Boy, did I ruffle some feathers. I guess I should expect it since I tend to be a bullshitter. Good thing I don't care about rep.
Micky C, on 17 June 2016 - 10:32 PM, said:
Are you implying that computers aren't powerful enough to have intricate level layouts? If so that's hilariously out of touch.
Considering the extremely high-resolution textures and post-processing effects designers now use in games, it would be a massive technological feat to make extremely intricate levels without heavy use of caching and disallowing backtracking.
There's only one other explanation I can think of as to why, and that's that most first-person shooters are now developed primarily for the console and games have been dumbed down to their standard, then ported to the PC (if they are ported at all).
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Are you also implying that ROTT had bad performance for anything other than it being Interceptor's first game and they had little experience in optimizing games?
The checkpoint system was also because they didn't have the coding ability to put in glitch-free manual saves at the time so that was the chosen compromise. They may have since implemented manual saves, I can't remember.
ROTT is simply a bad analogy to use here.
That it was Interceptor's first game is an inconsequential point; I'm not quite sure what you're arguing here. There has to be some reason why they didn't allow the player to backtrack if it wasn't a technical reason.
MetHy, on 18 June 2016 - 03:29 AM, said:
I didn't qualify Dooml evels as "labyrinths" (that would fit Wolf3D era more), and even my description I said was a generalization.
I know you didn't.
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You are also taking the worst examples on purpose. If you want to look at the "entire body of work", like you said, it's still generally closer to the description I gave, while new Doom is closer to "one arena after the next", overall.
I was deliberately being obtuse. Of course Doom Prime on the whole has widely non-linear levels, but I think you're overreaching a tad by claiming that EVERY level in Doom is basically non-stop arenas. The UAC isn't. Resource Ops doesn't feel that way. The Foundry
definitely isn't. Argent Facility is very wide-open. I think to characterize them as arenas is somewhat short-sighted. Perhaps there's another term that can be used to describe them.
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I'm replaying the game over on Nightmare difficulty. I think the Foundry level is the closest the game has to classic Doom, and it may be the best level too. But sadly it is an exception, as even the other levels with some degree of exploration and keycard use aren't close to that; and even then you'd still need to get rid of all the small arenas inside those levels and replace the waves of enemies by set enemy placement throughout.
The biggest offender of the arena design is probably the last level, which is 3 gigantic arenas, one after the other, with only 2 steps between each arena. While this is the most obvious case, it still is this kind of design that comes out the most of new Doom.
Again, I think the term "arena" just doesn't fit to describe that level. Certainly not on the level of Serious Sam arena-based combat.
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As for the "retro" question, the word has no set limit, you can call something 5 years old "retro". The meaning of the word itself, and the way it evolves, show how much the boundaries of the word can be bended at will, as at first the word only described "new things which try to seem old" but can now also describe "actual old things" and that 2nd definition has become the main one.
So for me the real question was "is this anything like the old Doom?" rather than "is it retro". That's how I viewed the subject. Now of course, if you set your limit of retro to pre-Halo/CoD, then yes all these new FPS somewhat are because they've brought back some pre-Halo mechanics. However, I think these new FPS have become so widespread and numerous that they are their own sub genre now, taking whatever elements they like from any period to make something new. Calling them "retro", period, would either be only looking at a small percentage of what they are, or be a shallow view of it.
Agree with you here; I think "retro" is an emotionally charged buzzword, but for reasons I outlined in previous posts, there's no reason to deny that this game does have levels of comparison to the original Doom - if not strictly in gameplay then at least in feel.