HeatEXTEND
Prophet
As a kid (no english) I assumed he killed that rabbit because he went mad lol.Doom guy was pissed they killed his pet rabbit
As a kid (no english) I assumed he killed that rabbit because he went mad lol.Doom guy was pissed they killed his pet rabbit
Both had some pretty lengthy cutscenes both between and during levels, but I was thinking also of things like level design which goes hand-in-hand with plot progression, scripted events (Elite Force in particular loves making you wait for Tuvok to finish talking), non-combat segments (the Voyager bits in EF and the bookstore in SoF).I wouldn't really call Soldier of Fortune and Elite Force "cinematic" games.
Nearly all the cinematics occur ingame, not through cutscenes. They are mainly a form of storytelling.
As a kid (no english) I assumed he killed that rabbit because he went mad lol.Doom guy was pissed they killed his pet rabbit
Isn't it originally shown on a pike at the end of Episode 1?It does actually look like he killed it
Played the demo, not enough ammo. Tactical use of weapons with ammo being a factor? Sure. Straight up ammo scrounging? Nah.Cultic
Those ending slides and the texts were awesome.It shows up decapitated and impaled at the end of Episode 3 (or possibly he's holding it up with his arm, but it's weirdly thin). I never got what was meant to be going on as a kid either, the whole cutscene is so odd, it'd be almost impossible to tell wtf was going on without the retroactive explanation at the end of Thy Flesh Consumed.
Really great ending slide though, even if it's confusing as fuck. I always really loved the Hexen end slide too with the weird demonic hand reaching out to move the cosmic chess pieces around.
Indeed. Mea culpa. I meant Doom 1 and then made a comparison to Doom 3 (where John Carmack was still obsessed with the technology).Because you didn't say Doom, you appeared to refer to 90s FPS games as a whole. Which is off-base when we can point to games like the ones I mentioned.
The lack of clear plots/stories/whatever is rather obvious. As much as you might claim Amid Evil does not do the same thing as older shooters do, I'd argue it follows a similar pattern (at least in terms of its "story"). And if you need another example - one that I played - then I'd point out Arthurian Legends.Which is perhaps what I was getting at with the OP - some, perhaps even most, 1990s FPS games were at least somewhat interested in creating thematically vivid worlds with clear plots/stories/whatever, so why do throwback shooters so often choose not to do that?
Not really? It is not just the problem of presentation, but the lack of actual story-related content you could work with. Again, compare Doom 1/Heretic 1 to Strife, which was also done on Doom engine. You can also compare it with Hexen: there is more story in the intro alone than in the whole game that happens after.But again, isn't this down to presentation?
OK. I don't have problem with setting being coherent.To reiterate my wider point because I think it might have gotten lost - I can tell you what happens in Doom (or Heretic) just by playing it. Whether you consider it an "actual story" or whatever aside, there's a clear chain of events that occurs, we know where we are and what we're doing at any given time, and the graphics work to convey that. Enemies are generally placed logically according to the environment. The brief text screens explain how the player moves between each of the game's stages, and relay wider events. The game represents a clear journey with memorable locations and visuals each step of the way. Yes, it's presented in a heavily abstract way, but we still know what these abstract environments are intended to represent.
Again I'd point to things like System Shock, Marathon, Dark Forces, and so on. It's probably fair to say that most throwback devs ignore these games and instead tend to focus on Doom and Quake, but I wonder why that is - especially when they often go on to directly reference some of these other games (and even later ones like Half-Life and Unreal). And I'd suggest that a lot of them don't even try to replicate a Doom 1 level of coherency, which is what motivated me to start the thread, because... why would they choose to forsake that aspect of the era they're mimicking?The lack of clear plots/stories/whatever is rather obvious.
I think the outlines of the stories of the two games (Doom and HL) are not totally dissimilar, to the point where you could very broadly describe the overall plots using the same key points - aliens invade a high-tech base due to an unethical teleportation experiment backfiring, a survivor trapped in the heart of the facility tries to escape, the alien presence turns the dead staff into hostile zombies, the hero witnesses aliens teleporting in from nowhere, the hero retrieves experimental energy weapons from the research labs to aid him in his escape, the hero moves into an older, lower-tech area (Deimos in Doom, rail system in Half-Life), the aliens start to win the battle and the facility is gradually destroyed and consumed, the hero reaches the aliens' strange-looking homeworld and confronts a giant mutant baby thing, they win the battle but their hopes of returning home are ultimately thwarted (Earth besieged in Doom, Gordon kidnapped by G-Man in HL).Not really? It is not just the problem of presentation, but the lack of actual story-related content you could work with. Again, compare Doom 1/Heretic 1 to Strife, which was also done on Doom engine. You can also compare it with Hexen: there is more story in the intro alone than in the whole game that happens after.
If I were to guess? Probably because the single developers aren't that worried about coherency between enemies and levels and are aiming much more roughly at what they found interesting in the games that inspired them. Boltgun is pretty good, but I doubt that Auroch Digital is a single-developer studio. Even Doom was worked on by 5 people.And I'd suggest that a lot of them don't even try to replicate a Doom 1 level of coherency, which is what motivated me to start the thread, because... why would they choose to forsake that aspect of the era they're mimicking?
That would be false equivalency though, because even if we agree that very broadly the overall plots share the same key points, it does not take into account the actual detail in which each game is shown. In Half-Life alien invasion isn't even the starting point. In Doom you're dumped right into the middle of it. This shows the difference in pacing, and it doesn't stop there (in Doom there are only enemies you shoot, in Half-Life you have allies, etc.).I think the outlines of the stories of the two games (Doom and HL) are not totally dissimilar, to the point where you could very broadly describe the overall plots using the same key points
Except Hall's original concepts got ignored and the prototype levels he did had no gameplay. Doom is a Sandy game more than anything else.By the way, Tom Hall was the designer for Doom 1 and he was kicked out a bit before the game was released. So it should be no surprise that Doom 2's levels are shit by comparison when the guy who specifically dedicated himself to design them was no longer there for that (and the same goes for the would-be story Doom 1 could've had).
Dark Forces doesn't get enough press...Again I'd point to things like System Shock, Marathon, Dark Forces, and so on. It's probably fair to say that most throwback devs ignore these games and instead tend to focus on Doom and Quake, but I wonder why that is - especially when they often go on to directly reference some of these other games (and even later ones like Half-Life and Unreal). And I'd suggest that a lot of them don't even try to replicate a Doom 1 level of coherency, which is what motivated me to start the thread, because... why would they choose to forsake that aspect of the era they're mimicking?The lack of clear plots/stories/whatever is rather obvious.
I think the outlines of the stories of the two games (Doom and HL) are not totally dissimilar, to the point where you could very broadly describe the overall plots using the same key points - aliens invade a high-tech base due to an unethical teleportation experiment backfiring, a survivor trapped in the heart of the facility tries to escape, the alien presence turns the dead staff into hostile zombies, the hero witnesses aliens teleporting in from nowhere, the hero retrieves experimental energy weapons from the research labs to aid him in his escape, the hero moves into an older, lower-tech area (Deimos in Doom, rail system in Half-Life), the aliens start to win the battle and the facility is gradually destroyed and consumed, the hero reaches the aliens' strange-looking homeworld and confronts a giant mutant baby thing, they win the battle but their hopes of returning home are ultimately thwarted (Earth besieged in Doom, Gordon kidnapped by G-Man in HL).Not really? It is not just the problem of presentation, but the lack of actual story-related content you could work with. Again, compare Doom 1/Heretic 1 to Strife, which was also done on Doom engine. You can also compare it with Hexen: there is more story in the intro alone than in the whole game that happens after.
Half-Life's story obviously does have substantially more going on - the HECU and the VOX system announcing what they're doing, the rocket launch, the G-Man, the Lambda survivors - and is told in a much, much more interesting way. Valve were clearly vastly more interested in their game's story than id were in Doom's, but I suppose my point is that you can at least track a full plot arc like that in Doom (and even moreso in Heretic), while I'm not sure you could in some of the throwback games I've named - plus others not yet mentioned like WRATH, Prodeus, etc.
I'd also even say that some of HL's storytelling techniques have very, very primitive equivalents in Doom - Deimos base having rustier textures than Phobos to show that it's older (akin to the Cold War era rail system in HL), enemies having memorable intros at logical points in the story (which Half-Life would do magnificently with things like the Blast Pit tentacle, and Doom 3 would try and fail to recapture). The story might not have been a concern in Doom, at least for Carmack, but it's tangibly there and it unfolds during gameplay in a way that many throwback shooters don't seem interested in replicating. My standards aren't even high or anything - Ion Fury had more than enough "story" for me and that game's plot can be summed up as "a woman shoots her way through a few streets and office buildings, then an underground lab".
That's the point I'm making, the plots are presented wildly differently with Half-Life clearly far far more interested in conveying a story, but we can still describe Doom's overall plot arc in a not entirely dissimilar way becaus the game does convey it, even if in infinitely less detail than Half-Life. I don't think you can do this with many throwback shooters, which don't even have Doom-level plots.That would be false equivalency though, because even if we agree that very broadly the overall plots share the same key points, it does not take into account the actual detail in which each game is shown.
How are you not living through the story in Unreal, dude?Half-Life isn't conveying a story, it is making you live through it.
Unreal tried something similar but it was mostly confined in the intro level. When i realized the whole game was like that in Half-Life i was kinda floored.
Almost all of the story in Unreal is logs. Everything already happened before you showed up, and the parts that you live through are just you walking around on a cool space vacation. It's really different from Half-Life's making you feel like you're actually part of some big thing that's actually happening actually.
There are also some logs on corpses that are full "I think I will be safe here for the time being", but later you discover the unfortunate SOB's body...I love the "you got here slightly too late, lol" aspect of Unreal, especially when you follow the trail of that one survivor of the crashed ship who's pretty much on the same journey you are, only to find her dead in a sniper post, presumably killed just before you arrived.
Also thought it was really cool how you sometimes found the corpses of other Vortex Rikers crew or prisoners littered around, less and less so as the game goes on, just to prove that there are some other people who've made it as far as you have.