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Reputation: 205 My posts turn threads into gold
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659 (0.16 per day)
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Duke Nukem Forever General Discussion (250 posts)
30-October 07
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User is offline Mar 16 2019 02:37 PM

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  1. In Topic: Wrath: Aeon of Ruin

    12 March 2019 - 02:52 PM

    View Postthricecursed, on 07 March 2019 - 12:32 PM, said:

    A space setting as in what? Just curious what you have in mind.

    The first gif with the portal opening to SPACE had made me assume the game would be set in a huge structure in SPACE containing simulacra of natural environments, maybe a preserve of some sort. I imagined there would be spaceships I could hop in and use to fly around, and there would be a hub connecting all the various levels. I definitely imagined more metal and no stone, and I expected the game to have direct-energy weapons, which would allow it to go crazy with particle effects, colored lights, transparency...

    View Postthricecursed, on 07 March 2019 - 12:32 PM, said:

    Too many zombies IMO.

    This, I most definitely agree with.
  2. In Topic: Wrath: Aeon of Ruin

    07 March 2019 - 11:06 AM

    After reading the comments to the video, I need to reiterate what I had already stated:

    View PostAltered Reality, on 06 December 2018 - 01:06 PM, said:

    Let me quote Paul Schuytema here: "I believe the player should be an agent for change in the game, and the more you can allow them to do, I think the more fun they'll have."
    I completely agree with him, and the lack of what he described is one of the things I'm afraid about. I'm afraid that this game will use nostalgia as a crutch, to remind the players about the "fun" they'll have while playing a game that doesn't let them do anything besides running, shooting and bumping buttons... when instead, back in the day, developers felt that kind of interaction was insufficient and struggled to make games that let you do more than that.
  3. In Topic: Wrath: Aeon of Ruin

    07 March 2019 - 10:52 AM

    Sigh... I was hoping for a space setting, not a dark fantasy setting. As of now, it feels very derivative, with enemies and weapon that resemble Blood, settings that resemble Hexen 2, and a weapon that is meant to be original as it's not based on an existing weapon, but we've already seen once in Unreal and once in DNF.

    Now, one more mystery remains: what the hell is Techno Cop?
  4. In Topic: Why did DNF have a weapon carrying limit?

    21 February 2019 - 04:42 PM

    View PostJimmy 100MPH, on 21 February 2019 - 02:59 PM, said:

    Scott legally could

    I'm under the impression he couldn't, because instead of doing so, he started Radar Group and brought the Prey IP with him, before selling it to Zenimax. Scott acted as if he wanted to run away from 3DRealms.
  5. In Topic: Why did DNF have a weapon carrying limit?

    21 February 2019 - 10:12 AM

    View PostTea Monster, on 18 February 2019 - 04:17 PM, said:

    Yes it would. Just for one instance, the expansive levels were chopped up and linearised because of loading times on consoles.

    Loading times were long because assets were large. Assets were large because George restarted development on DNF every time he farted, as opposed to sticking with an iteration he decided to scrap in 2003 because reasons, and which would have run wonderfully smooth on a console that came out in 2005.

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