I think I abused one of those AoE spells to beat him
The secret is to put peanut butter on the fried chicken.
Really Doom and OoT fit in the same bucket in my mind. They are both highly lauded games that just donât really hold up anymore.
Yes, Everyone in the world will fight me.
Honestly, itâs a good thing. Games should have gotten better by now, we should have things improve and progress.
Games have not gotten better just different tho lol, progress is not a linear line of like look the graphics are better and the game is more complicated
Itâs been decades, didnât say it was a straight line, but ya things should get better, we should improve. Honestly, ya better FPS than Doom, and better adventures to be had than those two games. Itâs not a bad thing to enjoy some newer things than the classics. But graphics and complexity do add to games, so do sound and design decisions, all improved since then.
Yeah, the prerendered scenes use the same primitives as the real time stuff, ellipsoids and boxes, only thereâs a whole bunch of procedural generation to instance tons and tons of them. Thereâs a SVGA version of the first game which for whatever reason used a different random seed when rendering all that stuff so tons of small scale details are subtly different.
Ecstatica 2 goes especially crazy with the procgen with all sorts of fancy plants.
EDIT: oh hey, found an archive of that blog that went into rebuilding its world, they comment on that in that article: Reconstructing Ecstaticaâs Level Geometry « Dinge von Interesse
They combined the renders with collision data to get a fairly good reconstitution, too: http://dingevoninteresse.de/wpblog/wp-content/uploads/2013/03/GeometryReconstruction2.png
I like FEAR but I feel like my biggest beef with it is the controls, thereâs too much stuff you gotta do. Healing, slow-mo, aim down sights, movement, melee, crouching, grenades. and theyâre all bound to the left hand so your brain just shorts out trying to find the right input. Healing is default bound to Z and so you have to do so strategically. I think the slow-mo being bound to control is bad because itâs so hard to reach but something you use frequently.
Also itâs really funny to me the first big level is like a humdrum water treatment plant, but one that makes no sense in terms of layout or design. I like that they show a door is locked by having the door have a window and a bunch of stuff piled on the other side.
I changed the controls in minecraft to be more like stalker, namely x to sprint ![]()
when i play deus ex i leave reload on semicolon
goin back in time and whispering into J Romeroâs ear âESDF, that way you got room on the left and right sides of the fingersâ
j romero: âbutâŠwhat are you gonna use those buttons for?â
me: âuh, hackingâ
i used to do szxc because of the first system shock
Romero is a true doom lefthand mouse and arrowkeys genius unlike us backwards wasd dorks
I look forward to you playing freespace 2 and learning its control scheme
I got to witness this live once, there was a GDC where he just set up a bunch of machines with Doom multiplayer and you could go up and play a round with Romero. I got him when he was AFK without realizing it and saw the forbidden words âYou fragged romeroâ but this doesnât count
i think i can get daphny to play like the metro games and ghost recon 1 and jagged alliance 2 but freespace has absolutely nothing they care about in games imo
space is cool but navigating it sucks
but itâs free
itâs got the visual chaos though!
Beat Save Room in about two sittings. Pretty fun for $2 but damn, it just flew right by.
âBetterâ is a foolâs errand, as is thinking that things âprogressâ aside from perhaps a mediumâs general maturity (read: literal/metaphorical tools available to the people who make things). Iâve played many FPS games and very few of them are as good as Doom or Quake; same for RTS games and Command and Conquer; same for âsearch actionâ games and Symphony of the Night or Metroid. Outside of games, I find that there is lots to love about movies, books, and music older than I am.
There is no specific objective quality ideal in art to strive for. Except perhaps sales numbers, which as anyone on this forum can tell you mean nothing to a gameâs ephemeral âqualityâ. Design, sound, visual fidelity are all deeply subjective and dependent on the person experiencing them. Art is not a straight line rising forever upward, it is an endless ocean of human desire, impossible to map in its entirety.
