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Rupert Buttermilk posted:This needs to be a username. There is (or used to be) a goon named Scrub-Niggurath
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# ? Aug 30, 2018 04:53 |
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# ? May 22, 2024 19:19 |
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Canonically, if you're meeting up lovecraft gods in Quake, there's nothing stopping them from also talking to evil Strogg. That's kinda the way that whole setting works with lovecraftian gods, that aliens know them too and the evil ones work with them a lot.
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# ? Aug 30, 2018 05:37 |
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I'm not sure where I saw it because it was ages ago (like 2000-ish) but Quake is supposed to be some evil cosmic overlord who recruits things from various times and places to fight for him. Was that even official? Did I make that up myself and not realize it?
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# ? Aug 30, 2018 05:40 |
BattleMaster posted:I'm not sure where I saw it because it was ages ago (like 2000-ish) but Quake is supposed to be some evil cosmic overlord who recruits things from various times and places to fight for him. Is that possibly a combination of (mis)remembering the plots to Quake and Quake 3?
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# ? Aug 30, 2018 06:20 |
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I wouldn't really count third party mission packs as canon anyway, but one of the things that struck me about Quake Mission Pack 1 - Scourge of Armagon is that it feels like a Quake 2 mission pack with new cybernetic enemies, the entire first episode being a tech base and the final boss of that Mission Pack being very clearly a Strogg. If it is canon then there's clearly some kind of connection.
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# ? Aug 30, 2018 06:20 |
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Cream-of-Plenty posted:Is that possibly a combination of (mis)remembering the plots to Quake and Quake 3? I tried to look it up and the Quake wiki has a disambiguation saying Shub-Niggurath's codename is Quake: http://quake.wikia.com/wiki/Quake So maybe I am remembering it correctly and didn't catch that detail of it?
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# ? Aug 30, 2018 06:29 |
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catlord posted:Anyway, I just assume that 2 is a parallel world, one of an infinite amount, and sometimes stuff falls through cracks in reality. Which I think is basically what Quake 3 said? I dunno, it seems like with how Quake 1, 3, and Champions are you really don't need convoluted explanations for linking id games. I kinda hate that everything has to have some megaverse explanation now. Like they took the Zelda games that were never really intended to be in some strict chronology and they gave them a strict chronology involving like 3 parallel dimensions. Its missing the point, IMO. There's always a link, there's always a Zelda, that's the prophecy, who cares which happens when? They're each their own thing. Each quake can just do whatever, it doesn't need to be a series from a narrative standpoint. They're sequels in spirit.
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# ? Aug 30, 2018 06:35 |
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BattleMaster posted:I tried to look it up and the Quake wiki has a disambiguation saying Shub-Niggurath's codename is Quake: http://quake.wikia.com/wiki/Quake Yeah that's what it was retconned as. Originally I'm pretty sure Quake 1 was supposed to be a fantasy game where you were Quake, and you had a battle axe kinda like the daikatana and poo poo like that. Then Quake became the bad guy, and it was "code name quake's forces are out to get you through the slipgates!" Then you go through the slipgates and ends up that whole 'code name quake' was Shub-Niggurath all along
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# ? Aug 30, 2018 06:37 |
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At least with Quake II they needed an excuse for why they reused the name. I wonder how things would have gone if they gave it its own name? In that era the id name was enough and it didn't need to be tied to Quake to get people to notice it. But then after that I wonder if Quake III would have been Quake II or have yet another new name? What would Quake Champions be called?Zaphod42 posted:Yeah that's what it was retconned as. Okay, cool; my brain isn't dying on me yet.
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# ? Aug 30, 2018 06:39 |
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Quake was also supposed to be a 2D Commander Keen-esque platformer but with less kid-like graphics due to the powerful 256 color graphics of VGA.
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# ? Aug 30, 2018 06:40 |
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Zaphod42 posted:I kinda hate that everything has to have some megaverse explanation now. Like they took the Zelda games that were never really intended to be in some strict chronology and they gave them a strict chronology involving like 3 parallel dimensions. That strikes me as unusually un-curious. I mean, people naturally enjoy continuity, even if it's not a direct continuity. Connecting dots is just what people do, and to me it seems that that's a sign of successfully being engaged with the work. Especially when you have something that tells its story in a sere and evocative manner, like Quake or LoZ, it's only natural to try and fill in the blanks, try to answer the questions raised and presented. Not that there's anything wrong with treating things as entirely self-contained, it just seems like a natural thing to ponder about something you love. Besides, Quake 1 was explicitly about dimension-hopping so it's not really a stretch to go all-in on a multiverse, and Adventure of Link was a direct sequel, so it's not like there wasn't precedent for continuity in the Zelda franchise.
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# ? Aug 30, 2018 07:32 |
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Quake Manual.txt posted:Background:
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# ? Aug 30, 2018 09:51 |
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Vakal posted:The problem with most modern FPS games is that you inevitably end up fighting human enemies most of the time and no matter how much you try to make them look different from one another through clothing and body armor, all human silhouettes are basically the same and they move and act the same, and soon you just quit caring. I am cracking up at the thought of fighting cacodemons in Far Cry. Sneaking through an outpost, stealthily taking things out, and then there's an orb in the sky and it wants me dead.
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# ? Aug 30, 2018 11:07 |
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StrixNebulosa posted:I am cracking up at the thought of fighting cacodemons in Far Cry. Sneaking through an outpost, stealthily taking things out, and then there's an orb in the sky and it wants me dead. I think you might be talking about that other
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# ? Aug 30, 2018 11:13 |
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Tippis posted:I think you might be talking about that other I have never heard of that FPS.
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# ? Aug 30, 2018 11:14 |
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Copper Vein posted:Manual I like this. I'd also love a game where you go through a portal to help with.... Something militaristic but routine, but you end up in some sort of hell dimension. Everything is hosed, but you fight your way through. As time goes on, poo poo gets crazier and crazier, harder to survive, you're almost overwhelmed, about to die and then.... ... you arrive at your original destination. Your body went through the portal and was transported in a nanosecond, but your consciousness was trapped for (x) amount of time, and nothing that you just experienced over the past ~20 hours actually happened. Only now, you start seeing the terrible things from the 'nightmare', but in real life. In short, I would love for a game to take inspiration from Stephen King's The Jaunt, and run with it. Teleportation can gently caress a person up. We already got Half Life from The Mist (from the same collection of short stories, too!), and I think there's room for another loose adaptation. Everyone read The Jaunt!
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# ? Aug 30, 2018 12:17 |
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StrixNebulosa posted:I have never heard of that FPS. AA was great for the fact that your team was the good guy Americans and the other team was the terrorists, for both teams - it’s like so close to getting the point but just missing
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# ? Aug 30, 2018 12:20 |
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At any rate, the main point of AA was that there was always an orb in the sky and it wanted you dead.
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# ? Aug 30, 2018 12:38 |
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NoneMoreNegative posted:AA was great for the fact that your team was the good guy Americans and the other team was the terrorists, for both teams - it’s like so close to getting the point but just missing It was a fork of a US Army training game, which is why your team is always BLUFOR and the enemy team is always OPFOR.
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# ? Aug 30, 2018 12:58 |
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Copper Vein posted:Quake Manual I was using this text as the basis for a cooler intro to my mod. It is of course, like all mods I start, unfinished. https://youtu.be/mD7N6HY0q1s
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# ? Aug 30, 2018 14:30 |
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anyone wanna read a take http://www.bulletpointsmonthly.com/2018/08/08/all-their-engines-by-tara-hillegeist/
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# ? Aug 30, 2018 20:23 |
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bullet points is very good
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# ? Aug 30, 2018 20:46 |
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DisDisDis posted:anyone wanna read a take http://www.bulletpointsmonthly.com/2018/08/08/all-their-engines-by-tara-hillegeist/ Thank you, this will keep me warm through the harsh winter ahead.
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# ? Aug 30, 2018 21:11 |
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it's good to be reminded what a scumfuck sgt mark iv is if nothing else if you criticise him at all now his girlfriend comes after you lmao
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# ? Aug 30, 2018 21:18 |
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I've gone over that article a few times and I'm not really sure what the ultimate point it. Increasing engine complexity? The life and death of modding? The decreasing importance of the individual in the modern game development setting? Politics? Nostalgia? At the end it says it's about id under Bethesda, but so much of it is spent talking about the simplicity of the original Doom engine, or the weird paragraph about Machine Games, or how impossible it is to mod Doom 3 that it feels like she's saying an awful lot to say very little? I'm not sure what I'm missing in it.
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# ? Aug 30, 2018 21:27 |
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catlord posted:I've gone over that article a few times and I'm not really sure what the ultimate point it. Increasing engine complexity? The life and death of modding? The decreasing importance of the individual in the modern game development setting? Politics? Nostalgia? At the end it says it's about id under Bethesda, but so much of it is spent talking about the simplicity of the original Doom engine, or the weird paragraph about Machine Games, or how impossible it is to mod Doom 3 that it feels like she's saying an awful lot to say very little? I'm not sure what I'm missing in it. I think it's saying that Doom's modability was a crucial part of its identity and the fact that modability has decreased as tech advances is a failure on the part of id and Bethesda to live up to its legacy. haveblue fucked around with this message at 21:45 on Aug 30, 2018 |
# ? Aug 30, 2018 21:31 |
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That reminds me of the highly moddable open source game engine Cube and its successor, Saurbraten. Did any worthwhile games come out of those? I remember playing the campaigns that came with them and they were kinda dull, but I don't necessarily hold that against them because they're essentially meant to be engine demos anyway. It was kind of fun to edit the level during gameplay, which was the engine's primary gimmick. Can't figure out how to get to that secret area above? Oh well just activate editing mode and raise the floor!
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# ? Aug 30, 2018 21:45 |
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haveblue posted:I think it's saying that Doom's modability was a crucial part of its identity and the fact that modability has decreased as tech advances is a failure on the part of id and Bethesda to live up to its legacy?
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# ? Aug 30, 2018 21:46 |
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Mak0rz posted:That reminds me of the highly moddable open source game engine Cube and its successor, Saurbraten. Did any worthwhile games come out of those? I remember playing the campaigns that came with them and they were kinda dull, but I don't necessarily hold that against them because they're essentially meant to be engine demos anyway. RedEclipse was based on Cube2 - it played great and I had a lot of fun with it, but it certainly had that "homemade PC game" feel
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# ? Aug 30, 2018 21:56 |
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DisDisDis posted:anyone wanna read a take http://www.bulletpointsmonthly.com/2018/08/08/all-their-engines-by-tara-hillegeist/ Some interesting ideas but drat, needed an editor
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# ? Aug 30, 2018 22:39 |
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ZeroMaster has done that pesky thing he does where he invalidates all the Doom 2 UV-MAX records again.
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# ? Aug 30, 2018 23:14 |
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Arivia posted:ZeroMaster has done that pesky thing he does where he invalidates all the Doom 2 UV-MAX records again. I'm glad he's still out there blowing things away because I remember him saying he was burned out and thinking of retiring.
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# ? Aug 30, 2018 23:20 |
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Cant say i envy all the d2all runners blowing games over a pain elemental not moving fast enough or not pushing doomguy into the right sector on the first go, but i suppose theyre used to it
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# ? Aug 30, 2018 23:35 |
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Arivia posted:ZeroMaster has done that pesky thing he does where he invalidates all the Doom 2 UV-MAX records again. First I've heard of this guy, and drat, that's cool.
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# ? Aug 31, 2018 00:00 |
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StrixNebulosa posted:
Zero-Master is kind of one of those kinds of people where you wake up, get coffee, head outside, get the paper, and out of the corner of your eye you see a tiny sidebar under the sports column about how he just kind of casually redefined how everything we know about science works.
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# ? Aug 31, 2018 03:12 |
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DoombatINC posted:RedEclipse was based on Cube2 - it played great and I had a lot of fun with it, but it certainly had that "homemade PC game" feel Oh man, I played this a bunch as a kid! Parents had PPC macs forever so game selection was very limited. Completely forgot what it was called.
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# ? Aug 31, 2018 03:38 |
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There's going to be a point where all the Doom world records stand unbroken for the rest of time and they'll all belong to Zero Master
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# ? Aug 31, 2018 03:40 |
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catlord posted:That strikes me as unusually un-curious. I mean, people naturally enjoy continuity, even if it's not a direct continuity. Connecting dots is just what people do, and to me it seems that that's a sign of successfully being engaged with the work. Especially when you have something that tells its story in a sere and evocative manner, like Quake or LoZ, it's only natural to try and fill in the blanks, try to answer the questions raised and presented. Not that there's anything wrong with treating things as entirely self-contained, it just seems like a natural thing to ponder about something you love. Of course you should fill in blanks, but that doesn't mean every entry in a series has to be a direct sequel or prequel that has some relationship with the past entry's characters or story. Sometimes you can just tell a set of good stories, which each on their own individually have a full world and story and details that you can dig into and be curious about. Some things have continuity, some don't, but it seems like people try to force it where it explicitly doesn't make sense sometimes. Every final fantasy game for instance has a rich and detailed world you can be all kinds of curious about. But there's practically zero relation between numbered FFs other than moogles, chocobo, and somebody named Cid. I think that can be a good thing sometimes, to free yourself to tell completely individual stories. They have similar themes, but trying to say "okay so after FF6 their grandchildren are the characters of FFX who create the world of FF1 and FF2 then leads into..." like... they're just cool stories, you know? If the author says something is a sequel, cool. If they say its not, then don't try to force it. Some things are better that way, but not everything should have to be. E: Like I think its super cool that Doom 2016 ties in some new continuity from Doom 1/2 to Doom 64 to Doom 4, that didn't really exist before. That's fine. But it would also be fine if they didn't do that. Zaphod42 fucked around with this message at 06:51 on Aug 31, 2018 |
# ? Aug 31, 2018 06:48 |
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If they want to make a new quake they should do it like id did and divide up the team into four, have them all do whatever they want and at the end of a year and a half have someone come in and try to write a story around whatever got made
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# ? Aug 31, 2018 07:00 |
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# ? May 22, 2024 19:19 |
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DisDisDis posted:anyone wanna read a take http://www.bulletpointsmonthly.com/2018/08/08/all-their-engines-by-tara-hillegeist/ Well that was a rambling yarn to claim that Doom Eternal is named after Eternal Doom (that seems doubtful) and that the glory kill mechanics is inspired by Brutal Doom (pretty sure this was proven false).
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# ? Aug 31, 2018 07:00 |