Ivan
Arcane
get it now?
This particular battle was lost long ago, ever since Serious Sam and Painkiller were heralded as "throwback to Doom and Quake" by the gaming media.This is the history of 1990s FPS gaming, as written by the victors.
I don't get it either. I don't expect anything better from nether AAA nor indie hipsters that think (and want everyone else to think the same) how 90s FPS = hordes of enemies and gratuitous violence, but even those that know better fail at making good games. Both Wrack and Rise of the Triad reboot were made by guys that had years of experience with Doom and Duke mapping behind them, an yet both games were subpar and failed at the basics...What is it with those games that nobody can get it right anymore? It's not exactly a complex formula, and people make good new content for old FPS all the time, so what is it?
They still ruined it.Eh, I wouldn't dish Painkiller and Serious Sam, they at least had excellent atmosphere and a good variety of enemy designs, unlike this crappy trash which has terrible graphics and a really clunky HUD.
Enemy death animations/sounds also played a great part. It's something that went away to never return in FPS, now they just go on ragdoll mode and flop around when they die.The weapon sounds are wonky. An integral part of fps design in the 90's was sound design for the weapons. Remember Doom's shotgun? Not to mention level design and music that sounded like a soundtrack instead of random noise.
Still getting it though.
True, and they had variety of weapons and wide variety of enemy types (that were very different in their behavior, attacks, damage output...). Strafe isn't able to replicate even that, due to limited weapon selection and (judging from what they have shown so far) very limited and unimaginative bestiary.Eh, I wouldn't dish Painkiller and Serious Sam, they at least had excellent atmosphere and a good variety of enemy designs, unlike this crappy trash which has terrible graphics and a really clunky HUD.
They "ruined" it because of shallow idiots that insisted how they were continuation or, even worse, "evolution" of 90s shooters. They were their own thing, and as their own thing they are alright.They still ruined it.Eh, I wouldn't dish Painkiller and Serious Sam, they at least had excellent atmosphere and a good variety of enemy designs, unlike this crappy trash which has terrible graphics and a really clunky HUD.
What is it with those games that nobody can get it right anymore? It's not exactly a complex formula, and people make good new content for old FPS all the time, so what is it?
It's about priorities, level design is way down on the list in today's gaming industry (both AAA and indie) when it comes to FPSes (or FP games in general). It's additional work that is deemed not necessary/obsolete in today's gaming climate. Easier to clutter the screen completely with badly designed gore instead and act like that was the defining feature of the 90s FPS gaming.
AAA industry is all about cinematic, scripted events and linear corridors while indie is mostly filled with hipster trash that aims to be only superficially similar to "old-school" games while lacking all of the ingredients that truly made them great. It's not a faithful addition to the 90s FPS formula, it's a game made for people who were quite simply not part of that gaming era (either toddlers or not even born) and those who were but "outgrew" them, moved on to playing popamole trash and can't be bothered to traverse big, vertically designed levels due to their busy lives (which includs spending 5 hours a day on facebook and/or twitter of course).
These tricks are so useful that you can break nearly any game with them.The weapon arsenal looks pretty decent, each weapon having an alt. fire and some movement trick, but it remains to be seen if those movement tricks aren't just gimmicks you will rarely ever use.
Going with randomly generated levels is the stupidest thing ever, those screens have no soul in them. Doom, Quake and of its ilk are all famous for their level design, not some pre generated shit.
You forgot the obsession everyone has with vast procedurally generated blandness since the success of Minecraft. I can't wait for that trend to die so we might see some people actually thinking about level design as a component of a good game again.