The Current Trend For Retro Shooters
#115 posted by Text_Fish on 2018/01/15 13:20:39
is really just a race to the bottom for most devs, I think. The vast majority of their target-audience haven't played any 90's shooters for 20-odd years, so they'll be satisfied with a few cheap visual hooks and some silly monsters. Obviously like any trend this will bottom out leaving some room for the devs who are putting the time in to make a genuinely good game, but by that point a lot of the people jizzing over things like Dusk will have happily returned to the AAA thrills of Call of Duty 83768.
#116 posted by anonymous user on 2018/01/15 22:12:50
more like target-audience haven't played anything in the 90s by not existing and wanting to live in the mystical "90s are best" time.
#117 posted by muk on 2018/01/16 03:13:52
dae le h8 90s kids amirite
Proof Dusk Is Good Game
#118 posted by anonymous user on 2018/01/17 20:39:47
#119 posted by din on 2018/01/18 00:53:52
It's nothing new, there were loads of shitty FPS in the early 90s too that were obviously just made to jump on the Doom clone bandwagon. Taking that into account I'm going to say that the current string of shovelware is the true retro FPS revival but that's going to be an opinion that grates with just about everyone else here.
DUKS (Not Quack)
#120 posted by NewBloodFanBoiPlsIgnore on 2018/01/22 18:12:14
Full disclosure... I hang out in the New Blood Discord all the time and have been playing DUSK since pre-orders became available on Steam last year.
DUSK is the real deal. It isn't perfect. It sure as heck isn't Quake... but it's worth your time. DUSK could easily be mistaken for cynical nostalgia bait, but the creator has a real love for his inspirations. The winks and nods are there, but it never devolves into cheap pandering. The game has it's own voice and doesn't rely on references.
It's fun to play because the developer obviously has fun making it. There is an emphasis on FEEL which I appreciate. One might take for granted the SMOOTHNESS of movement but it's something that received a great deal of attention.
Not everyone will dig the level design. It's more Build than it is DOOM/Quake, with semi-realistic environments that never become so abstract or puzzling. I find them atmospheric and fun to explore nonetheless.
The music is 10/10. The ambient tracks are my jam.
I'm a picky gamer who is easily fussed so of course I have my gripes. But the only real caveat I can offer is that DUSK is simply too easy.
"Cero Miedo" is DUSK's UV or Hard equivalent. It never demands enough of the player for me to slip into a flow-state. When I think about level sets like Ancient Aliens or Arcane Dimensions, I remember specific fights so engaging that my keyboard and mouse dissolved in my hands. You know what I'm talking about. DUSK's combat unfortunately never rides that hallowed line between fun and frustrating. It is FUN however. It's challenging enough to keep me interested and like I mentioned before, it just feels great to control.
There is "Intruder Mode" which I recommend. You start every level with only sickles. Even on this mode, "Cero Miedo" is still too easy. "DUSKMARE" is DUSK's gimmick difficulty. You die in one hit. Challenging yeah, but not a replacement for proper difficulty through encounter design.
It's an easy recommendation for FPS fans. Especially now that Steam has refunds, you literally have nothing to lose. ;p
BTW I have pre-alpha access to AMID EVIL and it is incredible. It's already more challenging than DUSK and looks gorgeous in motion. Videos really don't do it justice. Look out for that one.
#118
#121 posted by anonymous user on 2018/01/22 19:46:18
looks and sounds like shit. pass
Revulsion
#123 posted by Blitz on 2018/01/31 07:35:52
Some anon posted it earlier in the thread, but Revulsion seems to be coming along nicely.
Revulsion....
#124 posted by Shambler on 2018/01/31 11:22:16
....is a good description of what I feel looking at that. I did enough fucking Lego as a kid and don't want my FPS games made out of it.
Quake Vs Modern Retro:
#125 posted by Shambler on 2018/01/31 11:54:04
Reborn
#126 posted by Tribal on 2018/01/31 11:58:13
Reborn just publish it's steam page!
the trailer looks and feels awesome
http://store.steampowered.com/app/789820/Reborn/
Not Very Modern Retro Really.
#127 posted by Shambler on 2018/01/31 13:04:37
But does look promising.
Reborn
Looks good, not really retro but more of an evolution
The Wastes
#129 posted by Blitz on 2018/02/04 04:08:03
http://www.moddb.com/games/the-wastes
Technically more of a total conversion / mod than new game, but looks kinda cool and is promoted as a throwback
Box Rooms Botmatch Ahoy.
#130 posted by Shambler on 2018/02/04 10:04:17
Re: The Wastes
I'd make maps for that. The car stuff looks pretty decent. The tire marks are a fun touch. Not liking the puffy blood effects tho.
Re: The Wastes
#132 posted by eukara on 2018/02/05 15:38:11
If there are any questions regarding content creation, I can answer them if you like. We'd totally love to have workshop integration at some point.
#134 posted by eukara on 2018/02/06 03:47:32
Indeed, our color palette features a variety of brown colors! So does Quake actually. I didn't think you'd mind, Anonymous-Proxy guy.
@eukara
Feel free to post your workflow here. Are you using Q3Radiant or similar to create the game? Since Dusk is using a TrenchBroom variant for their user-content creation would you consider the same thing?
@dumptruck_ds
#136 posted by eukara on 2018/02/07 00:19:53
While I got introduced to mapping with Q3 Radiant, I ultimately had spent most of my time working with Hammer and so did my colleague Megan. We came out of the Half-Life modding scene and so we adapted J.A.C.K. a few years ago. It seemed like the best idea at the time and it certainly bridged the transition to Q3 BSP for her. However we'd like to move away from it in and we encourage usage of Radiant instead due to the lack of updates and support for certain features we've been waiting for.
Some more technical background info:
We're a two head team. I do some mapping, but most of the heavy lifting is done by Megan, as is the rest of the content work. I am responsible for the programming mainly (everything but the engine). Technically the engine is FTE QuakeWorld, but we have a custom configuration setup that only implements the idTech 3 formats and focuses on that toolchain. It's the first real game made using FTE I believe and a lot of functionality was implemented by Spike for us upon request. Things such as OpenAL reverb presets (for environmental sound effects) and our custom model format, based on IQM.
I hope that people other than us will take advantage of that in their Quake mods, but so far priorities have not shifted from 'the usual' yet. Maybe one day.
The game will ship with its own SDK, containing game-logic, source texture files, as well as the input model files for our model compiler.
We hope to shape the game during its lifespan a bit game-play wise. It'd be incredible if we get it right the same day the game comes out, but it's unlikely to happen. Certainly balancing is one of the many problems in a game with 30+ weapons, vehicles and an abilities system. I fear we'll get some flak from the competitive scene if they ever come across it, but that's honestly not the audience we are looking for.
Bummer
#137 posted by killpixel on 2018/02/22 20:56:13
This Is
#138 posted by Cocerello on 2018/02/22 21:19:55
like DMSP, simplified, and with no maps.
If at least the maps were interesting ...
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