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/vr/ - Retro Games


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File: 64 KB, 640x524, blood.jpg [View same] [iqdb] [saucenao] [google]
2585791 No.2585791 [Reply] [Original]

ITT: games you love but find physically painful to play

pic related gives me eye cancer through combination of low FoV, brown color palette and vertical perspective warps, but it's still the best 2.5D shooter ever

>> No.2585801
File: 145 KB, 468x569, 1424286123712.jpg [View same] [iqdb] [saucenao] [google]
2585801

This shit gives me headaches. Shadow Warrior is way worse, though.

>> No.2585802

>>2585801
At least Shadow Warrior has a source port that alleviates that stuff. Blood you're forced to play in DOSBox with the software renderer.

>> No.2585820

>>2585801
>>2585802
I was actually hoping to see blood open GL + blood remake announcement

instead we had shadow warrior 2

>> No.2585830

>>2585820
Seeing this thread made me want to play blood again.
Fuck, there's something related to the way the camera moves vertically that really makes me nauseated.

It's not only in this game, shadow warrior and even duke3d have the same effect.

Indeed a remake or even a source port would be golden.

>> No.2585841

>>2585830
both duke and SW have source ports (duke has multiple I think), and are both inferior games to blood

>> No.2585842

>>2585830

Dingus, you aren't really supposed to move the camera vertically that much. It's a build engine game, the game autoaims vertically for you.

What I do is I allow for vertical aiming but I hardly aim vertically and play it akin to vanilla doom.

The reason why its nauseating is because the engine is still rendering in software mode. There isn't a source port for it yet to allow open GL rendering so it doesnt bend the image.

>> No.2585846

>>2585842
>the game autoaims vertically for you.
does it now?

doom has in finitely tall enemies, that's why you can hit them from any height

in blood you actually have to aim up and down to hit rats/hands/gargoyles

>> No.2585854

>>2585846

I remember playing beating Blood and only aiming vertically like like 5-10% of the time.

Maybe you have to turn autoaiming on.

Just focus on mostly restricting your mouse movement to horizontal and you will have a better time, have a Doom mindset rather than a Quake mindset.

>> No.2585865

>>2585791
I agree that blood's colour pallet was kinda frustrating, but it was nothing that you couldn't fix with increased brightness, and now about the pov... the game was based of the build engine (duke3d) and the build engine was based of the doom engine, so the game is meant to be played on keyboard, if you want to play with a mouse than disable vertical aiming, and enable autoaim... your experience will go from 0% to 100%.

>> No.2585868

>>2585801
>that pic
I always play Space Harrier with autofire to save my thumb

Same with Fantasy Zone

>> No.2585870

>>2585820
use the eduke port...

>> No.2585880

>>2585870
is that actually finished?

last time I saw it was only the first episode

>> No.2585901

>>2585870
>>2585880
It's not a "port". It's a recreation of the game (all behaviours, effects etc were redone from scratch) by some Russian team.

The behaviours of everything are incredibly off and only someone who hasn't actually played Blood wouldn't realize it. Anyone who knows Blood would realize this "port" is absolutely worthless upon meeting the first zombie.

The only thing worse than it is the Doom "port".

For some reasons Russians like shitty recreations, maybe because they were brought up in a world of bootlegs, I'm not sure I want to know why.
And for some reasons Blood has tons of those terrible "recreations" projects.

Meanwhile in DOSbox, I play the game at 800*600 with constant 60FPS and bMouse. With Build, the difference between resolutions from 800*600 and higher is small.

>>2585865
>and the build engine was based of the doom engine,

I'm sorry, wtf ?! Development of the Build engine started before anyone saw Doom. Ken Silvermann did not base himself on Doom. Both engines were being made silmutaneously.

as for
>so the game is meant to be played on keyboard

Says who? Back when those games came out, the big thing was to play using keyboard+joystick, with mouselook enabled. Which is incredibly similar to keyboard+mouse. Also "mouselook" wouldn't be called "mouselook" if they didn't want you to use the mouse.

>> No.2586105

>>2585791
>>2585865
Really? I love Blood's colour pallet and the overall art style of the game. One of my favourites of all time in that regard. In terms of pallet it's really unique; I like how it uses pastel colours. Many of the textures are very distinctive, too, instead of generic crap. Looks like a moving painting at the higher resolutions. It also has superior lighting effects to its 2.5D contemporaries. I can understand if it's not your thing and you prefer the vibrant and more colourful environments of Duke 3D though.

https://www.youtube.com/watch?v=xl_gnvqnWhM
^Watch this at 720p.

>>2585854
Blood's autoaim is on by default and there's no option to turn it off within the settings (in-game options or setup.exe). You could do a config edit to turn it off but I wouldn't recommend it because the mouse aim doesn't nearly have the precision of modern shooters or something like Quake/Half Life. In particular the Y-Axis and diagonals are pretty boned due to a shitty filter. BMouse apparently makes it much better.

>>2585901
Yeah thanks. BloodCM is a piece of shit.

It's also annoying when people say BUILD/Doom is supposed to be played keyboard only when mouse options were available from the beginning. You can remap vanilla Blood/Duke/SW keys to standard WASD+mouse within setup.exe. The Y-Axis or mouse diagonals in Blood aren't great due to that annoying filter but you don't really need it anyway because of the autoaim. In Blood I only really use the Y-Axis for help with dynamite precision (and other rare nuances here and there).

>> No.2586935

>>2585846
>doom has in finitely tall enemies,
That only affects actor clipping, so players and other monsters cannot be on top of each other. A rocket can sail over a monster's head harmlessly.

>that's why you can hit them from any height
Untrue. The game does actually autoaim.

>> No.2586956

>>2585901

Based NESfag bringing the esoteric 2.5d engine wisdom

>> No.2587238

>>2585901

You can probably still find all the old flame wars between mousers and keyboarders in Fidonet and newsgroup archives.

I wrecked face with a Gravis Gamepad + Keyboard. I just found it easier to hold down run on a controller. The 4 face buttons were L/R strafe, run and fire, allowing for easy circle strafing without a mouse.

>> No.2589236

>>2587238
>You can probably still find all the old flame wars between mousers and keyboarders in Fidonet and newsgroup archives.
What the fuck did they fight about? Got any links/caps?

>> No.2589293

blood is annoying as all shit on the harder difficulties, jesus christ

>> No.2589323
File: 82 KB, 500x463, mariop.png [View same] [iqdb] [saucenao] [google]
2589323

>>2585791
>physically painful to play

Other than Mario Party I don't know how a game could possibly be physically painful to play.

>> No.2589362

Why is dosbox so terrible? Blake Stone either plays at a lousy 20 or so frames per second or has horrendous audio popping. Good thing I still have that old pentium 1 PC kicking around.

>> No.2589381

>>2589362
Never had that issue with Blake Stone in DOSBox.

Are you using vanilla DOSBox? If so, stop. Use ykhwong's DOSBox. Its from much more recent DOSBox SVNs and it has a ton of nice patches pre-rolled in. Last stable of DOSBox was 3-4 years ago.

>> No.2589385

>>2589323
Any Virtual Boy game.

>> No.2589394
File: 2.05 MB, 320x262, PG_bpz.gif [View same] [iqdb] [saucenao] [google]
2589394

>>2589381
That's some good advice, I'll check that out. Thanks!

>> No.2589396

>>2585791
>ITT: games you love but find physically painful to play
I literally can't think of any examples.

>> No.2589526

>>2585791
Maybe Descent?
it's actually the only game I can think of that makes me nauseous playing

even shit like Ace Combat 3 (where you can and will fly sideways and upside down) doesn't do that to me

>>2585830
the camera draws more vertical space and scrolls up/down instead of doing any actual 3D transform

so it looks really, really wrong but gets the job somewhat done
any of the software rendered Doom ports that let you look up/down do this as well

>> No.2589729

>>2589394
I can't tell, is that Super Mario All Stars?

>> No.2589738

>>2589729
Street Fighter 2

>> No.2590328
File: 122 KB, 640x640, links awakening.jpg [View same] [iqdb] [saucenao] [google]
2590328

Legend of Zelda: Link's Awakening is one of my all time favourites, even despite how horrible the original Gameboy screen was.

>>2589385
I will never play Virtualboy on principle because of how disgusting it looks and feels. Not only is the red disgusting and eye killing, you also have to lock your head into a fucking canister and keep it there in the a ridiculously uncomfortable position. What on earth were Nintendo thinking?

>> No.2592438

>>2590328
Yeah, have tried playing one, wearing glasses myself makes it even more uncomfortable. I'm pleased the Mednafen emulator exists for letting me play in 2d and change the palette to something more Gameboyish. VB Wario Land and Red Alarm are worthwhile plays.

>> No.2592620

Playing House of the Dead with a light gun is painful thanks the rapidly flashing screen.

>> No.2592626

>>2590328
>>2592438
It's got some interesting games, too, which is a shame.

Is there a Virtual Boy emulator for Oculus? That would be funny/cool.