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Also enjoyed this game, though had to use a walkthrough back in the day as it’s got some serious moon logic!
Still, the art and sci-fi was worth the pain for me. Tank controls too were quite annoying. At every camera change I yearned for click-where-you-want-to-go mouse control.
Seeing LE back in the day I thought the art was kind of lazy, yet playing many years later I’ve flipped. Now I think the graphics were actually really clever, if experimental. They basically painted over filmed actors and then had to align it to the rendered backgrounds.
If you can accept the style it may grow on you.
Play the first few encounters. IIRC after about 15 minutes you should have a feel for it, at least mechanically.
As for the story and visuals, try a Let’s Play with commentary. Then you can experience it and also hear how someone reacts and thinks through it.
Would love to play this game together too. There is also The Force Engine which is a reverse engineered fan port for high resolution and modern systems. It’s likely to reach v1.0 sometime this year, but is already playable.
DOSBox-X’s save states can help with the original DF, at least as a kind of mid-mission quick-save.
@Kazashi MachineGames did some work on the Quake remaster and also the Wolfenstein reboots (New Order, Old Blood, New Colosuss). And their wolf reboots had similar distorted metal riffs as Quake’s menu audio–it’s so close in my mind I thought they were just reusing them unchanged.
@Pix Malice! Yes!!! It was on the shelf when I worked at Babbage’s but I only actually got a copy and played a few years ago. I even narrated the playthrough for my podcast. It had an actual plot, characters, cut-scenes, some quirky weapons and fun equipment like a parachute.
Anyway, my favorite mod has to be Star Wars Quake because of the years I spent helping make it. Though it wasn’t much to see until we switched to Quake 2. Still there was an unaffiliated CTF mod for Q1 that was Star Wars themed and quite fun too.
QuakeRally is my other favorite mod. Honorable mentions to AirQuake and Team Fortress.
My first Quake experience was QTest, though only solo. It was still impressive to someone who was into modding and dreaming of more realistic gaming experiences. The true 3D on a PC was impressive, especially without Playstation’s warping problems.
Also agree the campaign is very weak, yet I did enjoy the eerie NIN soundtrack. Seems the levels and story were such a jumble with no clear vision. And all that despite claims it was based on years of DnD and brainstorming. (First mention being an easter egg in a Keen game.)
Playing multi-player on the local ISP’s server was fun, more so once we got it running in the school computer lab. Modding too was big with Quake 1, and we used to change the gravity, and try mods like AirQuake and QuakeRally. The QuakeC tech was very flexible, more so than Quake 2, at least until both engines had their full source released.
DOSBox-X worked well enough for me last night. It does take a beefy PC to run, even at 320×200, the resolution dog intended.
Remaster uses Kex and maybe it’s just me but the grenades bounce directly back at me from steps. DOS Quake doesn’t seem to have that problem.
IMO “Retro City Rampage” deserves its own month and episode. I’d like to try it.
Others which are smaller could be lumped together in one month and episode. It may help to consolidate several vintage DOS games which are smaller and simpler, such as High Octane.
+1 for UMBcast, his @UMBshow Twitter is still active for the curious
Lazy Game Reviews on YouTube also has this DOS games playlist. Lately though he tends more toward old PC hardware.
If I might add, my own rarely updated podcast often features DOS games in addition to poor quality audio and an overtired narrator: Let’s Play by Play.
EDIT: Looks like AntennaPod can almost accept YouTube playlist feeds. It recognizes the posts but not as containing media :(. Appears there are some other converters that can adapt them, for the curious.
He’s also got this Patreon, though I’m not a fan of recurring donations for a single-player game.
Anyway, Scott’s effort looks more like something between a proper port and a remaster as all the art assets and much of the mechanics look unchanged. Graphic effects are being added, the art may be AI upscaled/filtered, frame-rate is getting a nice boost from 24 to 60 fps, and he’s planning on launching on consoles too. Nothing to shake a stick at, still, I’m hoping for at least a vertical/tate mode and clearer campaign progression.
The 2010/2015 editions on GOG and Steam look like very basic ports with an only upscaling filter.
While I’d like to play on OG hardware the noise from old HDDs, fans, and CRT whine is too much. Space is also a concern. Another concern is power draw and sustainability. Old hardware is wearing out with time and getting more expensive as the collective nostalgia ramps up.
I’m seriously considering a hybrid retro-modern machine though, as LGR appears to do sometimes, with an OG chassis and parts except for the disk and monitor. Then install a modern SDcard adapter and low-latency LCD monitor.
Or possibly an FPGA or SOC system that runs ‘natively’ yet without a lot of downsides of the originals.
Guess it didn’t happen in 2021 :(. I shall wait patiently … or resort to some client-side workarounds.
If you need some help I have done a lot of web dev for my day jobs. I’d also recommend Simple Machines if you need a reasonably scalable forum–and don’t mind PHP. Discourse is also nice though looks a bit heavy and maybe sometimes too game-ified.
Sorry I did not see this sooner. Based on my research it’s hard to run over modern Internet. There are a few projects promising it though they all look a bit sketch.
Fingers crossed the stalled remaster will come out before the heat death of the universe.
Funny enough I also played “The Terminator” (1990) too, having bought it expecting much greatness. Yet was disappointed at how crude and difficult it was, though I was also even younger than when I first played Future Shock.
I’d recommend doing most of the Terminator games separately though as they vary quite a bit. Maybe Future Shock and Skynet could go together since the engines are so similar and they are too long.
From what I recall back in the day I think ADG is right that it came out when everyone wanted cool graphics. And this game looked good even on modest hardware. Never got very far in the game back in the day, though I’ll try again. Maybe mouse or joystick controls will help.
Since I don’t see mid-mission saves I plan to use DOSBox-X and its save state feature (F11+S and F11+L). Seems to work well enough with my CD version from the thrift store.
So it would seem there is no tate/vertical mode, and even the GOG port’s higher resolution doesn’t show any more screen space. Unless I’m missing something.
Apparently the original creator also has a Patreon, though again I don’t see mention of vertical mode.
If anyone knows more please help. This game is hard.
There is also this reverse-engineered source port, if you happen to have the v1.2 version of the game for DOS.
EDIT: I got this port compiled for Windows. In case anyone else wants try it see the attached build archive. It can work with the v1.2 shareware or full release. See the project page for how to configure it.
I’ve been following for a while but not holding my breath. Seems like it’s been close to release for years. Some of their later blog / Twitter entries mention save-game trouble, though I wonder if it may actually be a lack of time devoted to the project.
Considering the legacy user base and guaranteed press coverage it could be there hasn’t been much pressure to release it sooner. Then again it’s not clear how much time they’re able or willing to devote to it either.
Anyway, fingers crossed for 2022!
Save often, increase speed (in later games), learn keyboard shortcuts or clicks to get through repeated plays faster, then if sleeping on a puzzle doesn’t help try a hint system like UMS.
I’m not a fan of the “save scum” term since it seems so negative for a perfectly reasonable technique. Some people watch movies only at home so they can pause, rewind, and jump to wherever they want. So no shame in doing similar things with the games we play.
EDIT: Forgot to mention save states like with DOSBox-X that can allow quick save and load for DOS games that limit saving and loading or lack it entirely.
Back in the day I bounced off the EGA graphics then later the VGA version’s opening with a timer and random encounters. Though retried the VGA edition with the club this month and finished it quite quickly.
One thing that helped me enjoy it much more this time was embracing the save-often ethos. Calling it “save scumming” gives the technique a bad rap, especially for a game with so much trial and error. And frankly I no longer have any shame about using a walk-through once I’ve devoted a few tries and nights sleeping on a puzzle. At this stage of my life I don’t have the time I used to, and there are plenty of other games to enjoy as well.
All that said, the VGA version also has the magnet to help with the slot machine, speed setting to make Roger walk faster, and other quality-of-life stuff like the success tone to clarify when you’ve accomplished something significant.
Maker of WinROTT has a “GL” version which I actually prefer to the DOS version. It’s quirky to install so try following this guide: https://www.gog.com/forum/rise_of_the_triad_series/installing_winrottgl_v170
Note that there is a newer version found here by tweaking a broken link on maker’s website. My preference is also to turn off the models this GL version provides in favor of the sprites. Feels closer to the original yet without jankiness of original controls. One other quirk with WinRottGL is it doesn’t seem to correctly load the stored settings changed in its menus, at least not with my install. So I just reapply them each time I launch.
All that said the DOS version is still functional with WASD controls and mouse turning after some tweaking of sensitivity. The lower resolution though can make it hard to see far away enemies, which often have instant hit-scan attacks.
Revisiting after decades and I forgot the little innovations: enemies rolling to dodge, playing dead, begging for their lives, breakable glass, independent gib sprites (Doom baked them all into same, single enemy sprite), level structure can move horizontally, homing weapons, 11 person multiplay, etc. And now knowing it was meant to be a Wolfenstein sequel totally explains the odd uniforms that perplexed me as a kid.
Otherwise, yeah, level design is weak, it’s too easy to kill oneself with rockets (was I *that* close to the corner?), no mouse look and no high resolution apart from janky ports, weak plot, and inconsistent art styles all drag it down.
Honestly it feels like a rushed game without any strong vision. It’s a sometimes fun romp that can’t really compete in a crowded market. But back in the day there was so little competition, we played what we could and learned to appreciate the good parts.
IME diving in without any primer is very time consuming. Having young kids there isn’t time for that approach with complex games. It’s best to have a friend or brief guide to help, or just watch some expert players online while doing other things.
So far I’ve bounced hard off this game. Hoping to retry before the month is out.
Tried this back in the day but the graphics were just too primitive for me back then. At the time it seemed they put more work into the intro title-screen than the game’s own graphics. Still, if others feel strongly I’d be down for trying it again.
My preference would be for the later games in the series like Terminator 2029, Rampage, Future Shock (I suggested this separately), or SkyNet.
+1 for this game.
For those who find the view too zoomed in there is also OpenJazz. It re-implements the game with high resolution support to see more of the play field. While DOS is not supported it does have ports for 3DS and Wii as well as Windows and Linux.December 31, 2020 at 9:38 pm in reply to: Vardit BeHarpatka Hadasha BeAlifut HaGlisha (1996, Multimedia KID) #4029
Can anyone translate the screens? I stumbled into one skiing mode, though it was difficult to control with so few FPS in DOSBox.