘Hall of Mirrors’ effect – an error caused the game to go into an infinite processing loop between the portals and the player.

This was later worked around using a plucky hack in Shadow Warrior, Blood and Redneck Rampage: “It worked similarly to mirrors in that once the mirror (or ceiling/floor portal) texture was identified, the game code would render the sectors on the opposite side of the portal first, in a separate pass”.

Of course, resorting to hacks and tricks to give the illusion of continuity in a 3D environment is indicative of technical shortcomings, and Silverman matter-of-factly admitted that Build “could not compete with Quake”. When I jumped to its defence, lauding it as the pinnacle of pixelated shooters, and wondering whether we missed out on a slew of wonderful Build games because of the industry’s blind rush towards fully 3D engines, he pulled no punches on his own creation. “We all knew Build was obsolete at the time”, he said. “It lacked true look up and down, fancy shading, polygonal sprites, and drop-in networking” – all features offered by Quake’s id Tech 2 engine.

build6.jpg


Even though id’s engine had a clear edge on a technical level, I maintain that the explorable spaces and coarse yet rich pixel-art graphics of Build games outshone those of all other shooters until Half-life launched in 1998. How much of that is owed to the engine itself is incalculable, and when I declared that the 2.5D style of Build games was unmatched by anything else for years afterwards, Ken quipped, “I’m sure they could have used billboard sprites in Quake if they had wanted to”.

While Build zealots, myself included, like to foment the idea of a feud between the Build and id Tech engines, it seems that the reality was far more civil. In addition to Carmack’s words of wisdom for Silverman, there was plenty of dialogue between the two camps. “Id Software was a short drive away from the 3D Realms office”, Ken told me. “We often had groups of people visit so nothing was completely secret. Interestingly, E1L6 (episode 1’s secret level) of Duke Nukem 3D had a room with sloped ramps on the outer walls (in an L-shape) that was inspired by an early screenshot of Quake.”

Today, the Build engine is a worthy stop-off point on gaming’s endless road to progress; on this figurative road, it’d be demarcated in the UK by a (fittingly) brown road sign pointing to a great castle that was built just a year before cannons became the ‘in thing’ in war, rendering it obsolete. Its historical interest endures, as modders continue to flock to the Engine like intrepid archaeologists trying to decipher grinding-stone puzzles in ancient temples – exploring it, tweaking it, smoothing the jagged edges of the pixelated graphics or replacing them with 3D textures, and solving its legendary quirks.

build9.jpg


Admirable though the modding community’s work is, I prefer to keep my nostalgia blinkers firmly on. There is something magical about the graininess of those pixelated characters, their withheld visual fidelity infusing them with a rich texture and air of mystery that, when refined and upscaled, ends up looking cartoony, even crass. Likewise, quadrupling the texture resolutions and replacing the sprites with 3D models is a testament to the community’s passion for these games, but lacking the quality that keeps me returning to these pixel playgrounds.

The Build era was a moment in PC gaming history that’s certainly not been forgotten, but came just before a technological revolution that cut its gloriously grimy tenure short. Only when Half-life came out did I finally get over the Build era. But until that point, and then six years ago when I, along with the rest of the gaming world, rediscovered my love for pixel graphics, I bemoaned that the era didn’t last just a little bit longer, delivering several more vivacious 2.5D shooters while Quake, Unreal and co. worked out how to imbue a 3D game with some of that great Build spirit.

Upon reflection, maybe part of the Build era’s magic came from its ephemerality, which meant that it only had a small, thematically inseparable games roster to be judged by. It was an explosive Last Stand of an era that began back with Doom in 1993, treating us to a beautiful illusion of 3D while we waited for the inevitable ‘real thing’. But the illusion was so great that for years the real thing struggled to match it.

These games point a confident, bloodied middle finger to 3D shooters that have come and gone across the generations. For while almost every shooter since Quake is doomed to date and be judged by the latest standards of the day, the Big Four Build games remain immortal.
 

tormund

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Some things are off with that article. Author cites Unreal as an example of abstract level design that existed even after Build FPSs... when in fact majority of Unreal maps offered a palpable sense of place.
And there was never a "big four" of Build games. Let's not pretend that Redneck rampage is anywhere close to Duke 3D, Shadow Warrior or Blood, or that it is as just just because it is as old.
It is also bizarre to see an article about Build engine and its impact without a mere mention of user made maps, episodes, total conversions... and one that reduces "modder work" to the fact that we can play some of those games in high resolutions and with smoothed graphics. And there are typical RPSisms present, like the idea that gaming constantly progressed and improved.
 
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Unkillable Cat

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And there was never a "big four" of Build games. Let's not pretend that Redneck rampage is anywhere close to Duke 3D, Shadow Warrior or Blood, or that it is as just just because it is as old.

I disagree. Redneck Rampage may not have been on a similar level as the others in terms of technical aspects or content or whatnot, but it was about as popular as Duke Nukem 3D, if not more so (depending on which part of the world you were in at the time). Everyone that knew Duke Nukem knew about Redneck Rampage, but a massive drop-off was noticeable when Shadow Warrior and Blood were brought into the picture.

It is also bizarre to see an article about Build engine and its impact without a mere mention of user made maps, episodes, total conversions... and one that reduces "modder work" to the fact that we can play some of those games in high resolutions and with smoothed graphics.

This is true. The Build engine was very builder-friendly.

And there are typical RPSisms present, like the idea that gaming constantly progressed and improved.

Well...several aspects of gaming did improve after the turn of the century...but saying that they progressed anywhere is a bit of a reach.
 

pippin

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They missed he opportunity to write the title as "Blood, Sweat & (S)Laughter", though.

The build engine was p.cool and the games were great as well. Duke, Blood and SW are mandatory games for FPS fans and also for people interested in videogames, period. Other games like Eradicator were p. dumb though, so it's not like the engine would make the game, as good as the engine was (Build and wolf are my favorites for fps games). Good article considering the source.
 

Riskbreaker

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"For while almost every shooter since Quake is doomed to date and be judged by the latest standards of the day"
Even a mediocre or flawed 90s FPS is more playable for me than any post-2005 FPS. Hell, "latest standards" of level design, gunplay, movement are a significant part of reason why I can enjoy those game today, more than I would back in the day.

I disagree. Redneck Rampage may not have been on a similar level as the others in terms of technical aspects or content or whatnot, but it was about as popular as Duke Nukem 3D, if not more so (depending on which part of the world you were in at the time). Everyone that knew Duke Nukem knew about Redneck Rampage, but a massive drop-off was noticeable when Shadow Warrior and Blood were brought into the picture.
Maps from Redneck Rampage Rides Again are probably most technically impressive of all major commercial Build games. And they are just genuinely great looking, varied and creative as fuck. Core gameplay is same as in original game (bit better balanced with enemy and ammo placement), but maps are major, gigantic step up.
 
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tormund

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And there was never a "big four" of Build games. Let's not pretend that Redneck rampage is anywhere close to Duke 3D, Shadow Warrior or Blood, or that it is as just just because it is as old.

I disagree. Redneck Rampage may not have been on a similar level as the others in terms of technical aspects or content or whatnot, but it was about as popular as Duke Nukem 3D, if not more so (depending on which part of the world you were in at the time). Everyone that knew Duke Nukem knew about Redneck Rampage, but a massive drop-off was noticeable when Shadow Warrior and Blood were brought into the picture.

It might have been popular for a while, but my issue was with implying that it was as good and had as much impact as any of those games, and with him ending the text with "the Big Four Build games remain immortal". Nothing of that is true, it was a shoddy FPS with fun and edgy theme to begin with, and it is barely even mentioned today. Shadow Warrior is still played and mentioned, not to mention Blood (despite the lack of source port), and Duke 3D is a story in itself. RR doesn't compare in any way.

Riskbreaker
That might be true, but I never played Rides Again and I probably never will. I tried to play RR again few years ago, first in Dosbox and then with unfinished eRampage port, and I didn't last long either time...

pippin
I dont think that Eradicator was using Build engine, but I might be wrong. It had some similar features, IIRC floors over floors and sloped surfaces. I remember liking it, but I played it only once ages ago.
 

Riskbreaker

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Eradicator is actually pretty solid little FPS, with some neat ideas. Worst thing about it is that it was visually pretty bland, and that enemies were mostly various robots which naturally sucked a bit of satisfaction out of its FPS action. Game was a bit puzzle heavy too, especially in later sections, but that can be either a good or a bad thing depending on who you ask (tho, some of the puzzles are of that "find and push bunch of switches randomly placed around map in quick succession" variety, which is uniformly bad).

And yeah, it definitely wasn't running on Build.
 

Unkillable Cat

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tormund The only reason Shadow Warrior is 'still played and mentioned' is because it got a remake 3 years ago and got to 'tag along' with Duke Nukem 3D when 3D Realms updated Duke3D for modern systems, as they held the licenses to both games.

Before that Shadow Warrior was dead in the water. It had three expansions; one free, another that was never officially released until years later when it was discovered by accident, and the third one remains unreleased to this day. And that's before we get into the fact that SW was a mediocre game that isn't really that fun to play.

Meanwhile Redneck Rampage got what can be called the first ever DLC, an expansion pack, a sequel and an offshoot title, and a decent award nomination. The first game is by no means perfect, and I haven't played Rides Again either so I can't comment on that. But it looks pretty clear which game performed better, especially in sticking in people's heads.

If Redneck Rampage got a 'Redux' release like Duke and SW have, it would be just as promiment as them...maybe even more so.

(The fact that Blood is still kicking all kinds of ass without a Redux release, let alone a sourceport, speaks volumes about its quality...but that's a little beside the point.)
 

Darth Roxor

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And that's before we get into the fact that SW was a mediocre game that isn't really that fun to play.

Oh you little tiny dick

Lo Wang come for you, little snake coward
 

Riskbreaker

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And that's before we get into the fact that SW was a mediocre game that isn't really that fun to play.
No.
It plays differently, primary because enemies deal so much damage (even more so than ones from Blood), and you can die insanely fast. However, most enemies die fast too, and ya have a variety of high damage and explosive weapons at your disposal. Game is hard, even frustrating at start, but it is immensely fun once it clicks.
Not to mention that action is immensely satisfying. Few things are as fun as slicing random grunts with your katana, with crunchy sound effects, gore and Wang's appropriate one liners. There is generally a satisfying feedback to most of SW's weapons.

That's RR's biggest problem: its core simply isn't fun or satisfying. Its gunplay isn't fun and neither are its enemies and their behaviour. Ya can tell that they were well aware of that while designing Rides Again, but there is only so much one can do given how game's weapons and enemies work. That is why I focus on its maps when I try to recommend it to others.
 
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Unkillable Cat

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"Immensely fun once it clicks."

Uh-huh. No.

I replayed it last February. It's true that it's harder, but it's borderline cheese when the end of the first level has a baddie that tends to one-shot you from the shadows, and that's before the sentry turret at the end comes into play. It didn't take me long to adjust to the heightened difficulty, however, but what killed off my interest were the levels - they are boring as hell, every single one. I get the themes, I see what they're trying to do...but somehow they manage to make the keyhunt boring, and far too often I was unsure where to go next or what to do. This is not a problem I generally have with FPS games - Shadow Warrior just has shitty levels. One moment in particular I remember is where Lo Wang needs to push coloured blocks to open a door, and his quote of "I'd rather kick ass than solve puzzle!" goes a long way towards describing this game - a potentially fun action shooter let down by counter-intuitive level design.
 

Riskbreaker

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There are some crap levels and "puzzles" to SW and its expansions - for example, that one where you have to find bunch of numbered (well)hidden switches in order to open final boss arena is particularly aggravating. But I generally liked the themes of its maps and had no issues with most of their layouts. Hell, I had more issues with completing some maps from Blood or Outlaws back in the day.
 

tormund

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There is nothing wrong with level design in Shadow Warrior aside from few counter intuitive moments. I suppose it depends on whether or not their themes do anything for the player, if they don't then they will be just urban and fantasy environments with asian touch so they might eventually become too boring to explore and backtrack trough...

Speaking of truly counter intuitive design and boring backtracking, that doesn't get much worse than in Redneck Rampage. Remember that first level with constant backtracking between houses and barely visible target sign on one silo? Later there was even one map where one of the keys can (at least in my experience) only be reached by herding one of nearby chickens near the wall, and jumping on it... Of all the Build games I played to some extent, RR is the worst by some margin. I wound put it bellow Powerslave and Witchhaven...
 
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Duke Nukem 3D still impresses with the level design and how smooth it feels merging all those earlier mechanics of fps games and making it simply more fun. Quake was released later on, but it never grabbed my interest as the 3D realms jewel in the crown.

Redneck Rampage - shareware version. Shooting to enemies didn't felt good. The revolver had that great sound effect plus blowing things up with the dynamite is always fun. But level design was not good, I still have nightmares with that sewer sections. The addons were better, but still nothing I would replay.

Shadow Warrior - I can't remember how many times did I finish the first episode. Having most hillarious protagonist like Lo Wang plus all the gore, dual uzis and one liners made me go through the whole game a couple of times. It's great to blow shit up and the shotgun is probably one of the best in the FPP games ever. "You move like a pregnant yak!" is my favourite quote.

I remember playing Legend of the Seven Paladins demo earlier, and felt it could inspire SW . Using Build without agreement on 3D realms side was a dick move, but the metro level looked fantastic back in the day. There was a movie playing (5 seconds of it, but it wasn't important).



Blood - I remember Caleb singing some song while I stopped to lower my adrenaline levels after heavy encounter. After quick search I found it:



Game is filled with so many references in a good way, not Fallout 2 style. Extra Crispy horror blended with dark humour, cultural references, unforgiving but great shooting mechanics and the DYNAMITE in three different variations.



There is also Tekwar and two Witchaven's, but I never was impressed by them. I hope we will see that new old episode of Bombshell from Interceptor.
 

Riskbreaker

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I liked Witchaven, even tho most folks seem to have less than stellar opinion of it. It looked nice enough and its environments and especially its enemies felt like they came straight outta some cheesy 80s fantasy flick. Melee combat focus was pretty refreshing, even if differences between various arms could have been more pronounced. One still had to learn their individual timings and reach in order to hit enemies while standing a good chance at not being hit himself, even if it wasn't King's Field or anything.
And that basic leveling system gave a very practical reward for hunting down as many enemies as possible in each map due to XP they give and health boost that comes with level up.
Also, dat intro:


(One can't help but lament the lack of source port, in this particular case due to the possibility of extensive overhaul/gameplay mod that could improve combat, spells, add some kind of developed RPG system, and turn Witchaven into truly great game.)
 
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Replayed Duke3D recently, there's just a few too many enemies with hit-scan weapons and a lack of ability to hit-stun them that really keeps DOOM ahead of it in how the basic shooting gameplay feels. Enforcers are just too bullish and Battlelords frankly would be better losing the chaingun and just throwing the grenades. There's a reason id knew to make Chaingunners about 1.5 shotgun blasts to take down and the mini version of the spider mastermind got a plasma gun rather than a chain gun.

Still the levels, environmental reactivity, humor all hold up.
 

octavius

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Having played lots of the old (pre 1998) shooters the past few years, here's my ranking.

1. Doom. Still jolly fun, and never gets old. Almost perfect weapons and enemies.
2. Duke Nukem 3D. Very fun, but lacks the armies of monsters and in-fighting that makes Doom so great.
3. Star Wars: Dark Forces. Excellent game play and level design.
4. Outlaws. Very good level design, and quite intense gun play on highest difficulty. Main weakness is not much enemy variation.
5. Hexen. A marked improvement over Heretic
6. Quake. Single player Quake bores me for some reason.
7. Heretic. A rather bland fantasy version of Doom
8. Rise of the Triads. Didn't like the gun play and level design.
9. Redneck Rampage. Boring gun play and the humour gets stale after a few minutes.
10. Cybermage. Could have been very good (like a proto Deus Ex), but ruined by clunky controls and stupid AI.

Waiting for improved versions of Strife (Veteran Edition only available on Steam for some reason) and Blood before I pass verdict on them.
Played some Shadow Warrior and thought is was quite fun, certainly better than RR.
 

ZagorTeNej

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Today, the Build engine is a worthy stop-off point on gaming’s endless road to progress; on this figurative road, it’d be demarcated in the UK by a (fittingly) brown road sign pointing to a great castle that was built just a year before cannons became the ‘in thing’ in war, rendering it obsolete. Its historical interest endures, as modders continue to flock to the Engine like intrepid archaeologists trying to decipher grinding-stone puzzles in ancient temples – exploring it, tweaking it, smoothing the jagged edges of the pixelated graphics or replacing them with 3D textures, and solving its legendary quirks

Lawl, what a pretentious hipster asshole. Endless road to progress which (as far as FPS genre is concerned) ended with ultra linear corridors/lazy level design, slow paced action adapted for consoles, 2 weapon limit, arsenal of interchangeable assault rifles, cutscenes/scripted actions galore, pathetic enemy variety and lack of gore. Such progress, such evolution! These are great days we're living bros!

Build Engine games might be antiquated castles but they sure as hell aren't rendered obsolete/breached by water pistols and firecrackers.
 

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