
Commander Keen Corner "Recharge your Neural Stunner and get aboard the Bean-with-Bacon."
#61 Posted 21 June 2019 - 02:35 PM
I don't know. That's not what I heard. But that could be third-hand information. I'm increasingly not understanding the reasons these days for blurring the lines of so many concepts. I like things separate, distinct, and identifiable. "Remakequel" is just a silly convoluted excuse to have your cake and eat it too. It's sloppy and I don't like it.
#65 Posted 22 June 2019 - 05:21 AM
Still in the pre-production process, just like Goonies 2 and Beetlejuice 2... Warner have a hard time with the decades later sequels to its 80s success, which is not the case with Disney
#69 Posted 23 June 2019 - 08:40 AM
MusicallyInspired, on 21 June 2019 - 02:35 PM, said:
"Remakequel" is just a silly convoluted excuse to have your cake and eat it too. It's sloppy and I don't like it.
For what it's worth, they've been around for a while now. I'm not neccessarily defending them, but they are not a new thing.
This post has been edited by Ninety-Six: 23 June 2019 - 08:40 AM
#70 Posted 23 June 2019 - 01:44 PM
No, they're not new. I've always disliked them though. But they've definitely picked up lately.
#71 Posted 24 June 2019 - 10:18 AM
I have to say I prefer soft reboots to full on reboots though: at least with a soft reboot you still have a chance to capture something from the original while with a reboot you generally end up with things like Ghostbusters 2016.
#72 Posted 24 June 2019 - 11:13 AM
Sure is, "Jumanji: Welcome to the Jungle" is the best soft reboot/sequel to that day !
This post has been edited by gemeaux333: 24 June 2019 - 11:14 AM
#73 Posted 24 June 2019 - 11:26 AM
I can't really think of any reboots I enjoyed. Except, ironically, the Star Trek 2009 film. Which I suppose could be categorized as "soft reboot" since it's just an alternate timeline. The other films went progressively downhill though. And don't get me started on Star Trek Discovery.
#74 Posted 24 June 2019 - 12:02 PM
I find the ennemies looks much better in this new Commander Keen game (which is not that hard) at one exception : the Dopefish
#75 Posted 28 June 2019 - 11:27 AM
I always wondered why there weren't more for Commander Keen... was it because they were busy with Wolfenstein 3D and Doom, or simply because they didn't want to flog the show to death ?
#76 Posted 28 June 2019 - 03:56 PM
gemeaux333, on 28 June 2019 - 11:27 AM, said:
I always wondered why there weren't more for Commander Keen... was it because they were busy with Wolfenstein 3D and Doom, or simply because they didn't want to flog the show to death ?
After the success of Wolf 3D, and during the development of Doom, Id had no intention of returning to the ‘kiddie’ Keen series. Hard to blame them with the boatloads of money they were getting for their more mature titles. It was that change of artistic direction so to speak that saw Tom Hall leave the company.
Unrelated; some fan art I drew

#77 Posted 26 June 2020 - 07:23 AM
the new Commander Keen game is dead and burried, and all traces from it removed (when it could), maybe thats for the best
#78 Posted 26 June 2020 - 09:53 AM
That initial reveal trailer with the cartoon show style was really great up until they showed the gameplay.
#79 Posted 26 June 2020 - 01:11 PM
HulkNukem, on 26 June 2020 - 09:53 AM, said:
That initial reveal trailer with the cartoon show style was really great up until they showed the gameplay.
Yes, they were fun and imaginative reinterpretations of the classic character desi-


#80 Posted 26 June 2020 - 03:58 PM
Luckily, there is a fairly active community that creates awesome new contents.
Operation Ocflore by Bubbatom (requires Keen 4)

https://www.dropbox....cflore.zip?dl=1
He also resolved most stability and 90's coerency problems of Suburb Shenanigans in the Latest version
The Alphamatic by Gridlock (takes place straightway after Atroxian Realm which is now to version 1.4, requires Keen 5)

http://www.shikadi.n....2017-07-04.zip
Bounty Hunting Brouhaha by Kohntarkosz_. (requires Keen 4)

http://www.shikadi.n....2019-11-26.zip
The Prisoner's Dilemma by Kohntarkosz_. (Bounty Hunting Brouhaha sequel, features the possibility to play as another character, still beta but playable, requires Keen 6)

https://drive.google...mEwNcR7lCa/view
Short Circuit Oracle by 55Aavenue (recontextualization in 21st century, requires Keen 4)

http://www.shikadi.n....2019-12-22.zip
The Armageddon App by 55Aavenue (recontextualization in 21st century, Short Circuit Oracle sequel, requires Keen 5)

http://www.shikadi.n....2020-05-26.zip
Keen Dreams 2: Another Helping of Veggies by Szemigi (unofficial Keen Dreams sequel, requires Keen Dreams)

https://www.dropbox....REAMS2.zip?dl=0
Commander Kylie aka Becky Blaze and NetKeen Females Pack + Jessica Viper for Bio Menace by Zilem (basicly rule63)

https://pckf.com/vie....php?f=4&t=3307
Skater Squirrel's Cherry Cake Caper or Skater Squirrel by Levellass (short but fun demo, requires Keen 4)

http://www.shikadi.n....2017-10-19.zip
Keen 4 Ultimate Edition By szemi - Both an enhanced update and an unofficial expansion pack for Keen 4 (Take also a look to Biomenace 1 "Gold Edition" patch)

https://www.dropbox....x/UCK4.zip?dl=0
Customized Screen Update Code For Keen 4-6 by K1n9_Duk3
https://pckf.com/vie....php?f=4&t=6192
WIP of a "Keen easter egg/tribute" and cool DOOM style Keen monsters sprites project launched by DoomJedi
https://pckf.com/vie....php?f=2&t=4014
Planet Cloudius IX by Roobar and K1n9_Duk3 - platformer in KEENGINE heavily inspired by the Commander Keen Galaxy games

https://pckf.com/vie....php?f=4&t=5199
https://gamejolt.com/games/PCIX/365252
A cool Midi/Adlib arrangement of Gameboy Color Commander Keen main theme if was made for the MS-DOS.
Short R rated-ish fan film by Dean Smyth
Operation Ocflore by Bubbatom (requires Keen 4)

https://www.dropbox....cflore.zip?dl=1
He also resolved most stability and 90's coerency problems of Suburb Shenanigans in the Latest version
The Alphamatic by Gridlock (takes place straightway after Atroxian Realm which is now to version 1.4, requires Keen 5)

http://www.shikadi.n....2017-07-04.zip
Bounty Hunting Brouhaha by Kohntarkosz_. (requires Keen 4)

http://www.shikadi.n....2019-11-26.zip
The Prisoner's Dilemma by Kohntarkosz_. (Bounty Hunting Brouhaha sequel, features the possibility to play as another character, still beta but playable, requires Keen 6)

https://drive.google...mEwNcR7lCa/view
Short Circuit Oracle by 55Aavenue (recontextualization in 21st century, requires Keen 4)

http://www.shikadi.n....2019-12-22.zip
The Armageddon App by 55Aavenue (recontextualization in 21st century, Short Circuit Oracle sequel, requires Keen 5)

http://www.shikadi.n....2020-05-26.zip
Keen Dreams 2: Another Helping of Veggies by Szemigi (unofficial Keen Dreams sequel, requires Keen Dreams)

https://www.dropbox....REAMS2.zip?dl=0
Commander Kylie aka Becky Blaze and NetKeen Females Pack + Jessica Viper for Bio Menace by Zilem (basicly rule63)

https://pckf.com/vie....php?f=4&t=3307
Skater Squirrel's Cherry Cake Caper or Skater Squirrel by Levellass (short but fun demo, requires Keen 4)

http://www.shikadi.n....2017-10-19.zip
Keen 4 Ultimate Edition By szemi - Both an enhanced update and an unofficial expansion pack for Keen 4 (Take also a look to Biomenace 1 "Gold Edition" patch)

https://www.dropbox....x/UCK4.zip?dl=0
Customized Screen Update Code For Keen 4-6 by K1n9_Duk3
https://pckf.com/vie....php?f=4&t=6192
WIP of a "Keen easter egg/tribute" and cool DOOM style Keen monsters sprites project launched by DoomJedi
https://pckf.com/vie....php?f=2&t=4014
Planet Cloudius IX by Roobar and K1n9_Duk3 - platformer in KEENGINE heavily inspired by the Commander Keen Galaxy games

https://pckf.com/vie....php?f=4&t=5199
https://gamejolt.com/games/PCIX/365252
A cool Midi/Adlib arrangement of Gameboy Color Commander Keen main theme if was made for the MS-DOS.
Short R rated-ish fan film by Dean Smyth
#81 Posted 26 June 2020 - 06:32 PM
I'm not surprised the mobile game went over like a lead zeppelin, it didn't really appeal to anyone.
Speaking of Keen fan games, are the fan sequels any good? The ones where there's the rival who plots on destroying everything?
Speaking of Keen fan games, are the fan sequels any good? The ones where there's the rival who plots on destroying everything?
#82 Posted 26 June 2020 - 09:35 PM
gemeaux333, on 26 June 2020 - 07:23 AM, said:
the new Commander Keen game is dead and burried, and all traces from it removed (when it could), maybe thats for the best
Please PLEASE tell me this is true.
#83 Posted 27 June 2020 - 04:36 AM
Keen is one of those series and characters that to me seems very difficult to revive and make it look and feel "right". It's all so intimately tied to that era and that particular hardware. Take his color scheme for starters – it makes zero sense outside of the EGA palette. Maybe something like Mega Man 9/10 would be the best way to go...
#84 Posted 27 June 2020 - 05:58 AM
ReaperMan, on 26 June 2020 - 09:35 PM, said:
Please PLEASE tell me this is true.
Try to look for it on the official channels, especially the official webside, and tell me if you find anything

#85 Posted 27 June 2020 - 12:09 PM
Fantinaikos, on 26 June 2020 - 03:58 PM, said:
Planet Cloudius IX by Roobar and K1n9_Duk3 - platformer in KEENGINE heavily inspired by the Commander Keen Galaxy games

https://pckf.com/vie....php?f=4&t=5199
https://gamejolt.com/games/PCIX/365252

https://pckf.com/vie....php?f=4&t=5199
https://gamejolt.com/games/PCIX/365252
I missed that one on my first read of your post, so this is a completely original game based on an engine recreation of the second trilogy? This is cool. (I was wondering the other day if there are any content replacement projects a la Freed∞m, considering that there is not one but several engine recreations of Keen games.)
#86 Posted 27 June 2020 - 04:40 PM
KEENGINE isn't really an engine recreation. The file formats are completely different and you can't even play any of the original Keens in KEENGINE. This was always intended to be used for creating fangames. Almost everything in the engine is just a by sight recreation that we tried to get as close to the originals as we could, but there are still a couple of differences here and there.
Engine development started in January 2008, when a couple of people on a German Commander Keen forum decided they wanted to make their own fangame. We wanted to do something similar to Keen 4-6 and at that point, there only option would have been modding Keen 4-6. None of us had done any kind of modding for Keen before, so in our ignorance, we figured that writing our own engine from scratch would be faster than trying to learn how to mod the original games. This was before Commander Genius or Omnispeak existed, the only open source implementation we could have used for our game would have been the original CloneKeen (which only supported Keen 1-3) or the abandoned "Isis II" project. We didn't use those either, as we figured writing our own engine would be faster than getting into other people's code and understanding how it works.
I guess we were wrong about the "would be faster" part, but the engine eventually got to a point where you could create a relatively simple but fully playable game with it. I released the first "comlpete" KEENGINE game in August 2010. It was based on a mockup that Roobar had created, where he merged a couple of levels from Keen 6 into one huge level that would have been impossible to (re-)create in the original Keen 6. So I copied the tile graphics from Keen 6 over into KEENGINE, created a tile set, set the tile attributes and built that huge level to make Roobar's mockup playable. After Roobar played it, he experimented with KEENGINE's built-in level editor and started to create his own levels using the Keen 6 tile set. His work on PCIX must have started not too long after this.
I still have an early demo of what would eventually become PCIX and that's from October 2011, which means that Roobar worked on this game for about 8 years before he finally released it to the public in April 2019. And even though I've seen the game evolve over time, I still find it amazing what Roobar managed to pull off with it. He even found some extremely creative workarounds to combine multiple actor objects into something new.
Engine development started in January 2008, when a couple of people on a German Commander Keen forum decided they wanted to make their own fangame. We wanted to do something similar to Keen 4-6 and at that point, there only option would have been modding Keen 4-6. None of us had done any kind of modding for Keen before, so in our ignorance, we figured that writing our own engine from scratch would be faster than trying to learn how to mod the original games. This was before Commander Genius or Omnispeak existed, the only open source implementation we could have used for our game would have been the original CloneKeen (which only supported Keen 1-3) or the abandoned "Isis II" project. We didn't use those either, as we figured writing our own engine would be faster than getting into other people's code and understanding how it works.
I guess we were wrong about the "would be faster" part, but the engine eventually got to a point where you could create a relatively simple but fully playable game with it. I released the first "comlpete" KEENGINE game in August 2010. It was based on a mockup that Roobar had created, where he merged a couple of levels from Keen 6 into one huge level that would have been impossible to (re-)create in the original Keen 6. So I copied the tile graphics from Keen 6 over into KEENGINE, created a tile set, set the tile attributes and built that huge level to make Roobar's mockup playable. After Roobar played it, he experimented with KEENGINE's built-in level editor and started to create his own levels using the Keen 6 tile set. His work on PCIX must have started not too long after this.
I still have an early demo of what would eventually become PCIX and that's from October 2011, which means that Roobar worked on this game for about 8 years before he finally released it to the public in April 2019. And even though I've seen the game evolve over time, I still find it amazing what Roobar managed to pull off with it. He even found some extremely creative workarounds to combine multiple actor objects into something new.
#87 Posted 28 June 2020 - 06:25 AM
K1n9_Duk3, on 27 June 2020 - 04:40 PM, said:
KEENGINE isn't really an engine recreation. The file formats are completely different and you can't even play any of the original Keens in KEENGINE. This was always intended to be used for creating fangames. Almost everything in the engine is just a by sight recreation that we tried to get as close to the originals as we could, but there are still a couple of differences here and there.
This is incredibly cool. I love these kinds of projects because to me, they are a genuine continuation of the respective games' legacies.
#88 Posted 28 June 2020 - 09:57 AM
ReaperMan, on 26 June 2020 - 09:35 PM, said:
Please PLEASE tell me this is true.
gemeaux333, on 27 June 2020 - 05:58 AM, said:
Try to look for it on the official channels, especially the official webside, and tell me if you find anything 

And for whatever reasons, the official Playkeen twitter has been disabled all contents, Facebook has no more update since initial post from 2019, gokeen.com just go back to bethesda.net frontpage.
I guess they're try to "fix" the game or just put the project on hold after what happened on the gameplay reveal...
#89 Posted 29 June 2020 - 03:33 AM
News is out.
https://www.vg247.co...obile-vanished/
But still no official confirmations, it still means Bethease/ZOS still re-working it or just on hold.
https://www.vg247.co...obile-vanished/
But still no official confirmations, it still means Bethease/ZOS still re-working it or just on hold.
#90 Posted 13 August 2020 - 06:24 PM
Javier has managed to con another company to re-release Keen Dreams yet again, this time with new levels https://www.nintendo...edition-switch/