[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.10183953 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
10183953

>>10183761
Not related but that reminds me, was it ever confirmed how the cutscenes for the Quake 2 remaster were done? Were the original source files of the renders just lying around and found by Nightdive, or were they made from scratch? Seems too complex to have been done with AI either way.

>> No.10151917 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
10151917

>>10151865
Funny how you can use those codes to essentially make the viewmodels properly centered, but if you choose center viewmodels through the settings it just makes them invisible, regardless what port you're using.

>> No.8350089 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
8350089

>>8350079
>Coomerism
>Coomers consooming coom material
>Coomsoomerism

>> No.7125142 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
7125142

>>7125027
>>7124984
Someone could use that for the scuba power up for a Blood remake

>> No.6665569 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
6665569

>>6665472
I gotta say, the rainbow effect did a lot to add a surreal and somewhat creepy vibe to Bowser's final form. Mainly under the context that 3d graphics in general were still very new at this point so something as honestly simplistic (at least visually) as this can REALLY fuck with someone in a certain way if they didn't know anything about what 3d graphics are capable of, especially if they're used to Bowser's regular color scheme from the earlier fights with him and previous Mario games. Not like Final Bowser's anything like Amnesia in terms of """scariness,""" but at the very least, it's surreal enough to make a young gamer see him to be more threatening cus they're constantly thinking, "why does the funny turtle look like that???"

>> No.6531868 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
6531868

>>6531837
You know you could just ignore words online you don't like literally everyone else does, right?

>> No.6429710 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
6429710

I've been thinking, with the advent of console controllers getting optional paddles for extra buttons, could they be used to make movement in fps games more in depth but also more accessible compared to a regular controller? Because one of the main reasons for not being able to pull off, say, bhops or strafejumps on consoles is that you can't control the camera and jump at the same time cus of how controllers are designed.

If it is feasible, I think it'd be a neat concept (in theory at least) to try to make arena fps games more accessible/possibly mainstream again by having one with console ports, and bundling copies of said ports with the controller paddles to be used for jumping. Plus I'd figure movement in fps games that aren't PC exclusives could make it so it's not gimped for the sake of accessibility.

>> No.6162894 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
6162894

>>6155970
Daily reminder that the Doom Eternal Speedrun Race back in Quake/DoomCon 2019 was the best form of marketing for the game cus of how id is so confident in their product and have such a respect for their fans that they are willing to let complete outsiders to the industry play their game, look for any and all glitches and exploits in the engine/physics, and utilize them to go as fast as they possibly can (even tho they didn't have any time to realize the fullest extent of the engine's possible quirks) for all to see, further promoting the game at the same time by showing off how fast you can possibly go in a game that's literally all about speed.

As for mods, id did touch on it a while back, saying it was a "long-term" goal. They've also been vocal about id Tech 7 and how it doesn't have mega textures anymore which, AFAIK, was the main thing holding modding back in terms of tech.

https://www.gameinformer.com/preview/2019/06/14/id-talks-mod-support-integrating-more-traversal-and-the-controversial-neon-ui

https://wccftech.com/id-tech-7-engine-upgrades-discussed-by-doom-eternal-dev-raytracing-to-be-explored-post-launch/

>> No.5731852 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
5731852

>>5731804
I'd say the pistol's a good way to get the player into the "mooD" of Doom, but that only works if the very first level is somewhat built around it (at least the beginning of the level).

It does decent damage against the former humans in the armor room on E1M1 (depending if you play on certain difficulties of course), and it kills them fairly quickly before you get the shotgun. Same thing with MAP01, it gets the player engaged by having them think on their feet by starting with the weakest weapon against the weakest enemies, as long as said weapon is at least powerful enough to take them down.

But then again that's prolly the philosophy of most FPS games in general.

>> No.5658589 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
5658589

>>5658585
Also, to be fair, I see where they're going with it, learning from 2016's lackluster MP and such, but Id's proven time and time again they can make a great MP game if they make it themselves, which is kind of disappointing that they decided to ditch it instead of making a traditional MP themselves.

>> No.4401047 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
4401047

What do you guys think Doom 3 would look like if it was released in the late 90s and on idtech 1/2?

>> No.4042069 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
4042069

>>4042064
could this be foreshadowing the reveal of a singleplayer quake game?

>> No.3962265 [View]
File: 203 KB, 500x471, consider the following.png [View same] [iqdb] [saucenao] [google]
3962265

>>3962236
That's actually an interesting point there.

Navigation
View posts[+24][+48][+96]