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The New DOOM Thread (2016)

TheGreatOne

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Well, if there is one thing i'd expect an engineer to be good at would be to get shit done and run things with efficiency. But to me it really seems Carmack wanted to make dumb action games because he really didn't think all that highly of this entertainment form in the first place. If ID software hadn't been so lucrative for him i doubt he would have stuck around in this industry for as long as he did.

Also, Tom Hall gave us Anachronox, and that goes to his credit i think.
How can you say with a straight face that Carmack didn't think highly of this medium when you give praise to the Earthbound of RPGcodex in the next paragraph? I think actions speak louder than words, and Carmack delivered. Or are you one those people who think that Heavy Rain is a good game?
Actually I take back that Earthbound comment, at least that game was audiovisually and technically quite impressive, given the hardware it was running on. You could say that what Anachronox did with the outdated engine was impressive, but that only affected cut scenes. And if you compare those to ones from other games released in 2001, they're not that good.
 

zwanzig_zwoelf

Guest
The Doom novels are all about the Hell aspect of the invasion was just mind games by the invading aliens, right?
9UzUXV5.jpg
:lol:
WHAT
 

Baron Dupek

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Want some plot or story? Don't worry, sjw and similiar creatures will force it anyway. Just like in Tomb Raider, Thi34f and other victims that I succesfully forgot.
 

evdk

comrade troglodyte :M
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Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
Nah, the brevity of the original is superior. The "improved" version only works (and makes sense) when contrasted with the previous one as a humorous serious take, otherwise it's just a dime a dozen grimdark fanfic.
 

Lyric Suite

Converting to Islam
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How can you say with a straight face that Carmack didn't think highly of this medium when you give praise to the Earthbound of RPGcodex in the next paragraph? I think actions speak louder than words, and Carmack delivered. Or are you one those people who think that Heavy Rain is a good game?

The fact Carmack had a condescending attitude towards the medium doesn't necessarily mean he had no desire to do good games. But that's assuming he had actual hand in design, which i don't think he did. He just commandeered the direction of the company, according to those quotes at any rate.

As for Anachronox, i really don't give a shit about its similarities to japo fag crap. My argument is that it proves Tom Hall was a good game designer and that him getting fired from ID soft because he wanted to do something besides mere action schlock (well designed schlock or otherwise) reflects negatively on the attitude Carmack had towards the medium. You don't simply let good talent go because of a disagreement about design philosophy. If Tom Hall or Romero were tired of making yet-another-Doom-clone the company should have forked into different projects. They had enough money to expand, did they not? And i mean, let's just look at it in retrospective. Despite his folly and stupidity, Romero's company gave us Anachronox and Deux Ex. Carmack gave us Quake 2. And then, Quake 3. And then, Doom 3. Even if Romero was an hack and all he did is give the opportunity for good designers to apply their ideas, the mere fact he allowed for those ideas to be developed, despite fucking shit up on almost every level imaginable as a designer as well as a producer, shows that sometimes closed mindedness doesn't pay.
 

TheGreatOne

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As for Anachronox, i really don't give a shit about its similarities to japo fag crap.
It was developed by people who were so inspired by japo fag crap that they required every member on the design team to have played CT, not that you can see that from the finished product apart from the fact that you have pre-set party members rather than party creation.
My argument is that it proves Tom Hall was a good game designer and that him getting fired from ID soft because he wanted to do something besides mere action schlock (well designed schlock or otherwise) reflects negatively on the attitude Carmack had towards the medium.
Not really, it's not a well designed game. In fact it''s the complete opposite of those Carmack/Romero games: sloppily designed, unchallenging and repetitive shlock in the gameplay department, truly a storyfag game. And the story isn't good enough to make up for the bad design and length of the game. It does how ever have nice pacing (well, the game has way too much mundane content and boxy gray level design between all the story bits, but the character development for Sly and the overall story progression over the course of the game is nice) and great world building/lore, showing his creativity and writing skills.
You don't simply let good talent go because of a disagreement about design philosophy. If Tom Hall or Romero were tired of making yet-another-Doom-clone the company should have forked into different projects. They had enough money to expand, did they not? And i mean, let's just look at it in retrospective. Despite his folly and stupidity, Romero's company gave us Anachronox and Deux Ex.
But had Romero and Hall started working on some RPG side project, would they ever have hired Spector to design Epic Mickey Deus Ex? I doubt they could've made a great RPG, but if Hall/Romero getting to design a more light hearted game between the Quake sequels would've led to FPS genre staying true to it's arcadey balls to the wall action roots for more years before the inevitable decline to cinematic modern warfare games with chest high walls, then I'd be sort of ok with the idea of Deus Ex never being made.
 

Lyric Suite

Converting to Islam
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I think there is a fallacy stuck in your argument somewhere which is basically the idea that cinematic modern warfare nonsense is the direct result of straying away from mindless schlock. Apparently, modern games suck because System Shock, or Deus Ex. Correct me if i'm wrong.

As for Anachronox, i remember it being quite a lot better than what you described, but since i haven't played the game in more than a decade, its hard to say whether it is my memory of it that is faulty. Certainly though, its similarities with japo faggotry isn't in itself a point of detriment. It is the quality of the content as such that is in question, not its style.
 
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Quake 2 always felt "raw" to me. A good engine, nice variety of enemies and guns, but the story wasn't very interesting. They've added something more than RGB keys/skulls but still something was missing. Q2 single player was killed by the upcoming titles which were released year later. Epic Megagames were treated by Carmack and whole Id team like a little brother, who couldn't achieve that much in making entirely new engine. Well, history showed how much did they underestimated Tim Sweeney and co. It was fantastic from the beginning, something truly original and breathtaking. Everyone remembers the giant spaceship, but I can't remember much from Q2. The latter one was too easy IMO, even Q1 was harder. Unreal had less enemies per location but they were more unpredictable and vicious. Weaponry - I admit I prefer Q2, because they feel really good (shotguns and railgun forever). In Unreal, even rocket launcher feels a little bit weak. Instead of turning enemies into gibs they just move.

Since first System Shock didn't achieve that much deserved recognition it was really something new for many gamers. Half Life pushed FPS genre in somehow similar direction, although it had more scripted elements. Weaponry wasn't very big, but I never felt there is something I don't need. It hadn't such variety in location desings like Unreal, merely because of the Mesa complex, but the modified Q1 engine did well, even with some semi opened areas. Half Life always surprised me with some new obstacles or elements of the story, it never felt like the Valve team needed to repeat them. It was like having Lego blocks, building diffrent things that made me go "wow" at the first playthrough. Unreal had text translator, which helped to build the background of the story, Half Life told it's story through some events/characters, and last but not least G. Freeman.

Even Sin, an underdog of it's times was more interesting and had many interesting things to offer and minor C&C which gave player acess to some additional levels.

I still replay all of the mentioned games, but let's face it - there is a reason why after some time Id guys made Quake 3 which had no single player campaign.
 
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TheGreatOne

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If the story isn't good, you shouldn't bother with it at all. Trying to please every one and play it safe is the absolute worst thing in corporate, mass produced entertainment. Music, movies, games, you name it, it'll ruin it. Hide the negatives, accentuate the positives. Go all out. If you're making a mindless shooter, it should have chainsaws, gore, rocket jumping, wall jumping, high movement speed, surreal and cool levels (medieval castles, a pyramid floathing in space, it doesn't need to make sense in anyway, style over substance) and Death, Morbid Angel and Pestilence blasting in the soundtrack. Trying to dilute that simple recipe with meager attempts at "realism", cutscenes, cover mechanics and stupid shit like that is retarded. Like video game movies. Why name a movie after a video game if it doesn't have almost anything in common with the games. So it would attract fans of the game to theaters just so they can be pissed that it's nothing like the games? Being afraid to commit to a a single niche is utter cancer and the reason why all modern AAA games feel the same, whether they're set in space or medieval times, it doesn't make much of a difference.

SS2 and DX are ARPGs and have nothing to do with this argument since they weren't designed to be exciting fast paced death match games the same way Quake and Modern Warfare 2 were.

Both Anachronox and Earthbound sold poorly and are so often praised as underrated that they've become overrated. Content wise the two don't share any similarities (apart from being humorous but not nearly as much the hype would let you believe). Both have substandard unexciting combat, Anachronox much more so as it has even less depth and it takes forever to finish a simple battle where you just mash one button because of the clunky, overly long combat animations.
 

Euronymous

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Remember, DraQ prefers Unreal 1 to Quake2 because of its superior erm, storytelling, methods. He's an odd fella, this DraQ.

A FPS game CAN have a storyline alongside good gameplay, it's just a rare occasion because of the amount of watered down FPS games that come out today which DO have a storyline but rather bad gameplay.

Incorrect. I passed both Q1 and Q2 campaigns. Q1 was mind-numbingly brown while Q2 had quite a bit of variety. It even had some lite scripted sequences, and it made noble attempts to maintain a feel of an ongoing war.

Quake II's level designs didn't become interesting until the last few levels, whereas the first Quake had eerie and varying Gothic levels.

Either you are piece of shit and you run away or you are manly badass man and deal with problem yourself.

YES, MANLY, BAD ASS BRO! LOOK AT MY BIG MUSCLES AND HUGE COCK DUDE!
 
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DraQ

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Man, fuck Doom 4, fuck id software and fuck Carmack!
How about a nice cup of Hexen III, Strife 2 or maybe Blood II?
Fixed.
Remember, DraQ prefers Unreal 1 to Quake2 because of its superior erm, everything.
Fixed.

And yes, it includes storytelling. Especially that part of storytelling that deals with powerful enemies actually being dangerous instead of being retarded tincans you can easily and without any risk kill with "flashlight" (if you're patient enough), while doing :hmmm: the entire time and holding the gun with your dick.

Also, unlike Unreal, Quake2 had good level design
Lolno.

At best it had some good level layouts (then again, so did Unreal), but level design isn't just layouts. Unreal levels were distinct, memorable, full of character and distinctive areas. Q2 levels were dull metal boxes with a lot of dull metal boxes stacked inside.

and weapons that didn't blow chunks (in both senses).
I can give you that Unreal weapons were a bit underpowered. OTOH they were original and interesting to use. Q2's were standard FPS arsenal complete with shotgun that would hit enemies behind you if it had any more spread - at least the basic shotgun in DOOM could still hit shit outside of melee.

Enemies were a lot cooler.
Lolno. A bunch of variants of cybernetic cripples with brain damage to match doesn't make an interesting, diverse, nor challenging opponents.
Certainly not cool ones either.

Increased challenge isn't automatically tied to increased enjoyment.
*Some* challenge, OTOH, is.
A semi-competent player without glaring disabilities could go half way through Q2 with godmode on without noticing that something is amiss.

Challenge can also contribute to coolness of enemies providing it - in this regard Q2 wasn't anything but cybernetic retard execution simulator.

Also, pathfinding in FPS is overrated. It isn't the magical holy grail that makes a game more fun by itself.
It is when the alternative is enemies getting stuck on doors 2 out of 3 times.

Visuals != Gameplay. You really are focused on visuals a lot. I am focused on enemy attack timings and patterns
Which were largely the same and completely predictable.
Doubly ironic considering your recent dismissal of actual gameplay elements as quoted above.

In Unreal you couldn't save/load in co-op because it had none.
Odd, I must have played some other game in coop, thinking it was Unreal all the time.

Indeed, you couldn't save or load, but the coop was in and worked just fine. There were even precautions in level design for occasions where some set pieces might cut players off in coop.

P.S.
Is this the point where we start calling each other names and from which I start referring to you as "shithonage"?
My apologies if we're not there yet.

Remember, DraQ prefers Unreal 1 to Quake2 because of its superior erm, storytelling, methods. He's an odd fella, this DraQ.

No, it's general consensus that Unreal is simply the better game. It wiped the floor with Quake 2 when it came out.
Then shot it repeatedly in the head, threw it out of window, shat on its remains and set them on fire.

DooM is just a random mess with no goal, no structure, nothing that it can excel at. That was cool back then in the 90s, but not today. Besides, the whole premise of DooM is a paradox. It wants to be scary, but at the same time it allows you to wield near omnipotent power with ridiculously powerful weapons.
That's a bit uncharitable to Doom, because at least it tries to maintain the tone and environmental progression (from relatively normal man made environments to to trippy, fleshy WTF bashed with technology and demonic imagery, with gutsky stretching overhead).

I also liked the episode "maps" in 1.

Still, it's a game about shooting demons and going to hell to shoot more of them because teleportation - it might as well have been titled DOOMB.

Oh sweet Jesus, we actually have people that believe this? Codex has become a parody of itself.
Why, because I'd totally :bounce: to a game with (old, pre Q2) ID gameplay + level design, and Tom Hall written story and background?
Because I think such a game would totally shit all over Doom/Quake we know?

It just would.

Or maybe you think Hall would somehow break the gameplay by giving Carmack story cooties or something?
:hearnoevil:

I liked both games and i think Q2 gets way too much flak, mostly from atmosphere fags. From a gameplay and level design perspective, it was the last truly good game they made.
Disagreed on gameplay front. It was just weak with enemies being utterly predictable, slow to react, slow to aim, dealing low damage and being way to sparse to compensate that with sheer numbers.

It wasn't bad, but it definitely wasn't great either. It was a very polished game that was actually completely mediocre at its core. The flak is mostly to counter the undue esteem it's held in.

In fact, in a way, i think ID software gets criticized too much. It seems a lot of people really never understood what they were actually doing. Their design principle seemed to be polish before content, but people merely judged them when the latter was lacking, ignoring all the work that went into making the game or the engine feel so right in the first place.
Polished turd it's still a turd. Rough gem is still a gem.
Q2 might not be bad enough to actually be called a turd, but the principle applies just the same - a polished, let's say, ordinary stone, is still not a gem, not even a rough one.

Not really, it's not a well designed game. In fact it's the complete opposite of those Carmack/Romero games: sloppily designed, unchallenging and repetitive shlock in the gameplay department
That puts it on even ground with Q2 SP (AKA: Ennui and Executions: Electric Retard Edition). And then it completely destroys it by at least succeeding epically on storyfag front and providing diverse locales as player progresses.

Weaponry - I admit I prefer Q2, because they feel really good (shotguns and railgun forever). In Unreal, even rocket launcher feels a little bit weak. Instead of turning enemies into gibs they just move.
OTOH the weaponry was much more interesting to use in Unreal and its relative weakness could be easily fixed by as much as just globally scaling damage dealt by 1.5, while Q2 arsenal is just stock FPS guns (TM).

Also, some potentially interesting weapons in Q2 were deprived distinctness by lack of situational factors that would truly make them shine or suck. Take chaingun - one thing it did extremely right was sheer rate of fire, but in actual gameplay it was reduced to being a DPS beast - there were no hordes of weak mooks you could mow down with it to feel the power, while really strong enemies didn't have any sort of armor mechanics going for them that would render it less effective and favour lower ROF, heavier hitting weapons, so you could basically mince two tanks at once before any of them could open fire by simply BRRRAAAP!ing them with unquaded chaingun. You didn't even get much pain chance variation that made all the difference in DOOM.

It was also the problem with Unreal (partially due to relatively high HP/damage quotient), but to a lesser degree because the enemy behaviour and movement mattered more and there were some damage type resistances in play, while in Q2 the only enemy that heavily encouraged some types of weaponry over others was Icarus that could actually dodge slow moving projectiles, other than that you could even explode fliers with GL without much effort for lulz and ammo conservation.

Since first System Shock didn't achieve that much deserved recognition it was really something new for many gamers. Half Life pushed FPS genre in somehow similar direction, although it had more scripted elements. Weaponry wasn't very big, but I never felt there is something I don't need. It hadn't such variety in location desings like Unreal, merely because of the Mesa complex, but the modified Q1 engine did well, even with some semi opened areas. Half Life always surprised me with some new obstacles or elements of the story, it never felt like the Valve team needed to repeat it. It was like having Lego blocks, building diffrent things that made me go "wow" at the first playthrough. Unreal had text translator, which helped to build the background of the story, Half Life told it's story through some events/characters, and last but not least G. Freeman.

Even Sin, an underdog of it's times was more interesting and had many interesting things to offer and minor C&C which gave player acess to some additional levels.

I still replay all of the mentioned games, but let's face it - there is a reason why after some time Id guys made Quake 3 which had no single player campaign.
:bro:

Although arsenal in HL was big and diverse. Sometimes games with very diverse weapons or enemies paradoxically feel less diverse because you stop considering all the weapons or enemies as belonging in the same category and then the individual categories start looking empty-ish.
(And SIN was pretty gud too, the worst parts were graphics, kinaesthetics and rocket launcher.)

If the story isn't good, you shouldn't bother with it at all. Trying to please every one and play it safe is the absolute worst thing in corporate, mass produced entertainment. Music, movies, games, you name it, it'll ruin it. Hide the negatives, accentuate the positives. Go all out. If you're making a mindless shooter, it should have chainsaws, gore, rocket jumping, wall jumping, high movement speed, surreal and cool levels (medieval castles, a pyramid floathing in space, it doesn't need to make sense in anyway, style over substance) and Death, Morbid Angel and Pestilence blasting in the soundtrack.
I can't fully agree. Some story or backstory can go a long way keeping the tone consistent and establishing strong, individual character of the game avoiding the pitfall of tiresome kitchensink feel.
At the very least a story, even derpy one, is glue holding your game together.

Some story or backstory doesn't necessarily imply adherence to RL logic. Unreal had much higher story content than either Q1 or Doom, yet it remained a game about running around dodging rockets, with castles in the sky and lava filled underground lairs in addition to spaceships and decaying temples.


As for Anachronox it was awesome because it introduced something new to the world. Q2 didn't.
No matter how awful the derpy JPG combat was, it was more than worth powering through (though I interpreted it a bit as a deconstruction) to experience the content.
Q2 provided neither very good gameplay nor very good content.
 
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Angthoron

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Messages
13,056
So just to make sure I'm fair and relatively impartial, I'm going to be replaying Unreal 1 and Q2 "back to back" for the next few days.

The findings will be reported.
 

Unkillable Cat

LEST WE FORGET
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Codex 2014 Make the Codex Great Again! Grab the Codex by the pussy
After seeing where this thread had wound up, I looked into my brain and asked it about Quake 2 and Unreal, both of which I had played back in the day.

"Brain, what do you remember about Quake 2?
"Well, it was this game with brown and grey boxes and guns that went "BOOM!" alot and a metal soundtrack and orange light and military-esque objectives to reach a citadel of some sort and strange bosses."
"OK, now what about Unreal?"
"It was this game where you had to escape from a ship for no reason then wander around an alien landscape for no reason and there were aliens trying to kill you for no reason and there was this level where you had to swim alot and another level where you had to wander around a spire to reach a house at the top and another level that seemed like a battlefield where you fought some monster and then boarded a ship."
"OK, anything else?
"Yeah, then there was this expansion pack that actually had a story and reasons to go things and do stuff but it felt mostly all the same and I only remember a level at the end where there's a downed spacecraft and you had to get inside."
"...OK, but what about the weapons?"
"... there was a pistol... and some other weapons... can't remember them."
"OK, thank you, go back to your beer."
"YAY!"
 

TheGreatOne

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Feb 15, 2014
Messages
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I can't fully agree. Some story or backstory can go a long way keeping the tone consistent and establishing strong, individual character of the game avoiding the pitfall of tiresome kitchensink feel.
At the very least a story, even derpy one, is glue holding your game together.

Some story or backstory doesn't necessarily imply adherence to RL logic. Unreal had much higher story content than either Q1 or Doom, yet it remained a game about running around dodging rockets, with castles in the sky and lava filled underground lairs in addition to spaceships and decaying temples.
These are all multiplayer games, but Counter Strike, Power Stone 2 and Quake 3 are examples of fun games that don't have or need any story. Well most arcade games really are like that, so pretty much all fighting games, beat em ups and shmups that were released in the arcades first don't have any kind of backstory, you load the game, press start, select character/ship and the game starts. There might be a short intro loop which starts playing if no one's playing the cab, but that's about it. Take the intro video from the prequel to one of the best fighting games of all time. I guess the intro videos sums up what the game is about in 20 seconds, hell even the title summarizes what the game is about. Why these character are fighting, how they can exist in the same universe and so on is never explained because it isn't needed.
 

shihonage

DEVELOPER
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Bubbles In Memoria
So just to make sure I'm fair and relatively impartial, I'm going to be replaying Unreal 1 and Q2 "back to back" for the next few days.

The findings will be reported.

You have to find a decent Quake port. Unreal may have held up better on modern systems but Quake2 should only be experienced via ports.
 

Euronymous

Augur
Joined
Jul 17, 2012
Messages
150
Location
Sydney, Australia
I prefer playing vanilla Quake, I have learnt WinQuake still works on Windows 7 if you disable DEP. If you decide running WinQuake or a software based engine, you may also want to download this: http://static.macuyiko.com/files/palettestealersuspender/PalettestealerSuspender.zip. It's a program that removes all the colour problems in DirectDraw programs.

Should also check out TYR-Quake: http://disenchant.net/files/engine/tyrquake-0.61-win32.zip

I hate GLQuake and GL based engines for Quake, they look blurred out, lack overbright bits and fullbrights.
 

Angthoron

Arcane
Joined
Jul 13, 2007
Messages
13,056
So just to make sure I'm fair and relatively impartial, I'm going to be replaying Unreal 1 and Q2 "back to back" for the next few days.

The findings will be reported.

You have to find a decent Quake port. Unreal may have held up better on modern systems but Quake2 should only be experienced via ports.
Erh, why? I played both "out of the box" on the PC back then, both run "out of the box" now. I'll even give both the benefit of fully cranking up the settings on my NVidia panel; speaking of which, which render should I pick for Q2 in the default pack? Seems it wants to run in OpenGL, and the impact of the NCP is so far pretty minimal.

I mean, I could get texture/model packs for Unreal as well, but I don't think it'd be fair. I'm kinda comparing the stock experience. Still, would be cool to know how Q2 could be better with said ports.
 

Euronymous

Augur
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Messages
150
Location
Sydney, Australia
Erh, why? I played both "out of the box" on the PC back then, both run "out of the box" now. I'll even give both the benefit of fully cranking up the settings on my NVidia panel; speaking of which, which render should I pick for Q2 in the default pack? Seems it wants to run in OpenGL, and the impact of the NCP is so far pretty minimal.

I mean, I could get texture/model packs for Unreal as well, but I don't think it'd be fair. I'm kinda comparing the stock experience. Still, would be cool to know how Q2 could be better with said ports.

In my opinion software mode for Quake II is much better, OpenGL in the first two Quake games looks horrible to me. If you're ever considering to use software mode, I suggest you download that program I linked in case you get the rainbow colours.

My top-rated "vanilla experience" source ports for Quake 1 and 2 are QuakeSpasm and Yamagi Quake 2, respectively. Make sure to go to the console and set GL_TEXTURE_MODE to GL_NEAREST to get back delicious crunchy pixels.

Yeah, but it's also the lighting that is completely different in software mode. The shadows for example are more gritty looking. I'm sure it doesn't matter to most people, I just prefer software mode myself.
 

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