axl, on 17 February 2018 - 03:16 AM, said:
Don't get me wrong. I love Blood and I would place it in the top 3 classic FPS games of all time along with Doom and Duke Nukem 3D.
However, Blood has always been a "niche" game and probably will always stay that way. It was not only regarded as a step back technically (at that time you already had Quake), it also didn't deviate a lot from the Duke 3D formula. Basically many people see Blood as Duke gone horror. The same way as they see Shadow Warrior as Duke In the East and Redneck Rampage as Duke gone Redneck. The only new feature Blood really added to the Duke Nukem formula was the ability to "alt-fire" and the ROR effect (both also featured in Shadow Warrior).
I kinda agree in the sense that Blood is not an innovative game, I just think that what it doesn't have in innovation it has in polish. Most of that has to do with how Monolith clearly had a deep look at Quake so Blood became faster than Duke and the emphasis is more on fast, twitchy aiming instead of just positioning. Jumping is floatier and you have lots of air control so there is a lot more you can do with movement, enemies hit the ground and you face small creatures so aiming is more vertical etc., at the end the game is more dynamic overall.
The problem with that is one thing: a 2.5D engine in 1997. Quake was fully 3D, it ran a lot better with 3D acceleration, the fully 3D environment made mouse aiming a lot more natural etc. Meanwhile Blood is in this weird place where it was designed with mouse aiming in mind but it has an engine that doesn't really work out for that, instead autoaim is used to power through the lack of precision, the gameplay is fast but 3dfx acceleration was never fully implemented, the low resolution where performance is still okay is not ideal for gameplay etc.
Now what happens when you modernize that stuff with a source port? You disable the autoaim, you make precise mouse aiming possible, a "true" 3D renderer like Polymost makes camera movement natural, the game is running with hundreds of fps and that's when the mechanics really click. When you introduce that stuff to Duke 3D it's a bit weird because the game starts feeling a bit slower (well, more like you're super fast and the enemies just can't keep up with you) while that's the opposite in the case of Blood: the moment you lose some of the limitations of the original Build engine the gameplay actually becomes better. Add to that all the alternate fires, the more complex level design with the 6 key system and the fact that one of the recurring complaints about DUSK is that it's copying the early 3D look instead of using old school 2D sprites and you have the most complete classic FPS package to date. On top of that Caleb is a badass, the destructible 2D objects make the outdated graphics look dynamic and the excessive blood and gore is something only Brutal Doom can offer at a similar level.
So you know, "Blood 1997" is a great shooter that Duke fans will love but it's a bit janky because of its technical limitations, "BloodGDX" on the other hand is an "indie retro shooter" you can sell in 2018.