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/vr/ - Retro Games


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4779181 No.4779181 [Reply] [Original]

Why doesn't anyone recall this game when it comes to innovative FPS? By no means perfect it did offer (at the time) amazing visuals, spacious levels, and various puzzles.

I know games such as Quake 2 and Half-Life buried this title but picking it up again an playing it, it's a damn shame it doesn't get more recognition.

>> No.4779234

Its multiplayer successors got much more attention and the sequel was (from what I hear all the time at least) a gigantic disappointment. Epic doesn't seem to care about the franchise anymore either. All their attention goes to Fortnite and the Unreal Engine itself so the series has been forgotten by the average person.

>> No.4779250

It was a fantastic and beautiful game to me. I often see /vr disagreeing with that, however. Quake II and especially Half-Life seem to be well hated around here.

And yeah, Unreal 2 was a slight disappointment but still fun for me.

>> No.4779337

>>4779250
Half-Life is hated here? Are you kidding? I thought everyone and their grandma liked Half-Life and it was a universal way of keeping me out of humanity!

>> No.4779434

>>4779337
I probably notice the hate more than others since I disagree with it, but yeah it's the "linear story driven crap" that a lot of people seem to credit for ruining the genre.

>> No.4779439

>>4779434
>mfw there are people who hate Half-Life
>but there is no real place to go for people who really hate Doom

>> No.4779667

>>4779181
I tried to give it a go, but had to drop it about 10 levels in. It's all fucking the same and the enemies act like multiplayer bots with jumping and strafing all over the place.

And then I read somewhere (probably on TCRF) that the game was originally even longer than that, with so many copy pasted low effort levels that even the playtesters back in the day didn't give two shits to play it all the way through. So they cut it in half. And it's still boring as fuck.

Nice engine for its day though. Also it makes sense why the company would eventually resort to just making video game engines, not actual games.

>> No.4779685
File: 173 KB, 273x653, Oogabah.png [View same] [iqdb] [saucenao] [google]
4779685

>>4779667
Actually, Epic is pretty based. If you play the beta, you realize the Nali are actually just a bunch of Africans and the entire game is about Imperial colonization involving right wing lizard men. You take matters into your own hands and massacre both. The Africans go down easy, they just were blight upon humanity. Rush Limbaugh fans put up a harder fight since they have guns.

>> No.4779689
File: 956 KB, 1280x1024, c9wXZ0v[1].jpg [View same] [iqdb] [saucenao] [google]
4779689

>>4779667
It had quite a lot of variety in a time when pretty much all fps games were corridor shooters, outside of Tribes and some others.

>> No.4779692

>>4779685
>Africans
>pacifistic spiritualists

lolwut?

>> No.4779712

>>4779692
Play the beta anon. They aren't aliens there, but literal Africans who click their tongues.

>> No.4779718

>>4779434
I hate H-L because it spawned CS, which embodies everything that is wrong with modern games. I see it as proto-Modern Warfare/Battle Field: Whatever. Other than that I have no other big gripes about H-L, it seems the praise it got 10 and more years ago has died down, as the series can be now counted as dead.

>> No.4779742

Recently finished Half-Life for the first time and honestly i've seen other games do what it's known fo better. Unreal being one of them with far bigger an open environments.

Unreal is something I both love and hate though. Glad it didn't stick to having to find a key but the level design is overly complicated at times along with some stupid bullshit that halts the game. For instance, in one part you'll come across a fence with teh only way to unlock it is by bopping the key that's vaguely put in the lock with your head. How would anyone know to do that?!

>> No.4779783
File: 69 KB, 1268x1280, 1512554130523.jpg [View same] [iqdb] [saucenao] [google]
4779783

>>4779181

>it's a damn shame it doesn't get more recognition

?

>> No.4779790
File: 132 KB, 600x500, next-generation-unreal-yes-actual-pc-game-screenshot-600x500[1].jpg [View same] [iqdb] [saucenao] [google]
4779790

>>4779181
What are you on about, OP? Unreal was huge when it came out.

>> No.4780209

>>4779790
>Why doesn't anyone recall

I think he means why don't people today credit it for its innovations. It's relatively ignored now.

>> No.4780215

>>4779790
I like how those hacks have the gamma set so high you can see dithering on the textures.

>> No.4780220

I really want to like this game more than I do. The graphics are mostly nice, the soundtrack is great, the setting is really cool. But the level design is mediocre and the shooting and weapons fall rather flat.

If any game ever needed a proper sequel to improve on the things the original did well and fix its problems, its Unreal. Of course, we all know what happened instead.

>> No.4780224

>>4779790
N64 couldve handled that

>> No.4780227

>>4780220
I remember liking the weapons but they were vastly improved in UT.

>> No.4780230

>>4780224
Not at the resolutions and framerate we were playing it on PC, no.

Though it is funny to look at that really ugly screenshot, that wouldn't have been mindblowing even in 1997 and compare it to their headline, yes.

>> No.4780384

>>4779667
>And then I read somewhere (probably on TCRF) that the game was originally even longer than that, with so many copy pasted low effort levels that even the playtesters back in the day didn't give two shits to play it all the way through.
That's how most games are developed, lots of beta quality stuff does get cut out

>> No.4780498

>>4780224
Maybe but I'd suspect there would be fog, smaller/less maps, sluggish framerate and blurry textures.

>> No.4781203

>>4779181
Because it largely wasn't all that innovative. It introduced better mirrored surfaces, high resolution texture compression with S3TC which a lot of people didn't use at all, and... I guess a few interesting weapon gimmicks. Otherwise UE was buggy and unpolished as well.

There also exists no solid port today that isn't still bugged with shit like framerate/fire rate or animated textures or UI scaling. People just put up with that shit in this day and age. And some interesting weapons mechanics like the shock combo.

There was decent stuff there, but it's didn't do a ton to innovate and the gameplay was clunky as fuck.

So really that's it, it largely wasn't innovative, so of course people wouldn't really be remembered for innovating.

>> No.4781414

>>4779250
>/vr
You don't belong here.

>>4779718
>I hate H-L because it spawned CS
CS is directly derived from Action Quake 2.

>> No.4781558

>>4779742
The only noteworthy thing H-Ldid is to make the levels seem seamless. Still there were loading times between different areas.

>>4781414
Never played the Quake version, but from what I remember CS pretty much retained the awkward running on slippery ice H-L movement and spaztic weapon mechanics.

>> No.4781575

>>4779250
The funniest thing about Unreal 2 is that it's 8-10 hour campaign was bashed for being too short back in the day, but on modern standards, it's pretty long.

I considered it a 6/10 game back when it was released, but judging it by present day standards, I would give it an 8/10.

>> No.4781585

>>4781558
>slippery ice H-L movement
[citation needed]

>> No.4781589

>>4779181
> Why doesn't anyone
Stop.

Your shit discipline aside, I still have the CD-ROMs. Tried playing and the game speed was way too high, even when maxxed out the video settings. What little I could play before running off cliffs was nice tho.

>> No.4781612

>>4781585
The inertia in H-L makes it feel like you are moving on ice, which makes the platforming really awkward in places. Also why though crouch jumping wad a good idea?

>> No.4781619

>>4781589
Tried using a modern renderer?

>> No.4781629

>>4781612
>why though crouch jumping wad a good idea
how english?

>> No.4781638

>>4781629
Oops, heres a more coherent version

>who ever thought crouch jumping was a good idea?

>> No.4781665

>>4779181
Innovative?

Do you realize that almost all those innovations came from old Quake 1 mods?

The game was great tho, but wasn't really innovative or revolutionary... Aside from the graphics aspect.

>> No.4781686

>>4781665
Did quake 1 mods have enemies that actually could dodge on the fly and move like how a player roughly would in a fight?

>> No.4781695

>>4781686
LOL that's _literally_ multiplayer bots you absolute BOZO. No thing innovative about that, no thing at all

>> No.4781721
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4781721

>>4781619
>modern renderer
>tfw still no hud scaling

Sucks terribly in a game with so many log entries.

>> No.4781725

>>4781695
>having to differentiate between sp and mp bots

What went so wrong?

>> No.4781842

>>4781686
Actually, first HeXen seems to be the first game incorporating botmatch into sp. See three minibosses with the "elders" (master-fighter, master-cleric, master-mage) in the episode 5 of the game (of these three fights, the cleric one is by far the best one).

>> No.4781860

>>4781842
>three minibossfights with the "elders"

>> No.4781973

>>4781721
Steam version fixes this and thank god because the GOG rendition would always give me an error after starting the game several times in.

>> No.4783735

>>4779181
unreal is so comfy