this post was submitted on 02 Sep 2024
64 points (95.7% liked)

Games

16645 readers
591 users here now

Video game news oriented community. No NanoUFO is not a bot :)

Posts.

  1. News oriented content (general reviews, previews or retrospectives allowed).
  2. Broad discussion posts (preferably not only about a specific game).
  3. No humor/memes etc..
  4. No affiliate links
  5. No advertising.
  6. No clickbait, editorialized, sensational titles. State the game in question in the title. No all caps.
  7. No self promotion.
  8. No duplicate posts, newer post will be deleted unless there is more discussion in one of the posts.
  9. No politics.

Comments.

  1. No personal attacks.
  2. Obey instance rules.
  3. No low effort comments(one or two words, emoji etc..)
  4. Please use spoiler tags for spoilers.

My goal is just to have a community where people can go and see what new game news is out for the day and comment on it.

Other communities:

Beehaw.org gaming

Lemmy.ml gaming

lemmy.ca pcgaming

founded 1 year ago
MODERATORS
top 13 comments
sorted by: hot top controversial new old
[–] Toes@ani.social 25 points 2 months ago (1 children)

The lights were such a big deal. Took some serious compute for the era.

[–] NakariLexfortaine@lemm.ee 5 points 2 months ago

And all contained in the palm of your hand.

So much swapping back to that damned flashlight, I will never understand that decision. It didn't build tension, it just made me get really good at beating things to death so I didn't have to keep switching out.

[–] someguy3@lemmy.world 20 points 2 months ago (1 children)

IIRC stupid jump scares and stupid hidden bad guys, you had to constantly check the smallest nook and cranny.

[–] huskypenguin@sh.itjust.works 13 points 2 months ago

Didn't matter because the walls would open. It was terrible level design.

[–] deranger@sh.itjust.works 12 points 2 months ago* (last edited 2 months ago)

The people clamoring for traditional FPS flashlight took a lot away from the horror aspect. Being forced to choose between flashlight or weapon was great, sometimes I’d just be seeing from the muzzle flash. Having the flashlight and gun simultaneously ruined this deliberate disempowerment.

I played the shit out of this when it was released, really enjoyed it. Getting stoned and playing it in the dark on my Viewsonic P95f+ CRT was an absolutely blast.

Glad the article mentions Chronicles of Riddick: Escape From Butcher Bay because that was a really dope game of the same era that I rarely see mentioned.

[–] rickyrigatoni@lemm.ee 4 points 2 months ago (1 children)

Doom 3 was a lot more fun for me when I played it with a controller on switch.

[–] bjoern_tantau@swg-empire.de 2 points 2 months ago

It's also great in VR. The slow walk speed prevents motion sickness.

[–] CorrodedCranium@leminal.space 4 points 2 months ago

Nice to see the article mention the source port

[–] mindbleach@sh.itjust.works 3 points 2 months ago (1 children)

The lack of game-feel is shocking, considering the Romero-less Quake 2 nailed a lot what's missing. Q2's peppy little shotgun and beeftank super shotgun made up for how spongy all the enemies got. The chaingun both let you obliterate scarce foes and quickly ran dry for very Aliens sentry-gun moments. The blaster was both gun and flashlight, and would've cast all kinds of sweeping shadows. The machinegun fucked with your aim in a way that was chaotic but controllable, instead of that inexcusable way enemies slap control out of your hands and tank your framerate with double-vision.

As a weird point of comparison - Jurassic Park: Trespasser had very early bump-mapping. I'm not sure the name was settled yet. But it did the effect in software, so it was slow, even on 3D-accelerated machines... and it only existed on physics-puzzle boxes and enemies trying to eat you. So the framerate was guaranteed to suck during precisely the times you needed it to not suck.

That kind of "oh come on" detail permeates Doom 3.

[–] bjoern_tantau@swg-empire.de 1 points 2 months ago (1 children)

Bumpmapping has been available for a very long time. The spinning donut demo that came with my Voodoo 2 card had it.

[–] mindbleach@sh.itjust.works 2 points 2 months ago (1 children)

That card launched the same year as Trespasser.

That said, apparently the technique was one of those comically early 1970s innovations, introduced by James Blinn himself. Shows what I know.

[–] bjoern_tantau@swg-empire.de 1 points 2 months ago (1 children)

Dang, in my mind Trespasser was this ultra new game with revolutionary but flawed controls.

[–] mindbleach@sh.itjust.works 1 points 2 months ago

Its reach exceeded its grasp. It's waggly single-armed grasp.