Kingpin Reloaded "Remaster by 3DRealms"
#31 Posted 18 January 2020 - 04:15 AM
#32 Posted 18 January 2020 - 05:14 AM
#33 Posted 18 January 2020 - 05:28 AM
I'm not sure that blowing out the gamma and colour saturation on a game about the seedy underworld is such a good idea.
#34 Posted 18 January 2020 - 07:29 AM
NightFright, on 18 January 2020 - 04:14 AM, said:
Ah, yeah, I can imagine it passing under the radar in Germany for those reasons. And it wasn't even an amazing game like some other "banned" titles, so I doubt few would find it worth the effort to track down or import.
Still, I think it being forgotten has more to do with Xatrix going under, and there never being any sequels, remakes, remasters, no vital multiplayer or modding scene, whatever. With Xatrix gone there haven't even been any cameo appearances of characters or anything at all.
Tea Monster, on 18 January 2020 - 05:28 AM, said:
Generally looks pretty bad with pixel-painty textures like this. They often weren't designed to have more detail.
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Yeah, I doubt they're going to go through that effort. And issues like "jello meshes" only becomes more apparent the more you raise resolution, texture quality etc – not less.
This post has been edited by necroslut: 18 January 2020 - 07:32 AM
#35 Posted 18 January 2020 - 08:01 AM
necroslut, on 18 January 2020 - 03:33 AM, said:
That's entirely false: the game flopped so hard that it sent Xatrix out of business on the day it came out (that's why they had to reform under the name Grey Matter Interactive). The thing is that KP was highly controversial because of its subject matter (it was an openly super violent FPS right after Columbine) so there were protests against it and ultimately that lead to a limited release (bigger stores just refused to market it). In Europe we kinda knew about it, played and liked it though because the controversy had no effect here... but PC piracy was terrible at the time so not many PC games sold well.
#36 Posted 18 January 2020 - 09:33 AM
Tea Monster, on 18 January 2020 - 05:28 AM, said:
I saw someone from 3DR said on their Discord that they tried it with high res textures and it just didn't look good with the blocky architecture/models.
One of the bigger things I hope is changed is the soundtrack. I played too much Kingpin in my life so I really hope I don't have to hear the same 6 short tracks on repeat ever again.
As for the wobbly models, it'd be great if they were able to fix all of it, but I'd be fine if it was just the first person weapons.
They also said this game was completely rebuilt in a new engine using all the same assets. Custom maps and models will be able to be used.
This post has been edited by HulkNukem: 18 January 2020 - 09:38 AM
#37 Posted 18 January 2020 - 09:42 AM
This post has been edited by NightFright: 18 January 2020 - 09:45 AM
#38 Posted 18 January 2020 - 10:07 AM
HulkNukem, on 18 January 2020 - 09:33 AM, said:
They also said this game was completely rebuilt in a new engine using all the same assets. Custom maps and models will be able to be used.
WHAT?! They rebuilt an old QII game in a new engine, and spent ages programming back in all the old game behaviour, including blurry textures and vertex wobble? Why recreate an old game in a new engine, if it's supposed to look and feel just like the old game? That is the most crazy-ass shit I've ever heard of!
EDIT: The only reason I can think of for that level of insanity would be - you guessed it, the root of nearly all PC gaming insanity - getting it onto consoles.
This post has been edited by Tea Monster: 18 January 2020 - 12:41 PM
#39 Posted 18 January 2020 - 01:09 PM
I would also guess it would help future proofing a bit with things like resolution or making multiplayer more stable, but thats speculation on my part. They are also reworking some missions by the sounds of it and adding an inventory screen, stuff that might've been more complicated doing in the old engine?
This post has been edited by HulkNukem: 18 January 2020 - 01:13 PM
#40 Posted 18 January 2020 - 01:35 PM
This post has been edited by Zaxx: 18 January 2020 - 01:36 PM
#41 Posted 18 January 2020 - 01:36 PM
#42 Posted 18 January 2020 - 01:55 PM
Tea Monster, on 18 January 2020 - 01:36 PM, said:
Maybe Interplay insisted on avoiding the GPL? So they wouldn't have to release the Kingpin source code? It probably wouldn't be 3D Realms since they have have Wrath as a GPL release already: https://github.com/K...rath-darkplaces and https://github.com/K...lGames/wrath-qc
I just can't think of any technical reason for using Unity. It seems liek a lot of work.
#43 Posted 18 January 2020 - 02:43 PM
Zaxx, on 18 January 2020 - 08:01 AM, said:
Never heard of that before, but I'm also in Europe so that would explain it. I only remember it reviewing fairly well and seeming to be decently popular, but I never saw any sales statistics so I don't really know.
NightFright, on 18 January 2020 - 09:42 AM, said:
Yeah, I remember it sometimes being referred to as "Quake with swearing". I can imagine that also causing more problems in the US.
#44 Posted 18 January 2020 - 05:35 PM
#45 Posted 19 January 2020 - 11:14 PM
#46 Posted 20 January 2020 - 02:54 AM
#47 Posted 20 January 2020 - 03:40 AM
NightFright, on 20 January 2020 - 02:54 AM, said:
I think that's what they're rebalancing for. However, I think that the later levels are easier compared to the earlier levels since you're all geared up by the end while early on you had to pray for their AI to fuck up since they can kill you faster than you can kill them.
Also, that's the intrinsic problem with having hitscan bosses; you have to exploit their AI to beat them because you'll get showered in hitscan if you go head-on but doing that doesn't feel fair or fun. You could say that sliding in and out of cover is the fun part that also takes skill, but imo it's nowhere as fun as just dodging projectiles.
A bit off-topic here but most players nowadays, young and old, have busier lives than they do in the past. It's hard to enjoy retrying a hard section of a game again and again knowing that you only have so little time to spare and have more important things to do later.
#48 Posted 20 January 2020 - 09:07 AM
#49 Posted 20 January 2020 - 12:11 PM
Kristian Joensen, on 18 January 2020 - 01:55 PM, said:
I just can't think of any technical reason for using Unity. It seems liek a lot of work.
They haven't to release the source code anyway. First, the Quake II source code was released, the Kingpin source wasn't. And second, even if they would have released the source code, the copyright holder is free to dual license the code. So they can make a closed source re-release, if they fork the re-release directly from the original source. Things like this going to happen often, Bethesda rereleased Doom many times, without releasing the newly used source code, Gearbox even did that with the 20th anniversary Duke 3D thing.
It would make perfect sense to use Unity for them, just like Bethesda using Unity for the Doom Re-release. Unity is just used for all the input-output stuff, the game itself is running inside of the original code. This way they could release the game on so many platforms without porting everything over to the various platforms, Unity handles the interaction of the game with the platform.
#50 Posted 20 January 2020 - 12:24 PM
If they based it on one of the Quake 2 source ports, which is the suggestion I was responding to, they would have to.
Edit:
I read the post by Tea Monster that I was responding to as suggesting they could combine the Kingpin gameplay code(and if relevant, any engine changes they might have made) with one of the modern Quake 2 source ports.
#51 Posted 20 January 2020 - 03:12 PM
Kristian Joensen, on 20 January 2020 - 12:24 PM, said:
If they based it on one of the Quake 2 source ports, which is the suggestion I was responding to, they would have to.
Edit:
I read the post by Tea Monster that I was responding to as suggesting they could combine the Kingpin gameplay code(and if relevant, any engine changes they might have made) with one of the modern Quake 2 source ports.
If it were just for PC, then using a source port and hiring a coder to update the stock Q2 engine to support anything custom in Kingpin would be a no-brainer. As it's going to be released on consoles, I imagine that porting the Quake II code to XBoxOne, PS4 and Switch will be a much worse nightmare in the long run. It might just make more sense with time and finances (coders need to be paid) to port it to Unity and then let Unity do all the cross-platform shenanigans.
This post has been edited by Tea Monster: 20 January 2020 - 03:13 PM