Zaxx, on 18 July 2019 - 02:55 PM, said:
And while Wolf 3D looks like shit nowadays
I wouldn't agree that the visuals in
Wolf3D are per se dated. I'd say its main problem (that makes it kinda boring to play, for me at least) are the engine limitations that imposed serious restrictions on level design, coupled with a pretty low variety of enemies. There's just as much you can do with these assets.
Doom was a whole new dimension when it came out in this respect.
I do like however that when you're playing
Wolf3D you easily can identify your surroundings: here's the prison cells, here's the mess hall, the kitchen, storage rooms, offices and sleeping quarters. All created just with careful placement of a limited number of props. Of course this is far from being realistic but you get the idea very clearly.
Doom on the other hand went in a different direction, playing around more with level geometry rather than pretensions at realism.
I also get this feeling that
Wolf3D and even
Doom were initially conceived to be way less fast-paced than they turned out to be. No complex inventory system like in contemporary adventures or RPGs but still, somewhere at the core in
Wolf3D there's still that concept that you need to carefully proceed and accumulate resources rather than just run around guns ablaze, taking on entire armies. Not that this doesn't apply to the end product but it suddenly occurred to me that probably this more adventur-y kind of slower pace was envisioned. Or maybe it's just me getting such an idea as an afterthought of reading the supplied manuals of these games.