Quake II

Quake 2 is over two decades old and yet the id Software classic is one of my favourite games of this year, radically re-invented from a visual perspective thanks to the ray traced remastering from Nvidia's Lightspeed Studios (based on original work by Christophe Schied). It's one of the most impressive examples of hardware-accelerated RT and thanks to the new 1.2 patch released a few days ago, a phenomenal game now looks a whole lot better.

One might think that Nvidia would simply move on from the Quake 2 project and concentrate efforts on the ray traced upgrades for other titles that are being worked on behind the scenes, but the improvements to the 1.2 upgrade are quite profound - and the most noticeable change comes from upgraded art assets. While the original Quake 2 RTX launch used physically-based variants of Quake 2 XP textures, not all of them appeared to receive the same level of love and attention. A key focus for the 1.2 upgrade has been to re-assess many material properties and get them looking just right.

Metal and how it interacts with lighting has changed immensely. The original release had metalwork that appeared to lack much in the way of specular properties, so even with the hyper-realistic path traced lighting, the material looked more like stone than metal. It's all change in 1.2, with art changes that dramatically change and improve many scenes. There are micro-level improvements too. For example, the original remaster's shotgun shells in ammo boxes use matte materials that show little differentiation between the box material and the shells themselves. Version 1.2 now sees individual cartridges exhibit metallic sheen and emphasise the coloured metals on the jacket.

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Quake III Arena


Welcome to another week of Five of the Best, a series where we celebrate the overlooked parts of video games, like hands! And potions! And dinosaurs! And shops! They're the kinds of things etched unwittingly into memory, like an essential ingredient of a favourite dish you could never put a finger on. And I want to spark discussion, so please share memories as they flash into your mind. Today, another five. The topic...

Health pick-ups! Oh how very specific - but I need to be. I'm not talking about health systems but the things you pick up to heal yourself. Used to be all games did it this way, but then Halo came along with its recharging health and all of a sudden everyone wanted the same. Now that feels like the norm.

But there are old-fashioned health systems out there (and they'll probably take offence at being called old-fashioned, so I'm sorry, I don't mean it in a bad way!). I still see Overwatch health packs when I close my eyes at night, and potions, which I've written a whole Five of the Best on, are a dime a dozen in RPGs. They're still out there, still crucial to how we get through games.

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DOOM II

Ah, Doom 64. In the absence of a PC, my console-fuelled video game childhood was left with Doom 64. But, improbably, Doom 64 was great.

This 1997 Nintendo 64-exclusive Doom game was not a port of the original Doom, or any of the other Doom games. Nor was it meant to be the 64th Doom game (although by this point will it be?). Rather, it was a sequel developed by Midway that took place after Doom 2.

I remember Doom 64 looking fantastic to my teenage eyes, and the music was properly atmospheric. You spent a lot of time shooting demons, of course, but there was a real horror feel to the game. It felt like Doom 64 was as good as Doom could get on Nintendo's console and, as someone who hadn't played Doom before, it also felt fresh.

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RAGE

Rage 2 has topped the UK charts, but with significantly fewer sales than the 2011 original.

It's not a huge surprise - the first Rage game failed to find much of an audience, and this very-belated sequel never seemed to drum up the same level of excitement other games from publisher Bethesda usually enjoy.

In its opening week, Rage 2 sold just a quarter of Rage 1's physical launch sales. (Rage launched here in the UK on a Friday. Rage 2 launched on a Tuesday, so had longer on sale, too.)

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RAGE

2016's Doom and the original Rage are now both available via Xbox Games Pass - their arrivals timed to coincide with this weekend's QuakeCon 2018 festivities.

It's especially well-timed as publisher Bethesda and developer id Software have spent the weekend chatting about both games' upcoming sequels: Doom Eternal and Rage 2.

This weekend we learned Rage 2 won't have multiplayer but will have "a social component", then saw our first look at Doom Eternal gameplay and found out it would also launch for Nintendo Switch.

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RAGE

The official Rage Twitter account was sparked into life yesterday after the website for Walmart Canada listed a sequel to id Software's 2011 shooter.

Walmart Canada set tongues wagging after listing a raft of unannounced games, including Rage 2, Just Cause 4 and Forza Horizons 5. That's right - there's a listing for a "Forza Horizons 5", which suggests Microsoft is skipping number 4 entirely and has added multiple horizons to Playground's racer franchise.

Did Walmart just spoil the E3 marketing plans for publishers the world over? Perhaps. Perhaps not. Quite a few of the games listed by Walmart are inevitable: a new Assassin's Creed (although Walmart's rudimentary box art misses the possessive apostrophe in Assassin's), Splinter Cell, Gears of War and Borderlands are certainly in the works. We might be looking at an overzealous Walmart employee having a bit of fun.

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DOOM II


John Romero, the veteran developer and id Software founder who helped create FPS touchstones like Quake, Doom and Wolfenstein, is planning a return to the genre in which he made his name.


Romero, who's currently CEO of social game studio Loot Drop, Inc., told Eurogamer that although he hasn't formally started work on the project he has the design nailed down.


"Yes, I'm definitely going to be making another shooter and it will be on PC first," he explained.


"I don't want to talk about the details but I already know what it is. I've already kind of designed the thing and it's pretty cool - though of course, I am going to say that. I think it's a neat design, I haven't seen the design anywhere else."


Romero didn't go into much more detail but added that it'll be "MMO-ish" and will offer a new twist on genre traditions.


"It's a persistent game, it has persistent player data, the character grows and gets better over time. I think most gamers expect that now anyway, but this was a design I'd done a while ago. I think it's pretty valid.


"You will be playing the game as you would expect a shooter to feel, but the specifics of your situation, narrative wrapper and reward system are all unique. I wouldn't want to give out any specifics until I'm close to shipping it. I've learned my lesson about talking too soon about specific game features and release dates."


He couldn't confirm when work will begin or if it'll be a Loot Drop production.


It's been a long time since Romero last brought out a shooter - the 2003 N-Gage version of Red Faction. We asked him whether he thinks the skills necessary to make a successful modern shooter have changed since then.


"I don't think it's changed other than that the 3D graphics have to be good and there are a tonne of basics in the design that have to be there for players to feel that it's a current game.


"But I already have a lot of that stuff designed and none of what I've done has become invalid over time based on today's shooters. So I don't think there's an issue with it feeling dated or feeling old. It's not going to be an old-school shooter - it won't be pixelated. But it will probably have some faster movement than most games have right now."


Romero also offered his take on how the genre has evolved since his time at id Software. While he appreciates that Gears of War is a quality product, he's not a fan of the shift towards slower, cover-based gameplay.


"I'm not a fan of cover systems or the player being a bullet sponge. I'm not that interested in the tank-like player; I like feeling that I have skill in the game," he explained, before theorising that the rise of the console game pad has pushed developers in that direction out of necessity.


"I do realise that a lot of the movement in new shooters is directly attributable to the console controller because you can't play well and fast with them so they had to come up with some design to make it so the player can do something else if they can't skillfully move quickly. They have to do something different.


"But I'm a PC mouse and keyboard type player," he countered.


"I love twitch 180s, fast targeting, fast firing, fast movement. So anything that's not like that - like current shooters that are basically a track going through a level to the exit and everything is closed off - is not interesting to me.


"I like to explore my levels, y'know? So I'm not a fan of on-rail shooting or slow-moving cover systems. That's not to say that Gears isn't a great game but as a player I'm more interested in speed and fast movement."


Loot Drop's only current confirmed project is Ghost Recon Commander - a social spin-off from Ubisoft's tactical shooter series due out on Facebook and mobile platforms some time this Summer.

DOOM II
'Doom maker John Romero has "plans" for old-school FPS' Screenshot doom2

Look, a young John Romero! And who's that next to him?


Has John Romero - the abundantly-haired creator of games Doom, Quake and Wolfenstein - given up on making an old-school FPS?


"Definitely not!" retorted John Romero on Twitter. "I have plans..."


But those do not include Daikatana 2. As Romero succinctly put it: "There will be no DK2!"


Romero's best known for co-founding id Software and designing Doom and Quake and Wolfenstein. Romero also co-founded Ion Storm, where he worked on delayed and underwhelming FPS Daikatana.


Today, John Romero has a new company - Loot Drop (formed 2010). Romero and team specialise in mobile and social games.

DOOM II


Here's one for the history books. Jordan Mechner, the veteran game designer responsible for Prince of Persia, has dug up a fan letter he received nearly 30 years ago from a 17-year-old called John Romero - the very same guy who'd go on to create FPS touchstones Wolfenstein, Doom and Quake at id Software.


Dated 25th March 1985, the letter, published in full on Kotaku, sees Romero praising 21-year-old Broderbund employee Mechner for his work on one-on-one fighter Karateka.


"I was absolutely stunned by the graphics, shadows and all," he gushed.


"You did a tremendous job and have, I think, defined the state-of-the-art for future Apple games. The technology has been in the Apple all along to do those graphics, it just needed a programmer like you to use it."


Romero then admitted that he was a budding programmer himself, before asking Mechner to impart some of his wisdom.


"How did you make the scrolling background? Ever since Choplifter I have been stumped on what kind of data drawing algorithm would be used to draw a scrolling background like yours," he wrote.


"If you decide to write back I would be eternally grateful if you explained this to me."


Elsewhere in the letter, the young Romero invites Mechner to check out a few of his own games.


"Many people feel that it is better than Lode Runner," he wrote, referring to an early effort called The Pyramids of Egypt.


"Anyway, ask me for it and it is yours. I'm currently trying to sell it to anyone I can (Broderbund is first on my list). My next game is going to be totally awesome. I can't wait until I get an idea for my next game!"


He signs off "John Romero, Disciple of the Great Jordan, and worshiper of the Magnificent Mechner".


Five years later, Romero would meet John Carmack while working at Softdisk. The pair, along with Adrian Carmack and Tom Hall, left the company a year later to set up id Software. Its seminal FPS Wolfenstein 3D would follow in 1992.


Mechner has been fairly quiet in recent years - his last game credit was on Prince of Persia: Sands of Time back in 2003.


Next Wednesday Romero and Mechner will share a stage together at the Game Developers Conference in San Francisco, along with Canabalt creator Adam Saltsman, Minecraft man Markus 'Notch' Persson and Epic Games boss Tim Sweeney, for a talk titled "Back to the Garage: The Return of Indie Development".


See below for some vintage Karateka footage.

DOOM II


id Software's seminal FPS Doom returns to Xbox Live Arcade today, publisher Bethesda has announced.


The 1993 classic will set you back a mere 400 Points.


The game was originally made available on Microsoft's download service way back in 2006 but was pulled in October 2009 due to Activision's original publishing rights expiring. Happily, it seems like that's all been sorted out with control reverting to id's owner Bethesda.


It's a rather timely re-release - the game was the subject of a Eurogamer retrospective last weekend.


"The fingerprints (or perhaps the clawmarks) that it left still remain, permanent impressions left in not only our own gaming memories but also across the collective unconscious of modern videogaming," wrote Paul Dean.

...

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