wan

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Viewing 7 posts - 31 through 37 (of 37 total)
  • wan
    wan
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    Podcaster
    in reply to: Scoreboard! #275

    After a few tracks, yes definitely the McLaren is not suited for all circuits. It’s a bit obvious now!

    I’ve practiced a bit on Monaco, and while I’m still nowhere near the 1’00 mark I feel the Ferrari is much more suited to it than the others.

    wan
    wan
    Participant
    Podcaster
    in reply to: Tim's Critique #266

    Here we go http://hol.abime.net/2783/review

    It would definitely be a good idea to review those during the podcast!

    wan
    wan
    Participant
    Podcaster
    in reply to: Tim's Critique #264

    I’m curious how the gameplay was received at the time.

    Back then such arcade games were already widespread, featuring actual wheels, motorbikes etc. so I’m not sure it was even praised for the quality of the simulation/physics.

    The game was fun though so in the end it’s all that matters indeed!

    wan
    wan
    Participant
    Podcaster
    in reply to: Favourite car #262

    Back then I always picked the McLaren, but I remember struggling with the handling issues. I didn’t care though because I had the fastest engine on the block x)

    20 years later my tastes might have changed a bit though… Time to give it another try, I’ll make sure to report my findings 😉

    wan
    wan
    Participant
    Podcaster
    in reply to: Scoreboard! #261

    Great job on the scoreboard Tijn! I didn’t expect that different cars would suit different races better. IIRC I always picked the McLaren as a kid 😛

    wan
    wan
    Participant
    Podcaster
    in reply to: [DONE! x4] Best DOS games evva #132

    Grand Prix Circuit was awesome. It might have aged a bit though 😀

    wan
    wan
    Participant
    Podcaster
    in reply to: Level design #131

    I have mostly played recent AAA FPS so I can tell what this kind of picture mocks. Typically with licenses like Battlefield & Call of Duty the single player campaigns have mostly turned into 2H-long, action-packed experiences you can play in a single sitting, featuring bigger and bigger technical achievements and spectacular effects to give an action-movie feel… While at the same time feeling completely hollow with little difficulty involved.

    The reason is simple though: these SP campaigns are mostly an intro to the actual game, i.e. its multiplayer mode.

    Most of the popular FPS games now focus on multiplayer, leaving less and less IPs to focus on Doom-like, level-based campaigns. A lot of alternate approaches to FPS have emerged, from mostly online games (e.g. CS/TF2 on PC, CoD/SW Battlefront on consoles) to huge open-worlds (Farcry & countless survival games), not mentioning some aliens (e.g. Alien: Isolation – pun intended, Portal, etc.).

    That leaves us to compare Doom with things like the Halo & Half Life series. These games are probably more linear compared to Doom but not that much compared to, say, the original Unreal (1998). Alien: Isolation on the opposite does involve a lot of going back and forth unlocking parts of the same level, in order to make the hide-and-seek mechanic with the alien work.

    I agree that there’s a problem with hand-holding in a lot of games these days, but I wouldn’t say FPS are the main victims of this trend. Level-design wise the FPS world has just diversified, offering a lot of different options depending on the experience you’re looking for.

Viewing 7 posts - 31 through 37 (of 37 total)