The way the world looks as if it could fall apart at any moment, the undulation of the textures, the repeated crashing noise, the video capture cutting out as a giant snake arrives
We need to get cracking on M2 emulation to save the 5 games made for the hardware so that I can get fucked up and hurt myself with this disaster
until I recently looked at the screenshots gallery on Mobygames, I had never considered the possibility that Killing Time might be significantly different between platforms, or notable as anything beyond “that weird shoddy-looking Doom clone with ghosts and old guns and I think also clowns?”
It seems the 3DO version was released first, and the subsequent computer releases were considerably revamped:
Those still scenes make the game look rather more unique then it actually is in motion, and somewhat skew the observers sense of how the density of the game (textures, architecture, enemy waves) seems to increase dramatically over time.
That said, I think actually footage still conveys some amount of character due to the design focus on a central conventional location that gradually reveals unsuspected depths and complexities. But rather than beating Realms of the Haunting to the punch by a couple years, it instead seems more like someone experienced a precognitive vision of Clive Barker’s Undying, then attempted to create their own version by grafting The 7th Guest onto a Build engine game.
Woah. Even the video tearing stuff? That had to be pretty ahead of its time, grasping the aesthetic appeal of VHS’ limited visual quality during the 90s.