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Found 8 results

  1. http://devildaggers.com/ This came out yesterday. It's an arena survival FPS with some hardcore early 3D graphical styling. And it's fucking HARD. I'm at the point where I can regularly survive for about 60 seconds. My best is 93. Some things to keep in mind: Hitting "R" instantly restarts, letting you hop right back in when you fuck up/die. Turn up the volume! Sound is extremely useful for telling you where things are around you and what those things are. Steve is a noob:
  2. I've got a pretty big games backlog that I'm working my way through, and I've decided to clear a big chunk of it out by playing all the FPSes in chronological order. So I thought I may as well post my thoughts here. It'll likely take a long time - I don't have that much time for gaming at the moment - so this thread may not get updated very regularly. I'll probably play through a lot of the early ones on easy, because I've got a lot to get through and some of those 90s FPSes are crazy tough. I'll also give up on a game if I'm hating it. I'm going to try and stick to the original experience, so no mods and no mouse look for the earliest ones (including DooMTM even though apparently it was possible - no one outside of id actually did that, right?). I'll allow some genre-bleeding. I'll also probably mention a few that I've played previously and can remember my impressions of. My list (mainly for my own interest, I've given a colour rating (only 75 emoticons allowed so couldn't do thumbs!) to all the games played so far. It's mainly about my final enjoyment level rather than a broad review of the game as a piece of art):
  3. STRAFE® Their amazing website and their kickstarter page.
  4. Borderlands The Pre-Sequel!

    I did a search for this game in the forum search and it didn't pop up, so if it is a re-post or old thread my apologies. I think the game is fun! I don't play a lot of FPS or multi-player games and the emphasis on grinding and co-op put me off the first two games. However, I've been playing the solo campaign for this game and I'm really enjoying it. In particular I like the environment. This game takes place on the moon, or some moon, so your character has a very floaty jump. There is some emphasis on vertical game play which I think might be new? There are jumping platforms that shoot you across over large areas. There is one boss fight early on where the arena looks like a multi-player map from Quake with jumping platforms everywhere. The game sort of feels like Metroid Prime series, except more action based. I also unlocked vehicles early on and I feel like getting around the map is much easier and fun. I'm not an expert or fan of the series but this game caught me off guard. I really enjoy it and I can't stop playing it. My friend is a super fan of the series and he's been playing non-stop. So we kind of met in the middle with this game. It's nice when that happens.
  5. Apparently the aggression and physicality of hockey is frowned upon in my soccer social league... Yeah I was in a totally different mindset when I "cross-checked" a guy for the ball last night. I digress... I started playing LoL and DotA2 recently, and I've been playing a lot. Remember seeing L blocks everywhere after hours of Tetris? I was trying map out what soccer position would be the tank or ad carry. Is there ANY sense to this? Can we translate DPS and Support, Mage and Fighter, Sniper and Assault, etc. to various sports positions?
  6. Zandronum

    Hi, so Doom is brilliant single player, we all know that. But, I could sure go for some co-op or deathmatch action if anybody is up for that? I've been playing Brutal Doom a lot and I think I'd prefer to go with that, but vanilla style is good too and might prove to be less of a hassle. Anybody want to get knee-deep in the dead with me?
  7. After reading this amazing article: http://www.grantland.com/story/_/id/8157257/line-explores-reasons-why-play-shooter-games a friend and I started to discuss how you could create an FPS where you feel bad about what you do. We had a great discussion, and he wrote up the key points. I'm interested what people think. Would it work? PATHOS PATHOS is an FPS designed to make the player feel sadness and remorse, rather than sadistic glee, at killing legions of unnamed and unknown enemies. In many ways, PATHOS will be similar to other games in the genre, featuring military missions and objectives, and enemies who stand in the way of those goals. These goals will increase in difficulty, requiring the player to gain new and improved weaponry, skills, and items in order to complete a mission. Where PATHOS is different comes in the death mechanic of every NPC within the game. For plot reasons, the player character is able to see the ghosts of the recently deceased. As every NPC is ruthlessly slaughtered by the player, their ghosts will slowly rise above their corpses, each speaking a unique bit of dialogue that deal with families and loved ones left behind, or goals left incomplete, or just a general sadness of a life cut short. Each of these ghosts will slowly float upward, but will be both seen and heard by the player before being removed from the scene. While the player has the ability to look away, the voices will follow them for the entirety of the dialogue. Some NPC’s will speak a different language, as will their ghosts, giving the player a brief respite from the onslaught of sadness. At the same time, at this point in the game, the player might be wondering what the hopes and dreams of that particular NPC may have been. They may wish they had been able to communicate with that NPC in some fashion, but their death makes these wishes completely moot. As the game reaches its frantic conclusion, more and more NPC’s will be killed at the same time. This will allow the player to see groups of ghosts engaged in conversations above their head. Some of these may become more philosophical, as the player is forced to face the consequences of total slaughter. At this stage, it is unclear what the ending of PATHOS will be, but a few suggestions have been put forward: 1. After the final, victorious stage, the scene blurs, and the player sees an endless field of tortured souls in Hell. It is made clear that the player is, in fact, a demon who has the job of inflicting unending torment on these poor souls. Satan comes forward and says “Who has two thumbs and is really good at destroying the hopes and dreams of others?” The player then turns to a nearby mirror and sees their face covered in blood. With a big smile, the player says “This guy!” Satan appears over the player’s shoulder, and both laugh as the scene fades to the credits. (( Possible hardware could allow the player to insert their own actual photo for the player character’s face in this scene. )) 2. Rather than Hell, the player character fades into an Egyptian scene. Standing in front of him is Osiris with his scales. He balances the player’s heart against a feather. Based on the amount of killing the player has done, the scale tips further and further down. Behind Osiris stands a legion of heroic/divine figures, including Buddha, Jesus, King Arthur, Confucius, Paul Bunyan, Robin Hood, and others. Each looks disappointed and shake their heads as the scale shows that the heart is too heavy. Osiris sighs and says “Well, you’re fucked.” The game controller shakes as the screen flashes a bright white. The screen then reads “You only get once chance at this life.” Afterwards, the game auto-deletes. 3. After the final victory, the player walks into the office of their commanding officer. On the desk are two forms. One is a form allowing the player to retire from service with honor. The other form is a re- enlistment. If the player chooses to retire, they watch the credits, which are laid over a montage of the player character building a family and a life. Interspersed are brief remembrances of killing previous enemies, and the player character bursting into tears. If the character chooses to re-enlist, they open New Game + mode. The game is more difficult, and the lines of ghost dialogue are even more tragic. However, the character also gains more acute hearing, and now they can also hear dialogue from the living enemies. Rather than typical military jargon, these focus on the lives and friendships between the enemy combatants. The player then gets to decide at which point in this conversation they wish to break down a door and begin killing the enemies. In this mode, the enemies are generally less aware and more likely to be taken by surprise.