On Sun, 21 May 2023 15:58:47 -0400, Xocyll <
Xoc...@gmx.com> wrote:
>Played
>Blake Stone: Aliens of Gold - used the Wolfenstein engine licensed by iD
>after they released DOOM
<pedant mode>
(which is to say, I am nudging my glasses back up onto my nose and
speaking with a nasally voice)
Actually, I think you'll find that the game was released BEFORE Doom.
I mean, sure, it was only FIVE DAYS before Doom, but that still means
it came out first.
(snort-laugh)
</pedant mode>
"Blake Stone" actually added a number of features to the Wolf3D game
(it's been a while so correct me if I'm wrong, but I recall you could
revisit levels, ammo lying around would explode if you shot it, it had
an inventory system, and NPCs you could interact with), which were
quite impressive additions. Unfortunately, the core gameplay -
shooting bad guys in overly mazelike levels whilst collecting loot to
earn the high score - hadn't changed a bit, which made "Blake Stone"
feel more like an overly ambitious Wolf3D mod than a game that stood
on its own merits.
Oh, and that whole "Doom" thing might have had a bit of an impact too.
;-)
>Ken's Labyrinth - early other 3d engine from epic megagames as I recall
>- not very developed, but it was very early in 3d
IIRC, "Ken's Labyrinth" was originally designed as Ken Silverman as a
tech-demo for his 3D engine. The game itself was entirely secondary;
even for the time, the story was throw-away (Aliens kidnapped your dog
so go rescue him!). Silverman would later jump ship to Apogee where he
created the Build engine that powered a little game called "Duke Nukem
3D" (AFAIK, the two engines were distinct, but techniques learned from
creating KL were used in DN3D).
>Shadowcaster - had some serious bugs, but very fun while it worked
I don't recall any bugs, but it was an Origin game so it probably was
chock-full of 'em. "Shadowcaster" - created by Raven games - also
utilized the Wolf3D engine, starting a long relationship between that
developer and Id Games. It was a fantasy FPS where you took the role
of a mighty-morphing teenager who could transform into various beast
forms. Like "Blake Stone" above, Raven added a number of features to
the core engine - vastly improved graphics, swimming, inventory, etc.
Still, the limitations of the engine, the fact that most of your
combat was melee-only, and the still too-mazelike levels made for a
mediocre game. It was an impressive freshman effort for Raven, but
beyond that was mostly forgettable.
>Cybermage: Darklight Awakening - loved this game - spell-like abilities,
>vehicles etc in an era where DOOM could barely fake having 3d
"Cybermage's" biggest improvement over other Doom-clones was its
addition of SVGA graphics. Unfortunately, few PCs of the era could
manage to run the game at SVGA, which meant few games could experience
"Cybermage" in its full glory. This was partly due to the limited CPU
power of the time, but also due to poor optimization (years later, PCs
would /still/ struggle with the game). What was left was a mediocre
shooter. Personally, I always found the game's graphics to be a bit
too murky and dark, and the interface was pretty clunky. Like many
Origin games, it was overly ambitious, throwing in all sorts of new
features and an overbearing story. It didn't really stand out from the
crowd either, being exactly as 2.5D as its competitors, and even the
vehicle modes (really just a cockpit texture pasted on top of your
HUD) had been used in other, better games.
>Tekwar - not only played the game, own the TV series on DVD
Released by Capcom (the pinnacle of entertainment!) fully in the
middle of the live-action video craze, "Tek War" featured video of
William Shatner revisiting his role as Walter Bascom. The game was
extremely unpolished; it utilized a prototype version of the Build
engine. Some of its levels were impressive... in concept if not
actualization. It was one of the earliest attempts of a game to try
and recreate a "real world" environment rather than the surreal mazes
that dominated the genre, and it made an earnest effort at it. The
game's city featured NPCs (who you'd get penalized for shooting) and a
bus and subway system you could use to quickly navigate the streets.
But the actual combat mechanics were awful, with underpowered weapons,
brain-dead AI and floaty movement.
>Mortyr 2093-1944 - vaguely remember the name Mortyr - awful game as I
>recall
"Mortyr" got a really bad reputation here on this very newsgroup, with
a lot of people blasting it as 'the worst FPS ever made'. I don't
think it really deserved that title but it wasn't a very good FPS
either... and its fascination with Nazi Germany felt sort of icky
(even if, ultimately, your goal was to undermine the regime). These
days it would be probably seen as an early example of a 'Slav-jank'
game and in some respects the game was notable (visually I think it
was actually a small cut above its competitors, for instance).
Nonetheless, it's not really a game worth seeking out. Not being
totally awful still isn't much of a recommendation.
Of all the games listed in that video, there are only a handful I
haven't heard of or played; specifically, Cybercon III,
Lethal Tender, Hidden Below, Dungeons of Kremlin, La Costra Nostra,
Virus Explosion, Forbes Corporate Warrior, Lifeforce Tenka, Mars 3D,
Damage Incorporated, Liquidator, Pyl, Raising Dead.
Most of the ones I missed are either Russian imports (e,g, Lethal
Tender, Dungeons of Kremlin), small shareware or demo releases (Costra
Nostra), or from the Win9x era (most of the last third of the list).
But over the years I've managed to acquire most of the rest. Whether
this is because I've an interest in the history and development of the
genre or am just punishing myself for some long-forgotten sin is a
question for the reader to decide. ;-P