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The British Academy of Film and Television Arts BAFTA has announced it will be handing this year s Fellowship award to none other than John Carmack.
This means the man behind Doom, Quake and now Oculus Rift (as well as some rockets on the side) will be honoured with the Academy s highest honour, which is awarded in recognition of an outstanding and exceptional contribution to film, television or games .
Carmack will receive his one-eyed face trophy thing and I d expect a hell of an ovation at the British Academy Games Awards, taking place April 7 at the Tobacco Dock, London.
Carmack commented thusly on the award:
Receiving a BAFTA Fellowship is a great honour. Over the course of my career, I ve remained passionate about the potential for engineering and technology improvements to expand the range of human creativity. Graphics, networking, extendable platforms, and now virtual reality; each has enabled magnificent new things that delight millions of people. I am as excited about the future today as I was when I started.
Hopefully he ll give a Quakecon-style keynote at the BAFTAs, discussing all manner of ludicrously interesting concepts for a couple of hours. A man can dream...
Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.>
I do wonder what Rage could have been without the ultimately empty open-world bits you drive around. Oh, I know automotive combat was a cornerstone of id Software’s vision but it ended up a distraction on the side, creating expectations of an open world that it didn’t deliver on. Aside from that, see, Rage is a fun bang-bang quest-y FPS.
CS:GO's deathmatch maps don't get a ton of love. They're generally thought of as arcadey warm-ups for its traditional, team-based modes. But modder Zool Smith has been experimenting with an interesting Quake-themed free-for-all map for CS:GO. With lava waterfalls as a backdrop, F4ST Castle lays out jump pads, item and health pickups alongside accelerated movement that enables easy bunnyhopping and makes players more elusive. Does the AWP make a decent railgun replacement? You be the judge.
CS:GO's lack of a rocket launcher may leave you missing true arena style-weapons in this context, but it's neat to see someone tinkering with this sort of crossover. F4ST Castle isn't yet up on Steam Workshop, but you can admire Zool's other projects in the meanwhile, which include a first-person take on Mario in Garry's Mod, new particle effects for TF2, and turning TF2's go-kart minigame into Mario Kart.
Have You Played? is an endless stream of game recommendations. One a day, every day of the year, perhaps for all time.>
Specifically, Quake III DM17: The Longest Yard, which is what I think of whenever I think of Quake III. Every Q3A player has their favourite map, and I’m not even making a claim to DM17 being the ‘best’ map, but it’s my map. It’s the one which encapsulates what Quake III is about, to my mind. … [visit site to read more]
Bethesda has announced that QuakeCon 2016 will take place from August 4-7 at the Hilton Anatole in Dallas, Texas. The event will once again open with Studio Director Tim Willits' annual QuakeCon Welcome presentation, and feature panels, tournaments, hands-on with Bethesda's new games, and of course the famous QuakeCon BYOC [Bring Your Own Computer] event.
"The event is a true 'grassroots' organization; founded by only a group of fans and volunteers 20 years ago," Willits said. "The event is still supported by fans of id Software/Bethesda and largely staffed by volunteers today. The event has grown and matured over the last 20 years but what has always remained the same is the spirit of community gaming; people coming together to play their favorite games with friends and family."
Chris and Ian went to last year's QuakeCon, which Bethesda said was the biggest one yet, and learned some stuff about the new Doom, Fallout 4, and The Elder Scrolls Online. We also got a bunch of pictures of some really cool case mods.
Reservations for QuakeCon 2016 at the Hilton Anatole Hotel may be placed here.
Once, the early Fallout RPGs were available on GOG. Then Bethesda and Interplay had a big fight, and Bethesda gained full rights to the Fallout series. Fallout, Fallout 2 and Fallout Tactics all promptly disappeared from GOG and Steam, and then—months later—returned to Steam only. That was it for the epic saga of The Company Who Owned A Thing. Until today.
GOG and Bethesda have finally struck a deal, and the Fallout games are back in DRM-free form on the distribution service. Also, GOG is now selling a number of other Bethesda-owned classics—all DRM free. Two of these new old games are being made available digitally for the very first time.
Here's what's now available:
A number of deals are also available throughout the next week. Purchase all three Elder Scrolls games, and you'll get a 33% discount. Purchase all three Id games, and you'll get a 33% discount. Purchase all three Fallout games, and you'll get a 66% discount. Finally, purchase any of the above games and you'll get The Elder Scrolls: Arena and The Elder Scrolls II: Daggerfall for free.
Speedruns are artistry. Not only do they demonstrate complete mastery over a game, but they also poke away at the edges of what a game intends you to do. Watching a perfect speedrun is similar, I imagine, to watching good gymnastics, but they're more than just skill-based. They're borne of a curiosity about the edges of games: the things we're not meant to see and the things we aren't supposed to do.
There's a whole science behind speedruns. Players spend weeks and sometimes years chiselling a perfect path through a game. They exploit minor traversal bugs to gain speed, they tap away at the outer limits of a game world in search of hidden routes, and then they move to execute all these tricks in one graceful swoop. There's a strong collaborative spirit among speedrun communities, because in the end, it's all about what's possible, not who wins.
There are lots of different speedruns, and the rules vary depending on the type of speedrun a player hopes to achieve. Most of the runs I've featured below are Any% runs, which simply require the player to complete the game under any difficulty setting as quickly as possible. These contrast with 100% runs, which as the name suggests requires full completion of the game (any secret worlds or any optional collectibles, for example).
What follows aren't "the best speedruns of all time" but instead a selection of especially impressive runs. I've tried to collect those most suited to spectating, so there are a lot of shooters and platformers. Meanwhile, I've generally avoided speedruns too heavily reliant on glitches that bypass huge sections of a game (like this Pillars of Eternity run, for example). I'm not arguing these aren't legitimate: just that they're not as fun to watch.
Bethesda made a big deal of Skyrim's 100 hour potential back in 2011, but I'm sure they're not surprised that speedrunner gr3yscale has beaten the game in less than 40 minutes. After all, Skyrim QA guy Sam Bernstein managed to complete the whole game, glitch and cheat free, in two hours and 16 minutes. If you know what you're doing, the biggest games can be reduced to a series of carefully timed leaps.
Gr3yscale's world record time of 39:24 uses a number of built-in exploits, but arguably more interesting than the run itself is this accompanying tutorial video on how he achieved it. The lengthy video is a step-by-step instructional, detailing everything from the graphics settings you should use (as low as possible) through to how to steal the Blank Lexicon from Septimus Signus in less than five seconds. If you've got any interest in the painstaking process of routefinding for a speedrun, it's a must watch.
For the best example of speedrunner Kahmul78 s thoroughness, look no further than the 1:56 mark below. The way he switches his inventory load out in the middle of a plunge attack demonstrates that every second is precious for an adept speedrunner. He won t need those newly equipped arrows for a while, but when you re looking to shave off precious seconds in a notoriously difficult game, you don t waste time.
After clearing the tutorial area, Kahmul78 takes a very unconventional route through Lordran. Using the Skeleton Key starting item he passes through New Londo Ruins and Valley of the Drakes into Darkroot Basin, then onto Undead Parish. This not only skips the second boss encounter, but it also means facing off against the first mandatory boss battle by the eight minute mark.
For the average first time player it s likely to take up to five hours to make that much progress (or about ten, if you re like me). The fact that this whole run wraps up in under 48 minutes naturally attracted a lot of attention when it was first posted. There are quicker Dark Souls speedruns out there which exploit a major glitch, but this is the real deal.
With so many tools at his disposal it's little wonder that Corvo Attano can get the job done quickly. He's not really meant to do it this quickly though, with speedrunner TheWalrusMovement completing the stealth adventure in 34:35. Attano's Blink ability a lightning quick dash mainly used for covert operations is utilised a lot in this run, to the extent that it's difficult to keep track of TheWalrusMovement's routing.
Nonetheless, Dishonored is a surprisingly enjoyable game to spectate, and TheWalrusMovement is forthcoming with his secrets. This world record run can probably be improved the runner's commentary points out a couple of areas of improvement but this is the best out there in the meantime.
Picture this: you ve just returned from Hell only to find that Earth is in worse shape. You were really looking forward to having a beer though, so you want to save the world as quickly as possible. But how quickly is as quickly as possible? How s 23 minutes and three seconds sound? Not bad at all! Start pouring.
The work of speedrunner Zero-Master, this Ultra-Violent mode playthrough managed to topple a record set in 2010 by Looper. That s a long time in speedrun years and it only managed to come out on top by 22 seconds. A backseat speedrunner will no doubt see areas of improvement in the below video, which Zero-Master concedes to in his YouTube description, but for the time being this is the quickest run there is.
While Doom 2 is probably the most popular speedrunning instalment in the series, it s worth checking out speedruns of the two Final Doom WAD packs too. These outings upped the difficulty dramatically, and if you want to see a run with a few clever rocket jumps, look no further.
Duke 3D s Build engine is home to a lot of glitches very handy to speedrunners. As Duke speedrunner LLCoolDave explains in this video, a major one is crouchjumping . If you crouch while freefalling and then hit the jump key before touching the ground, Duke can clip through certain walls and structures. The engine in Duke 3D is less than stable, allowing for switches to be triggered from unintended vantage points and whole regions of levels to be skipped.
As in most glitchy speedruns, triggering the engine s limitations at just the right moment is an impressive skill in itself. Speedrunner Mr_Wiggelz manages to complete the game in 9:19 below, though it s worth noting that only the first three episodes of the Duke Nukem 3D Megaton Edition feature (the fourth episode didn t appear in the original game).
Mr_Wiggelz admits that he messed up a couple of times during this run, so it probably won t be long before we see it bettered.
Some genres, especially platformers and shooters, are particularly suited to the speedrun. Others, like the open world RPG, definitely are not. That doesn t stop people from trying to beat the likes of Pillars of Eternity, Skyrim and Fallout 3 in the time it takes to prepare an English breakfast, but there s inevitably glitches involved. Games like these are designed to eat up your time and life.
Rydou s 18:53 speedrun of Fallout 3 (that s 18 minutes, not hours) utilises a few glitches, but no cheats or third-party programs. As he explains on his YouTube page, this run makes liberal use of a quicksave bug. Basically, if you rapidly quicksave and then quickload you ll briefly have the ability to clip through walls. In this way, the player-character goes from birth to saving Washington in less than 20 minutes.
After a bit of publicity off the back of this speedrun, Rydou moved to emphasise the difference between cheating and exploiting glitches. For those who wonder about the legitimacy of the run, using and exploiting glitches have always been a part of the speedrun community. This is a way to push the game even further, and [is] not considered cheating.
An hour and 32 minutes might not sound impressive for a Half-Life 2 speedrun: the game's an all time classic and ten years old to boot. You can blame the game's regular unskippable dialogue sequences for that record, but hey, at least it gives record holder Gocn k some time to take a break. He needs it.
There are some interesting strategies in this video. GocAk makes liberal use of two traversal glitches common in Valve's Source Engine, namely Accelerated Back Hopping and Accelerated Side Hopping. For a stunning example of the former skip to the 29 minute mark, where a sequence of careful jumps actually propels the player into the air.
Sourceruns.org has a more detailed description: "When you exceed the game's speed limit, the game tries to slow you down whenever you jump, back to the desired speed. By default the game thinks that you're moving forwards, so when you exceed the speed limit, it'll accelerate you backwards. If you are facing backwards, this will only increase your speed. So, the faster you're going - the more you will get accelerated."
No big tricks or glitches here, just an exceptionally talented player. Speedrunner Dingodrole completes Hotline Miami in 20 minutes and seven seconds, but his ultimate goal is to get below the 20 minute mark. If you watch the whole run you'll notice there's very little room for improvement, and Dingodrole seems to have the routing down pat. He's been steadily chipping away at the time for a while now, so it's probably inevitable that this will be beaten some day.
It pays to know a game intimately before embarking on a speedrun, but that rule has a different meaning when it comes to I Wanna Be The Guy. A parodic love letter to 8-bit platformers, I Wanna Be The Guy subverts every reliable trope in the platformer rule book. Shiny red apples aren t collectibles: they ll kill you. Don t worry about reaching those spikes: they ll come to you. Nothing is predictable, and everything is learnt from the experience of dying. You can t learn this game, you have to memorise it.
So it s always fun to monitor the speedrunning community s progress with I Wanna Be The Guy (as well as its many follow-ups). You need a great memory and superhuman dexterity to complete the game once, let alone in 28 minutes and 40 seconds without glitches, as Tesivonius has done.
A few caveats: this is a segmented Portal speedrun, which means the game wasn't completed from beginning to end in a single playthrough. Instead, the best level times were stitched together for the final video. Additionally, there were four different speedrunners involved: Nick "Z1mb0bw4y" Roth, Josh "Inexistence" Peaker, Nick "Gocnak" Kerns, and Sebastian "Xebaz" Dressler. Some would argue a segmented speedrun is illegitimate, but wherever you stand on that matter, it's still interesting to see what's possible.
This run uses neither cheats or hacks, but it does exploit a number of glitches. "This run first started after the discovery of a new glitch, which snowballed into a whirlwind of discoveries of new tricks, skips, and glitches," the team writes. As you'll see below, the glitches make for a disorientating watch, but its fascinating nonetheless.
The Quake speedrun scene used to be massive, boasting its own highly organised community in the form of Quake Done Quick. The below video sees all four episodes of the game completed in 11 minutes and 29 seconds (on Nightmare difficulty!) and demonstrates world class bunny hopping and rocket jumping skills. The occasional glitch is implemented and whole chunks of certain maps are skipped with the help of rocket jumps, but no cheats were used.
Twitch streamer Bananasaurus Rex is, or was, the world authority on Spelunky. It was he who figured out how to kill the game s invincible ghost. It was he who achieved a solo Eggplant run (this involves carrying an Eggplant to the end of the game, obviously). It was he who collected $3.1 million worth of gold in a single playthrough. Arguably the highest bar he set was the legendary 5:02 Hell speedrun. Simply reaching Hell is difficult enough on its own, but completing the whole game using this route is punishment. Doing it in five minutes is God tier.
Unfortunately for Bananasaurus Rex, someone managed to beat his Hell run, and not by a measly couple of seconds. Youtuber Latedog beat secret boss Yama in 4:36, creating a new record which let s face it will probably only be beaten by accident. Like Bananasaurus Rex he utilises the warp device, which is somewhat reliant on luck but pretty much crucial if you want to shear minutes off a playthrough.
When humankind is wiped off the face of the earth by some malevolent alien society, the planet s new inhabitants will learn a couple of things as they sift through the rubble. First, we really liked bottled water. Secondly, Coca-Cola was an especially totalitarian leader. Thirdly, we were really bloody good at Super Meat Boy.
Speedrunner Vorpal has been chipping away at the world record for a while, but this is the best he/she has managed so far: the base game completed in 17 minutes and 54 seconds. That stat doesn t include the dark levels or any of the retro themed ones, but anyone who has spent half-an-hour with Team Meat s punishing platformer will peek through fingers as Vorpal passes the final boss run by the skin of his teeth.
Speedruns can be beautiful. Twitch streamer sheilalpoint completes VVVVV in 12:12 in the below video, and watching it (with the sound down) can be like watching a weird 1970s art film about a little man s efforts to euthanise himself in outer space.
The beauty of this run is that there aren t really any major tricks, just a thorough knowledge of the game s layout. Sheilalpoint pulls some interesting maneuvers with the game s checkpoints particularly in one sequence where hitting them as they collide with spikes actually increases the momentum of the player character but otherwise, this is plain old fashioned mastery.
The default field of vision in Quake—yes, Quake, the groundbreaking Id Software shooter from 1996—was 90 degrees, an angle nowhere near the roughly 180-degree field of view that Wikipedia says normal humans possess. It also proved rather limiting in multiplayer conflicts, in which being able to see the people who are trying to kill you is an important part of preventing said killing. The Fisheye Quake mod went a long way toward rectifying that problem, but it suffered from issues of its own in the form of some pretty severe screen distortion.
It's a problem that's taken nearly 20 years to solve, but now, in the new millennium, there is light at the end of the tunnel in the form of a modified version of Fisheye Quake called Blinky. Its goal isn't actually to bring better situational awareness to Quake, however, but rather to demonstrate a "proof of concept to put peripheral vision into games," without requiring VR goggles.
Blinky employs the Panini projection, "a mathematical rule for constructing perspective images with very wide fields of view"—read more about it here—to recreate a much wider field of vision in games while maintaining a reasonably natural appearance. "To use non-standard projections like Panini, Blinky first snaps multiple pictures around you to form a Globe of pixels," creator Shaun Lebron explained. "Then it projects all those pixels to the screen using a Lens. You can enable a Rubix grid if you wish to visualize the mapping."
Blinky is implemented in the Quake demo linked on the Github page, and it actually works quite well: There are a number of projections to play with, but the default setting betrayed only a slight distortion at certain viewing angles that very quickly became effectively imperceptible.
"I hope to apply this to modern graphics using frame buffers for environment-capturing and pixel shaders for projection. It would be interesting to see its impact on performance," Lebron wrote. "If this modern method is performant enough, I think Panini/Stereographic could easily become a standard for gamers demanding wide-angle video. But if it is not performant enough for live applications, I think it could still prove useful in post-processed videos using something like WolfCam. For example, spectators could benefit from wide-angle viewings of previously recorded competitive matches or even artistic montages."