Rocketlex posted:So after Duke Nukem and Shadow Warrior, I assume this is the next Build Engine game that's going to get a modern revival. I'd love to see a modern version of Blood.
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# ¿ Jul 17, 2014 12:16 |
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# ¿ May 2, 2024 19:52 |
Skippy Granola posted:I keep forgetting that there was a time before plot and pacing in FPS games. Levels are less chapters in a story than simply arenas full of enemies, and for a game ostensibly about Rednecks defending their turf from marauding alien sumbitches, we're surprisingly light on aliens. Here's hoping for a plot development sooner or later. Or at least a new gun. Now, I'm not qualified to talk about oldschool shooter level design past some ten years of playing .wads for Doom, but the idea is that you play for the game itself, not for story or pacing or conclusions. I will concede that RR is by far the worst of the Build engine shooters but that's a flaw of the individual design choices - weapons, level layouts, enemies - and not the concept itself. Hell, I can still have fun playing through Blood or the original Doom levels. Now kindly put an apostrophe after every third "y" and a "Yeehaw!" after every full stop in the above to get back to the spirit of the tread.
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# ¿ Jul 21, 2014 10:27 |
Neruz posted:Exactly, there were other games that did the same things but Half-life was held up as 'the best example' of how to do story in FPS games. For awhile there Half-life was basically the standard against which FPS games were measured. Which means that HL had good PR more than anything else. For example, Quake 2 had a pretty drat mission-centric structure that followed the invasion of the alien planet - but it apparently fell through since its level design is mostly terrible. Similarly, Blood 2 had strung its levels together with a story that explained even some pretty gimmicky levels - but who played that, eh? For the record, it's not like the story of Half-life is good or anything. It's immersive due to the first person thing, sure, but it amounts to BAD SCIENCE ALIENS GET THE HELL OUT.
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# ¿ Jul 27, 2014 19:49 |
Doom makes it work because all the enemies have distinctly different roles; here all the human enemies are pretty much pallette swaps.
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# ¿ Oct 6, 2014 08:27 |
If the explosions work anything like in Shadow Warrior (and I honestly can't remember, I played RR when I was like 12), distance doesn't protect you from explosions... But cover does, to the point of just popping behind a corner being able to shield you from a nuclear explosion.
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# ¿ Oct 13, 2014 07:41 |
I'm not sure the game was actually made with mouselook in mind. Duke3d originally definitely wasn't.
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# ¿ Nov 20, 2014 22:15 |
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# ¿ May 2, 2024 19:52 |
Hell, Wolfenstein 3D and Doom did that. It was part of the time.
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# ¿ Nov 24, 2014 13:17 |