Interceptor Entertainment is doing a Rise Of The Triad remake.
#140 Posted 10 August 2012 - 05:40 AM
#141 Posted 10 August 2012 - 05:44 AM
Also, since it's my first post on this topic (I've been stalking for a while): I liked what I saw in the trailer and gameplay vids. Looking for the finished version...
#142 Posted 10 August 2012 - 05:51 AM
LkMax, on 10 August 2012 - 05:44 AM, said:
Undecided. Generally an indicator that justice has not sufficiently been done to his work.
#143 Posted 10 August 2012 - 07:02 AM
Achenar, on 10 August 2012 - 05:51 AM, said:
I'm not complaining but I think I get his point, just listen at the track, it's like: Oh good there's another Grabbag-like cover of another Grabbag-like Lee's song, Is not that I have something against GDTFW on the contrary I think is just E-pic!!! But why everybody is so obsessed on cover this kind of songs in metal / orchestral stuff?, I mean there's more room for creativity, specially speaking of video game music, just read Lee's words: Saw and heard, thanks for the heads up. Still in "Hmm....." mode, especially after everything I went through for Grabbag.
#144 Posted 10 August 2012 - 07:33 AM
I would have never thought the original song was written in a bad mood though - this is definitely not the impact it makes on listeners. Then again, how much of a composer's attitude gets through to the audience anyway? Can anyone tell, just from listening to the ROTT soundtrack, that Lee wrote it in a rather tight schedule while still doing the tech support job?
#145 Posted 10 August 2012 - 07:46 AM
MrFlibble, on 10 August 2012 - 07:33 AM, said:
There is a subtle "mad as hell" feel to Fastway. It's frantic, fast-paced, and hard-hitting, which kind of fits the atmosphere of ROTT. If an orchestra played it, it would probably be very loud and in-your-face, and I'd certainly argue that it's one of the most aggressive tracks from the game (especially compared to atmospheric ones like Mist Ache or Shards).
#146 Posted 10 August 2012 - 02:25 PM
That's what it looks like, anyway.
I think some of the level design could use a few tweaks, but otherwise I don't really have any complaints.
#147 Posted 10 August 2012 - 05:11 PM
Lunick, on 03 August 2012 - 11:25 PM, said:
+1 It looks like no-one noticed The Dopefish in that gameplay video.
This post has been edited by Fox Mulder: 10 August 2012 - 09:58 PM
#148 Posted 10 August 2012 - 06:13 PM
#150 Posted 13 August 2012 - 09:39 AM
Fox Mulder, on 13 August 2012 - 09:05 AM, said:
#152 Posted 15 August 2012 - 01:40 PM
In fact, I feel like
http://www.youtube.c...2sX3T8Aus#t=13s
at 13 seconds in Fast Way when the MIDI "violins" start, the notes it hits combined with the instrument make it sound really good, whereas that part in the new version just sounds off a little bit. There's more that feels off, but I just really love the "ramp up" at the beginning in the original.
#155 Posted 15 August 2012 - 06:49 PM
Green, on 15 August 2012 - 03:38 PM, said:
The new soundtrack is pretty average, nothing great or better compared to the original really (except for the 8 bit quality).
Also, I tought they would make entirely new levels, now I'm not sure if all levels will be the same old ones with shiny graphics or if there will be additional maps. Not that better graphics are a bad thing, of course, but It looks like 15 bucks for an HRP and slightly redesigned maps. More or less like Serious Sam HD but with more work put into it (ROTT is 6 years older than the first SS after all).
Don't know what to expect, will just keep an eye on it.
This post has been edited by LkMax: 15 August 2012 - 06:50 PM
#156 Posted 15 August 2012 - 07:16 PM
As for the music, the new one sounds pretty good to me although it's nice they are going to include the old music as an option. The old music sounds quite good especially rendered with the right sound card and outputted to MP3 so any sound card can play it.
#157 Posted 15 August 2012 - 10:29 PM
#158 Posted 15 August 2012 - 10:57 PM
Single player looks interesting besides the lack of AI.
It's good to see secrets again, why the hell aren't they in today's games, there's no excuse.
The gibs could use work, more blood and body parts flying around,
when you shoot a guy with explosive projectiles they should explode into gibs.
This post has been edited by ozz: 15 August 2012 - 11:13 PM
#159 Posted 16 August 2012 - 12:02 AM
Bloodshot, on 15 August 2012 - 10:29 PM, said:
Seems like they changed the levels too much for that and also hey.. the original game had lighting! In fact you could shoot out the torches and such and make the levels darker.
#160 Posted 16 August 2012 - 01:31 AM
Tetsuo, on 16 August 2012 - 12:02 AM, said:
I miss this kind of interactivity...
#161 Posted 16 August 2012 - 04:48 AM
Bloodshot, on 15 August 2012 - 10:29 PM, said:
if that's what you want there's the original, patched version of ROTT for half the price on gog.
=P
#163 Posted 16 August 2012 - 08:22 AM
Not gonna happen, but it would be cool.
#164 Posted 16 August 2012 - 11:19 AM
Achenar, on 15 August 2012 - 03:41 PM, said:
He really is cool, he's not a poser.
At least that's what they said on Animal Planet and I believe it!
This post has been edited by Mr.Deviance: 16 August 2012 - 11:20 AM
#165 Posted 16 August 2012 - 01:32 PM
Bloodshot, on 16 August 2012 - 08:22 AM, said:
Not gonna happen, but it would be cool.
Well they have that in place with the sound fx and music.
#166 Posted 16 August 2012 - 02:34 PM
Kristian Joensen, on 16 August 2012 - 01:32 PM, said:
And a mod for textures wouldn't be hard to do (it is a lot of work, though).
Enemies and characters would be a bit harder. You need to draw a plane or a sprite instead of the models and their animation that either always faces the player or has the player's direction + 180 degree and then put the characters' textures onto it.

Help
Duke4.net
DNF #1
Duke 3D #1


