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/vr/ - Retro Games

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>> No.4021648 [View]
File: 94 KB, 623x700, 1298392323166.jpg [View same] [iqdb] [saucenao] [google]
4021648

>>4020830
>Engine limitations embed in as game features.
Rocket jump, strafejump, bhop and many more small exploits like overbounce; all are a result of game engine's limited physics handling. pre-2000 non-modern FPS games were fast paced but still considered fresh by the era's industry standards.
>Good level design and feeling of exploration
Even Prey have some linear-tastic shit, and doesn't reward player "right". When you find a secret area in a modern era FPS it's nothing different than what game offered you so far. You can find the biggest badass weapon in the game, but it's because it's just thrown in your way. In a pre-2000 FPS you may roam the same area before finding a simple mediocrely powerful weapon early.
>Readable enemies
That's what came from Doom. Doom always had readable enemies so outcome was always can be planned. In Doom 2, this aspect even more revealed within' good level design and because of readable opponents there were more than one path of finishing a map.
>Atmosphere
Use of sound and dark-light was more abundant. Modern art-style killed the shadow play aspect of non-modern FPS games. Doom 1 was notorious about it, then it chose to go with "readable enemies" which made the game even more arcade-y and spreaded the epidemic further.

>> No.2258884 [View]
File: 94 KB, 623x700, 1355435176489.jpg [View same] [iqdb] [saucenao] [google]
2258884

So has arino ever played DQ 1 as a challenge?

I'm pretty sure it could be completed in 24 hours.

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