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Wrath: Aeon of Ruin "Formerly "3DRealms is working on a new game""
#31 Posted 01 November 2018 - 01:41 AM
#32 Posted 01 November 2018 - 05:33 AM
Commando Nukem, on 31 October 2018 - 09:21 PM, said:
Though, personally, I hope it's all new and from scratch and not pulling from the old worn out bag.
Paul Schuytema's story treatment was awesome. It'd be great to finally see it realized.
#34 Posted 03 December 2018 - 05:55 PM
This post has been edited by Maisth: 03 December 2018 - 05:56 PM
#35 Posted 03 December 2018 - 08:44 PM
If its just gothic style only, I'll still be down for it.
#37 Posted 06 December 2018 - 04:02 AM
My heart tells me it's going to be interesting because it's an FPS developed in-house by 3DRealms, but my brain observes that all material they released shows very Quake1-like environments: brown and gothic. And here's the real problem: environmental variety is one of the factors that made me prefer Duke Nukem 3D to Quake 1! I didn't care about the brand back then, I cared about the content!
Until new media comes out proving me wrong and showing that gothic brown is just a small part of the game, I'm gonna rate it M, for "meh".
#38 Posted 06 December 2018 - 04:14 AM
#39 Posted 06 December 2018 - 04:20 AM
Altered Reality, on 06 December 2018 - 04:02 AM, said:
My heart tells me it's going to be interesting because it's an FPS developed in-house by 3DRealms, but my brain observes that all material they released shows very Quake1-like environments: brown and gothic. And here's the real problem: environmental variety is one of the factors that made me prefer Duke Nukem 3D to Quake 1! I didn't care about the brand back then, I cared about the content!
Until new media comes out proving me wrong and showing that gothic brown is just a small part of the game, I'm gonna rate it M, for "meh".
I usually don't agree with you, Altered Reality ... but in this case I am with you. Interesting environments AND (of course) great gameplay are a must. I didn't even play DooM 2016 twice, because of the same space corridors I have seen so many times before and that offer very little new.
I will judge the game when more media is available.
This post has been edited by fuegerstef: 06 December 2018 - 04:21 AM
#40 Posted 06 December 2018 - 04:41 AM
Altered Reality, on 06 December 2018 - 04:02 AM, said:
My heart tells me it's going to be interesting because it's an FPS developed in-house by 3DRealms, but my brain observes that all material they released shows very Quake1-like environments: brown and gothic. And here's the real problem: environmental variety is one of the factors that made me prefer Duke Nukem 3D to Quake 1! I didn't care about the brand back then, I cared about the content!
Until new media comes out proving me wrong and showing that gothic brown is just a small part of the game, I'm gonna rate it M, for "meh".
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#41 Posted 06 December 2018 - 01:06 PM
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But Duke Nukem 3D proved that it can be done and have it make sense, so that the player gets a real sense of progression.
You started in LA, so the levels had an urban theme. Then you were captured and moved to a prison near a canyon which aliens had invaded, so the levels switched to a mixture between a rocky/barren theme and a slimy/alien technology theme. Then in episode 2 you went to space, so you started with levels that were mostly metallic gray, with regular and boxy environments, but then you moved to the alien-controlled space stations, so the levels became less boxy, less regular, and the colors changed to slimy dark green and radioactive/glowing green. And so on.
Let's compare it to Quake, where you don't have a sense of progression. You don't look at a level and say "Oh, it makes sense that I'm here right now, because I came here from... that other place." No, I'll go as far as to say that every level in Quake is interchangeable, and while their theme is coherent (too much, IMO) it's their design that doesn't make sense. And as if it wasn't enough, they don't allow you to do anything besides shooting bad guys and hitting buttons with your chest, the buttons you need to hit to progress.
Let me quote Paul Schuytema here: "I believe the player should be an agent for change in the game, and the more you can allow them to do, I think the more fun they'll have."
I completely agree with him, and the lack of what he described is one of the things I'm afraid about. I'm afraid that this game will use nostalgia as a crutch, to remind the players about the "fun" they'll have while playing a game that doesn't let them do anything besides running, shooting and bumping buttons... when instead, back in the day, developers felt that kind of interaction was insufficient and struggled to make games that let you do more than that.
An additional consideration: environmental variety in Duke Nukem 3D meant you could go ahead and make custom levels with more than just one theme, so a user level can look completely different from another user level, even when they don't use custom textures. This is something the default texture set from Quake cannot do.
Yes, you could say that it's possible to make custom textures and make brand new DarkPlaces levels that don't look like Quake 1, but then... what would you need a new game for?
This post has been edited by Altered Reality: 06 December 2018 - 02:07 PM
#42 Posted 06 December 2018 - 05:52 PM
Altered Reality, on 06 December 2018 - 01:06 PM, said:
#43 Posted 06 December 2018 - 06:46 PM
Perro Seco, on 06 December 2018 - 05:52 PM, said:
There are tons of medieval game with good level variety, you just have to look outside first person shooters and 3D games.
#44 Posted 06 December 2018 - 06:51 PM
Perro Seco, on 06 December 2018 - 05:52 PM, said:
You could do it like Unreal, which made the setting an alien planet that only sort of resembles a medieval setting, again with human spaceships that go for the blocky metallic look (Vortex Rikers, ISV-Kran), locations with advanced alien technology (e.g. Terraniux) and physically impossible locations (e.g. SkyTown).
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Time travel is only a cliché if used in the most braindead possible way (hero reaches another time, hero lives adventure, hero returns to the correct time). If, instead, time travel is used as a superpower, it's a fascinating concept. What if you could shift at will between various time periods (let's say the middle ages, the present and a cyberpunk future), and certain actions in one time period trigger a number of changes in the periods that come after? For example, killing one person in the middle ages would prevent you from meeting their descendants in the present and future, but then you would meet other people you would not be able to meet otherwise, which would lead to more storyline ramifications.
#45 Posted 06 December 2018 - 07:27 PM
3D Realms finally figured out that Ion Maiden will be a huge hit.
How to profit? Simple! Offer another game, in house, based on a much larger following (fan base) as Duke 3D; in this case Quake.
I actually do dearly love those games - Quake. (One, two and even four) As for 3DR shit, I say: “Finish Bombshell's long over due fixes (8 month and counting), reestablish RoTT for the editor's help files ... etc. long list if you wish!!
In short, service the customers that are stuck with your shit, before advertising your new inevitable half baked fucking shit.
Or, if the above is too cryptic, Fuck You 3D Realms, and anything you dare to promise. Prove yourself first.
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#46 Posted 08 December 2018 - 05:15 AM
I care about Ion Maiden and this Quake game though.
#48 Posted 08 December 2018 - 02:00 PM
Altered Reality, on 06 December 2018 - 06:51 PM, said:
And when Duke accidently kills off his own ancient ancestor he unleashes a horrible and far reaching paradox for the entire Universe. He gets stuck in a loop where he has to keep traveling backwards to undo what he did before. He ends up in medieval times where he finally finds the fix.
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This post has been edited by Mark: 08 December 2018 - 02:03 PM
#49 Posted 09 December 2018 - 05:01 AM
Mark, on 08 December 2018 - 02:00 PM, said:
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And it culminates in the ultimate battle. We all knew it would have to end this way.
Eventually, he has to go back and fuck himself.
#50 Posted 09 December 2018 - 06:04 PM
Commando Nukem, on 09 December 2018 - 05:01 AM, said:
YEAH BABY!
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Number of downloads: 103
#51 Posted 17 December 2018 - 12:17 PM
Commando Nukem, on 09 December 2018 - 05:01 AM, said:
Eventually, he has to go back and fuck himself.
And this is why we will never have Duke games again. (In b4 reply of "you're saying it like it's a bad thing")
This post has been edited by Altered Reality: 17 December 2018 - 12:20 PM
#52 Posted 17 December 2018 - 12:21 PM
Altered Reality, on 17 December 2018 - 12:17 PM, said:
What a happy ending!
#53 Posted 25 December 2018 - 05:52 AM
#54 Posted 30 December 2018 - 03:51 AM
Altered Reality, on 06 December 2018 - 06:51 PM, said:
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#55 Posted 02 January 2019 - 07:42 PM
Person of Color, on 30 December 2018 - 03:51 AM, said:
Oh, I was unaware that Daikatana let you move from one time period to another whenever you want.
This post has been edited by Altered Reality: 02 January 2019 - 07:42 PM
#56 Posted 03 January 2019 - 06:50 AM
#57 Posted 03 January 2019 - 09:11 AM
NightFright, on 03 January 2019 - 06:50 AM, said:
Considering the "delays" of Ion Maiden and what I could gather in terms of how they are developing the game (using old tools deliberately) I don't think so.
#58 Posted 03 January 2019 - 01:32 PM
Even Romero is using recent tools for his "Sigil" Doom episode. You don't need to build oldschool to be oldschool.
But it's another team that's working on the Quake game, right? TerminX and his Merry Men are not involved?
This post has been edited by NightFright: 03 January 2019 - 01:45 PM
#59 Posted 03 January 2019 - 02:43 PM
Zaxx, on 03 January 2019 - 09:11 AM, said:
What? What tools are they using?
#60 Posted 03 January 2019 - 05:05 PM
Altered Reality, on 03 January 2019 - 02:43 PM, said:
This (the "original" QuakeC, whatever that means):
https://en.wikipedia.org/wiki/QuakeC
As for the level editor specifically, I have no idea.
This post has been edited by Zaxx: 03 January 2019 - 05:07 PM