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/vr/ - Retro Games

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>> No.10706321 [View]
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10706321

Games that were good for their time but have been surpassed.

007 Goldeneye (N64) is a great example. It was amazing for the time, being the first console FPS to have multiplayer, in addition to having a really fun and interesting single player campaign, but pretty much every aspect of the game has been surpassed and improved by other games after it. There's no real reason to play it anymore other than nostalgia or speedrun autism.

>> No.8439863 [DELETED]  [View]
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8439863

"Game overs" should not exist in home console games. They were only a carry-over from arcade games designed to eat quarters. There's no reason to make you restart the entire game because you made too many mistakes.

>but then the game would be too short!
So stop being lazy and make more levels/content instead of artificially extending the game's play time by forcing the player to keep restarting it.

>> No.6258719 [View]
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6258719

Thinking of it now, I kinda wish Dusk's movement was less W+strafekey based, in that to gain a bunch of speed you have to jump and press forward and left or right. It's certainly fun, but I probably would've liked it better if it was more like Quake 1 where it was more challenging to go fast cus you have to bhop with just left or right while jumping. The way Dusk does it feels somewhat limited in that the main mechanic is jump, hold forward and press/look left or right to go fast. It kinda feels like Quake 3's movement but with more air control, which, again, is fun but it'd be more challenging if your air movement was based on just the strafekeys and not just holding forward as well.

>> No.5757184 [View]
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5757184

>>5756570
Bringing this up again, but I gotta say, promoting a game like Doom Eternal by having a speedrun of one of the levels is a genius idea marketing wise.

For one, obviously, it shows off what the game has to offer. Also, judging by the fact that it's a speedrun it'll be done in a completely non-conventional and interesting way compared to scripted gameplay you'd see in E3. I imagine it'll be somewhat similar to back when the game was fully revealed and it showed gameplay of PC with an increased FOV. It wouldn't be just some business dude telling the player to play a specific way, it would be someone who clearly has knowledge of the ins and outs of the game, which by extension would mean they'd show off new and interesting ways to play the game and move around compared to just an E3 demo. Finally, it's probably one of the least "corporate" forms of advertising for any game because ID's basically saying that they wholeheartedly respect the Doom community and its legacy so much, they are willing to let someone not only speedrun the game when it's not even out yet, but also study it in depth to figure out the best strats and such.

In all honesty, more game devs should do something similar to this. It's one of the absolute best ways Eternal could be marketed and its mechanics shown off to the public, and I'm somewhat surprised no one else has said anything about it.

inb4 >t. autistic over analyzing

>> No.5408961 [DELETED]  [View]
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5408961

>>5408746
Like the Kikes do? Please fuck off back to tumblr or facebook, s0ibitch. Multiculturalism is a failure. Look at Brazil, most EU countries like Belgium, Netherlands, Sweden, Germany, France, most parts of post-Apartheid South Africa, the UK and New Zealand these days. their murder and rape rates are quite high, especially when compared to countries like Iceland, Norway, Taiwan, Japan, ROK, and the Baltic countries.

>> No.5225441 [View]
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5225441

Anon who posted >>5224913 here.
How do I save my control scheme for Quake on DOSBOX? Every time I exit DOSBOX it doesn't keep it.
My control scheme:
+Mlook in terminal
W for move forward
S for backpedal
A for look left
D for look right
Shift for Run
Left click or ctrl for Attack
Spacebar for jump
Alt for sidestep

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