Scots Taffer on 4/8/2007 at 04:06
(
http://kotaku.com/gaming/clips/rage-285996.php) Link
Looks interesting, sort of a Mad Max / Post-Apoc mix of driving and run 'n' gun. Very, very pretty - they've managed to overcome the glossiness of everything and also create humans that don't look like Jim Henderson rubber-mask creatures.
I wasn't very into Doom 3 or Prey, mostly because of the engine limitations and the style of games, this one at least isn't going to focus on dark futuristic tunnels.
Renzatic on 4/8/2007 at 04:49
If I can upgrade the suspension on my kick ass dune buggy between bouts of shooting people in the upper torso...oh, I will love it.
Looks promising.
june gloom on 4/8/2007 at 09:40
...
so, john carmack doesn't have that much creative control anymore, right? that's why there's apparently a story?
i'm in. let's roll.
Hemebond on 4/8/2007 at 12:22
Quote Posted by dethtoll
so, john carmack doesn't have that much creative control anymore, right? that's why there's apparently a story?
I don't remember John Carmack ever being against deep stories in games. The only thing I remember him arguing against was unnecessary complexity (think
USE keys).
Keeper_Andrus on 4/8/2007 at 13:01
They also put all of id's old games on steam...Hexen2 here i come...
Uncia on 4/8/2007 at 15:54
Quote Posted by Hemebond
I don't remember John Carmack ever being against deep stories in games. The only thing I remember him arguing against was
any complexity.
Fixed.
aguywhoplaysthief on 4/8/2007 at 16:13
Rage - when post-apocalyptic specular maps attack!
june gloom on 4/8/2007 at 19:01
classic doom was going to be a lot more detailed in plot, and if it had been released in its original form, we'd probably be discussing doom instead of system shock.
to wit:
John Carmack disapproved of the detailed plot, instead imagining Doom as a simple, action-oriented game. He remarked, "Story in a game is like story in a porn movie. It's expected to be there, but it's not that important."
((
http://doom.wikia.com/wiki/Development_of_Doom#Tom_Hall_and_the_Doom_Bible) source)
frankly i find that kind of opinion disgusting. unfortunately you still see it sometimes. (i.e. gabe newell's thoughts on non-linear games)
Muzman on 4/8/2007 at 19:19
Yes but when it came to getting to the action-gamer-id, so to speak, he certainly succeeded.
(kinda amusing how Romero is the complete opposite; He wants everything to be some huge highschool notebook geekgasm of every sci-fi and horror influence all at once. I'm kinda glad he was held back to some degree myself. Then again I never understood Romero love. Everyone made such a fuss about him back in the day and when I asked why they'd always say the classic level designs. When I actually checked to see who designed all my fave levels in the Dooms and Quake the score was something like Romero : 2, Sandy Peterson : 20+)
Anyway, this looks intriguing. I hope the racing/driving and shooting bits aren't overly demarcated (which might just make it "HL2 on Mars" or wherever it is).
Ulukai on 4/8/2007 at 19:25
There's a time and a place for good stories in games, and Doom isn't it. The original certainly didn't need more story beyond knowing that you're a marine, you're in a whole world of hell-come-forth-shit-around-mars and you need to shoot your way out.
Even if Doom had a System-Shock level of plot complexity, it would have added little or nothing to the game because Doom was about scaring the player and shooting demons in the face.