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Going Back to FPS roots

by Maarten Goldstein, Oct 21, 1999 11:52am PDT
Related Topics – KISS: Psycho Circus

This story on Fast Game News Online has a quote from Thirdlaw's Ronn Harbin, saying how their title KISS: Psycho Circus will return to the roots of the FPS genre by having hordes of monsters on the screen at the same time, making for some intense action like we were used to in Doom.

"Presently, I think the industry has forgotten the genreÂ’s roots. It seems thereÂ’s a move towards more life-like AI and real world environments, but I was drawn to this genre by the intense action of games like Doom and Quake. Our horde creatures and nightmarish levels are a tribute to this. Bringing the FPS into lush outdoor environments will open new gameplay options and that day is coming soon."





Comments

28 Threads | 28 Comments



  • \"... FPS games are getting wimpy, and farther away from the incredibly
    frantic scrolling shooters they started off emulating.\"

    That\'s a great point there, #21, though I still believe the better
    direction for FPS games is AI/interactivity/story. Truly, my favorite
    genre of game is not the FPS, but the side-scrolling (space) shooter. You
    know, R-Type, Gradius, Aleste, that kind of game. It\'s all action, any
    plot is pretense, the better ones (Biometal, Einhander) evoking pure
    adrenaline. I think if we\'ve found that FPS games, in attempt to emulate
    that rush that\'s found in side-scrolling action titles, have \"watered it
    down\" in some way, the solution is not to try and breath more carnage-life
    into FPS games, but to go back to the REAL action games. Look at
    Expendable. That game is the shit. Lots of carnage, no real story, no
    cerebral activity, just BLOWING SHIT UP. All in trademark Rage Software
    3d-rendered eye-candilicious glory. I\'d like to see side-scrolling action
    shooters, a genre appearing exclusively on consoles, to show up on the
    PC. Sure, most gamers don\'t have gamepads so they\'d have to go out and
    drop $30 on a Sidewinder or whatever, but it\'d be worth it.

    MoNsTeR







  • This has been done. I have a copy each of Shogo: MAD and Blood II sitting
    here, neither of which I\'ve even played all the way through cuz each of
    them is so friggin boring. Blood II even had a chance, having a
    \"use\" function like SiN, HL, and Heretic II but noooooo it blew it with
    the shittiest AI I\'ve ever seen. And as far as Doom and Quake being the
    gold standard, I don\'t know. I\'ve honestly never played Doom (heresy, I
    know), but Quake did not have \"hordes of monsters\" on the screen, not even
    on Nightmare difficulty. Sometimes Half-Life had these \"hordes of
    monsters\" and you know what? It sucked. The worst parts of HL were the
    ones where you had more enemies to deal with than ammunition and health to
    do the dealing, so you ended up cheating or doing a
    run-shoot-retreat-quicksave strategy. Q3 and UT manage to have the
    \"hordes\" effect, hordes of players/bots that is, but get away with it
    because of the fight-die-respawn nature of deathmatch. In DM, you have
    all the intensity of \"hordes of monsters\" without the frustration of
    linear gameplay and all its baggage. It\'s not that I don\'t like linear
    gameplay, Half-Life was great (til the end), SiN would\'ve been pretty cool
    if it weren\'t for all the bugs and shit, Heretic II was *truly* a great
    game, Unreal had very compelling single-play, the key-door paradigm found
    it\'s best incarnation in Descent 1 & 2, even Quake II\'s single-player game
    was cool the first time through. Single player linear games in this genre
    are often good but rarely great. Lifelike AI (HL, Unreal), a high level
    of interactivity with your environment (HL, Thief), and good story (HL,
    Heretic II) are all necessary elements for a single-play FPS game to be
    fun in *today\'s game market*. Kill the monsters, find the key, open the
    door, rinse, repeat -- it\'s just not fun anymore.

    MoNsTeR




  • \"Presently, I think the industry has forgotten the genreÂ’s roots. It seems thereÂ’s a move towards more life-like AI and real world environments, but I was drawn to this genre by the intense action of games like Doom and Quake. Our horde creatures and nightmarish levels are a tribute to this. Bringing the FPS into lush outdoor environments will open new gameplay options and that day is coming soon.\"


    Translation : We don\'t know what the hell we are doing nor, do we know how the fuck to make \"life-like AI and real world environments\" so, we are just gonna make a simple doom clone wich would have been boring even if it game out 3 years ago,