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  • ✇Rock Paper Shotgun Latest Articles Feed
  • The 10 best immersive sims on PCBrendan Caldwell
    The immersive sim has seen a revival in recent years. Not only from larger studios like Arkane, keeping the faith alive with their time loops and space stations, but also from a bunch of smaller developers bravely exploring a typically ambitious genre. RPS has always had an affinity for these systemically luxuriant simulations, historically lauding the likes of the original Deus Ex as the best game ever made. But given everything that has come since, is that still the case? Only one way to find
     

The 10 best immersive sims on PC

The immersive sim has seen a revival in recent years. Not only from larger studios like Arkane, keeping the faith alive with their time loops and space stations, but also from a bunch of smaller developers bravely exploring a typically ambitious genre. RPS has always had an affinity for these systemically luxuriant simulations, historically lauding the likes of the original Deus Ex as the best game ever made. But given everything that has come since, is that still the case? Only one way to find out: make a big list.

Read more

  • ✇Rock, Paper, Shotgun
  • The 10 best immersive sims on PCBrendan Caldwell
    The immersive sim has seen a revival in recent years. Not only from larger studios like Arkane, keeping the faith alive with their time loops and space stations, but also from a bunch of smaller developers bravely exploring a typically ambitious genre. RPS has always had an affinity for these systemically luxuriant simulations, historically lauding the likes of the original Deus Ex as the best game ever made. But given everything that has come since, is that still the case? Only one way to find
     

The 10 best immersive sims on PC

25. Červenec 2024 v 14:26

The immersive sim has seen a revival in recent years. Not only from larger studios like Arkane, keeping the faith alive with their time loops and space stations, but also from a bunch of smaller developers bravely exploring a typically ambitious genre. RPS has always had an affinity for these systemically luxuriant simulations, historically lauding the likes of the original Deus Ex as the best game ever made. But given everything that has come since, is that still the case? Only one way to find out: make a big list.

Read more

  • ✇Kotaku
  • That PS2-Era Thing Game Is Getting A Fancy RemasterZack Zwiezen
    Announced today, The Thing, a 2002 video game sequel to the 1982 film The Thing—yes, they both have the same name, it’s weird—is being remastered by the experts over at Nightdive Studios and will be released on consoles and PC later this year. Read more...
     

That PS2-Era Thing Game Is Getting A Fancy Remaster

7. Červen 2024 v 22:13

Announced today, The Thing, a 2002 video game sequel to the 1982 film The Thing—yes, they both have the same name, it’s weird—is being remastered by the experts over at Nightdive Studios and will be released on consoles and PC later this year.

Read more...

  • ✇Kotaku
  • The Story Behind PO’ed, 2024’s Weirdest RemasterZack Zwiezen
    In 2024, I doubt most people have played or even heard of PO’ed, a’90s first-person shooter featuring strange aliens, bizarre weapons (like a frying pan), and hard-to-navigate levels. The odd Doom-like shooter was released first on 3DO in 1995 and later ported to the original PlayStation in 1996. And since then,…Read more...
     

The Story Behind PO’ed, 2024’s Weirdest Remaster

30. Květen 2024 v 19:05

In 2024, I doubt most people have played or even heard of PO’ed, a’90s first-person shooter featuring strange aliens, bizarre weapons (like a frying pan), and hard-to-navigate levels. The odd Doom-like shooter was released first on 3DO in 1995 and later ported to the original PlayStation in 1996. And since then,…

Read more...

Nightdive Studios’ System Shock remake launches May 21 – devs discuss 1994 original’s influence on modern games

16. Květen 2024 v 17:00

With Nightdive Studios’ System Shock remake releasing May 21 on PS5 and PS4, it’s a perfect opportunity to look back and celebrate the original PC game that changed everything. 

The original System Shock was developed by Looking Glass Studios and released by Origin Systems on PC in 1994. It was a groundbreaking first-person adventure that has come to be considered one of the most influential games ever. Modern classics such as BioShock, Dishonored, Dead Space, the Deus Ex series, and many others drew inspiration from its pioneering gameplay.

All gameplay and screenshots featured in this article are from Nightdive’s System Shock remake.

System Shock’s distinctive features became the hallmarks of what many now consider to be a genre called “immersive sims”: games with large, nonlinear environments that afford players a wide degree of freedom in how they overcome challenges, whether by combat, stealth, or other means.

To mark the occasion of Nightdive’s System Shock remake heading to PS5 and PS4 next week, we reached out to some of the gaming industry’s most acclaimed developers to highlight the influence of 1994’s System Shock on the first-person shooter genre and trace its impact to the modern day.


System Shock pioneered the genre that we now call ‘immersive sims’, which combines gameplay elements from multiple genres to immerse players in a simulated experience where their choices matter and they have the flexibility to interact with and unravel the game world.

Stephen Kick, CEO, Nightdive Studios

In addition to adding layers of complexity to gameplay systems, System Shock left a lasting impact on video game narrative and storytelling.


The biggest influence of the original System Shock on BioShock (and of course the sequel we made, System Shock 2) was the sense of a world inhabited by normal people in abnormal situations. We also loved the broad range of tools the game gave the player and, of course, one of the best videogame inventions of all time: the audio log. I still remember the thrill of hearing actual human voices come out of my computer conveying their incredible circumstances in a way that felt so grounded and real. I’ve never made a first-person game without them and I’m not sure I ever will.

 Ken Levine, Creative Director, Ghost Story Games

System Shock also innovated by using physics to govern the player’s movement and interaction with the world. Players could look up and down, crouch, jump, and lean around corners — hardly groundbreaking stuff by 2024 standards, but revolutionary in 1994.


The depth of the combat system made even the most common encounters exercises in choice and consequence — the physics of mass and velocity drove everything from weapon recoil to the arc of thrown objects and hit effects on the player character. Even head movement when running and stopping was physics-driven. Because of the focus on physics and a systems-based approach to feature implementation rather than scripting, System Shock was one of the first games that delivered on the promise of emergent gameplay. As a result, no two players had the same playing experience.

Warren Spector, Chief Creative Officer, Otherside Entertainment. & Producer, System Shock (1994), Looking Glass Studios, Inc.

Now, 30 years later, Nightdive Studios is expanding upon the classic original game with a fully rebuilt PS5 and PS4 remake that includes updated visuals, new music, and modern controls. The upcoming remake also features Terri Brosius, the original voice actor of AI mastermind SHODAN, one of the most iconic videogame villains of all time.

Discover (or rediscover) a gaming classic when Nightdive Studios’ System Shock remake launches May 21 on PS5 and PS4.

Nightdive Studios’ System Shock remake launches May 21 – devs discuss 1994 original’s influence on modern games

16. Květen 2024 v 17:00

With Nightdive Studios’ System Shock remake releasing May 21 on PS5 and PS4, it’s a perfect opportunity to look back and celebrate the original PC game that changed everything. 

The original System Shock was developed by Looking Glass Studios and released by Origin Systems on PC in 1994. It was a groundbreaking first-person adventure that has come to be considered one of the most influential games ever. Modern classics such as BioShock, Dishonored, Dead Space, the Deus Ex series, and many others drew inspiration from its pioneering gameplay.

All gameplay and screenshots featured in this article are from Nightdive’s System Shock remake.

System Shock’s distinctive features became the hallmarks of what many now consider to be a genre called “immersive sims”: games with large, nonlinear environments that afford players a wide degree of freedom in how they overcome challenges, whether by combat, stealth, or other means.

To mark the occasion of Nightdive’s System Shock remake heading to PS5 and PS4 next week, we reached out to some of the gaming industry’s most acclaimed developers to highlight the influence of 1994’s System Shock on the first-person shooter genre and trace its impact to the modern day.


System Shock pioneered the genre that we now call ‘immersive sims’, which combines gameplay elements from multiple genres to immerse players in a simulated experience where their choices matter and they have the flexibility to interact with and unravel the game world.

Stephen Kick, CEO, Nightdive Studios

In addition to adding layers of complexity to gameplay systems, System Shock left a lasting impact on video game narrative and storytelling.


The biggest influence of the original System Shock on BioShock (and of course the sequel we made, System Shock 2) was the sense of a world inhabited by normal people in abnormal situations. We also loved the broad range of tools the game gave the player and, of course, one of the best videogame inventions of all time: the audio log. I still remember the thrill of hearing actual human voices come out of my computer conveying their incredible circumstances in a way that felt so grounded and real. I’ve never made a first-person game without them and I’m not sure I ever will.

 Ken Levine, Creative Director, Ghost Story Games

System Shock also innovated by using physics to govern the player’s movement and interaction with the world. Players could look up and down, crouch, jump, and lean around corners — hardly groundbreaking stuff by 2024 standards, but revolutionary in 1994.


The depth of the combat system made even the most common encounters exercises in choice and consequence — the physics of mass and velocity drove everything from weapon recoil to the arc of thrown objects and hit effects on the player character. Even head movement when running and stopping was physics-driven. Because of the focus on physics and a systems-based approach to feature implementation rather than scripting, System Shock was one of the first games that delivered on the promise of emergent gameplay. As a result, no two players had the same playing experience.

Warren Spector, Chief Creative Officer, Otherside Entertainment. & Producer, System Shock (1994), Looking Glass Studios, Inc.

Now, 30 years later, Nightdive Studios is expanding upon the classic original game with a fully rebuilt PS5 and PS4 remake that includes updated visuals, new music, and modern controls. The upcoming remake also features Terri Brosius, the original voice actor of AI mastermind SHODAN, one of the most iconic videogame villains of all time.

Discover (or rediscover) a gaming classic when Nightdive Studios’ System Shock remake launches May 21 on PS5 and PS4.

  • ✇PlayStation.Blog
  • How the Star Wars: Dark Forces Remaster devs Nightdive Studios enhanced the classic FPSMax Waine
    Last year, it was revealed that the masters of remasters at Nightdive Studios have taken on the task of bringing the beloved 90s classic Star Wars: Dark Forces to modern audiences. The remaster is set to release February 28 on PS5 and PS4, nearly 30 years after the release of the original game from LucasArts in 1995. Similar to Nightdive’s previous endeavors with titles like Quake II and Turok 3: Shadow of Oblivion Remastered, Star Wars: Dark Forces Remaster honors the strong foundation of th
     

How the Star Wars: Dark Forces Remaster devs Nightdive Studios enhanced the classic FPS

Od: Max Waine
26. Únor 2024 v 17:00

Last year, it was revealed that the masters of remasters at Nightdive Studios have taken on the task of bringing the beloved 90s classic Star Wars: Dark Forces to modern audiences. The remaster is set to release February 28 on PS5 and PS4, nearly 30 years after the release of the original game from LucasArts in 1995.

Similar to Nightdive’s previous endeavors with titles like Quake II and Turok 3: Shadow of Oblivion Remastered, Star Wars: Dark Forces Remaster honors the strong foundation of the original while updating it for modern consoles through the studio’s proprietary KEX engine, allowing the game to run at up to 4K resolution at 120FPS on PlayStation 5.

With this, fans of the original as well as a whole new generation of gamers, will be able to experience Star Wars: Dark Forces and appreciate what made it such an essential title within LucasArts’ (now Lucasfilm Games) impressive catalog. Further honoring the work that went into its initial development, it’s been revealed that Star Wars: Dark Forces Remaster will feature a special Vault jam-packed with never-before-seen content from the making of the 1995 original!

With improved spritework and remastered cutscenes, those looking to dig deeper into a truly unique story within the Star Wars galaxy will be able to enjoy a visually pleasing narrative experience as they join protagonist Kyle Katarn, a defector turned mercenary for hire working for the Rebel Alliance, in foiling the Galactic Empire and its secret Dark Troopers Project.

As much as we’d love to continue gushing over why this has been such an exciting project for Nightdive and must-play title for fans and newcomers alike, let’s dive deeper into the fascinating history and behind-the-scenes work of breathing new life into Star Wars: Dark Forces with Nightdive’s Project Lead and Producer, Max Waine.

Exploring The Vault

PlayStation Blog: What was the most exciting challenge you faced while working on Star Wars: Dark Forces Remaster?

Max Waine: For me, it was bringing something new and worthwhile to existing fans of the game. Our way of tackling that was by bringing in The Vault. It was imperative that I find and present interesting snapshots of the development of the game. From there, it was a lot of coding to make it all work, conversion of various assets to be able to load in the remaster, and a great deal of text to write for the titles and descriptions; balancing being informative of what I did know from the development files without drifting into speculation proved exceptionally difficult.

When diving into the Remaster, what details about the original LucasArts spritework stood out to you from a historical development perspective?

From a development perspective, Dark Forces seemed to have a relatively typical way of approaching sprites for the time and genre. A combination of touched-up scanned models, hand-drawn sprites, and rendered 3D models (from 3D Studio) are ordinary fare. The software they used for spritework, DeluxePaint Animation, was also seemingly pretty standard. One interesting detail is that many of the human sprites seemed to be mostly hand-drawn but would use incredibly basic models to provide things like poses and such.

Design and assembly

What about the game’s cutscenes? Can you share insight into the work Nightdive has done to remaster these?

I integrated the new cutscenes into the game itself, with the help of Daniel Albano to allow for supporting different languages within the cutscenes. Outside of setting up the video player, I created a text-based format that could change the music in-sync with the video the same way the original did.

I’ll be paraphrasing Brendan McKinney here, who was our 3D maestro on the cutscenes. Beside Brendan, development was done with paintings of the new characters by Ben Chandler, ship models by Daniel Andersson, and guidance from Lucasfilm Games’ David Yee.

Due to the original cutscenes blending of different types of assets, the process of updating the cutscenes proved difficult. Initially the approach was to try to recreate the same cutscenes at a higher resolution, but this resulted in greater scrutiny being drawn to the differences in the disparate types of assets that could be provided in a cutscene.

The approach that was ultimately taken was to embrace the mixed medium spirit of the originals while still narrowing the divide so that, even at higher resolution, everything fit comfortably together.

This is where Ben Chandler came in, doing painted versions of characters like Crix Madine and Jabba, who were based on or fully taken from stills of the films respectively for their depiction in the original. Brendan recreated the environments in 3D, painting over them afterward to bring the composition nearer to Ben’s character work. The space sequences were approached with the intent to keep things simple, matching the feel of the original work.

Is there a weapon design unique to Dark Forces that you specifically like? What makes it interesting from a development POV?

It’s gotta be Kyle’s trusty sidearm, the Bryar pistol. The weapon just really looks the part. A lot of the weapons were rendered out from 3D models, and for some it can chafe against the technical limitations of the time, but the Bryar pistol just looks absolutely perfect as-is.

Adding to this, what can you share about the Phase 02 Dark Trooper character model from a developer standpoint?

The Phase 02 Dark Trooper as a character seemed to go through a fair bit of iteration from initial conception to what ended up present in the final game. Renders of the character model definitely appear to be what is used in both the original cutscenes and as a basis for the spritework. I can’t be exactly certain how they animated pre-rendered cutscenes with the Dark Troopers though, as we don’t have a significant amount of the 3D-related assets.

Honoring the original Dark Forces

What’s the most impressive feat accomplished with this game based on the time it was created?

Dark Forces is greater than the sum of its parts, and while I will point out key impressive aspects of the game, I want to emphasize just how strong it is as a cohesive whole. There are two things that jump out at me the most for the time period: support for 3D environments that allow for room-over-room, which was something that the Doom engine was not capable of; seamless integration of fully 3D objects within the environment (like Kyle’s ship, X-Wings, Mouse Droids, etc.).

Lastly, what do you think Dark Forces did to move the budding FPS genre forward during its time?

At a time where FPSs were largely abstract in locales, Dark Forces pushed the tech forward enough to be able to successfully realize familiar and more realistic environments. In addition to that it was able to tell a cohesive story, complete with fully voice-acted cutscenes. The sum total of this is a game that really pushed forward just how immersive FPSs could be.

We want to thank Nightdive’s Max Waine for the blast from the past experience we’ve had learning about the work being put into Star War: Dark Forces Remaster, including how it features The Vault, which packs in a wealth of behind-the-scenes visual content from the development of the 1995 original!

Additional features fans can look forward to with Star Wars: Dark Forces Remaster are visual improvements, including advanced 3D rendering with realistic lighting and atmospheric effects, and up to 4K at 120FPS on PlayStation 5. Not to mention action-packed, first-person ground combat with 10 weapons and 20 enemy types!

Can’t wait to play the Remaster? Keep an eye out for Star Wars: Dark Forces Remaster later this month when it releases on PS5 and PS4 on February 28.

Co-editing credit for this article goes to Nightdive Studios Community Manager, Morgan Shaver.

  • ✇Eurogamer.net
  • Game of the Week: Star Wars: Dark Forces and the challenge of remastersChristian Donlan
    There's a lovely line in Rick Lane's review of Star Wars: Dark Forces. Actually, the piece has no shortage of lovely lines, but one stood out for me in particular. "The result is a game that looks sharp and fresh, but crucially, not new."Dark Forces is our Game of the Week, of course, and I think this line gets at why. It's an old game - 1995, so it's as old as Elastica's first album, for those of us who use that metric. A remaster has to bring it up to date without losing that thrilling sense
     

Game of the Week: Star Wars: Dark Forces and the challenge of remasters

1. Březen 2024 v 12:00

There's a lovely line in Rick Lane's review of Star Wars: Dark Forces. Actually, the piece has no shortage of lovely lines, but one stood out for me in particular. "The result is a game that looks sharp and fresh, but crucially, not new."

Dark Forces is our Game of the Week, of course, and I think this line gets at why. It's an old game - 1995, so it's as old as Elastica's first album, for those of us who use that metric. A remaster has to bring it up to date without losing that thrilling sense of oldness. The right kind of oldness, though. Complicated.

Remasters are on the rise. They have been on the rise for a number of years, as games have more and more history worth revisiting. But questions like this - of how to make a game look sharp and fresh, but not new, are going to get more important. Dark Forces hits the sweet spot perfectly, I think: look at the screens and it's clearly an old shooter, but your eyes don't reject it as being an interesting relic that's probably unplayable. Subtle tweaks have been made to ensure it looks modern-old rather than relic-old.

Read more

  • ✇Eurogamer.net
  • Star Wars: Dark Forces Remaster review - a meticulous overhaul of a shooter that still blasts with the bestRick Lane
    Dark Forces emerges from Nightdive's bacta tank refreshed and ready for action, combining classic FPS mayhem with thrilling espionage-themed missions."This is too easy" quips Kyle Katarn as he snatches the Death Star plans in Dark Forces' opening mission. What took Rogue One two-and-a-half ponderous hours to unspool, LucasArts' shooter pulls off in ten thrilling minutes. For Katarn, a cocky mercenary in tentative accord with the Rebel Alliance, stealing the Death Star plans is just another cont
     

Star Wars: Dark Forces Remaster review - a meticulous overhaul of a shooter that still blasts with the best

Od: Rick Lane
29. Únor 2024 v 16:21

Dark Forces emerges from Nightdive's bacta tank refreshed and ready for action, combining classic FPS mayhem with thrilling espionage-themed missions.

"This is too easy" quips Kyle Katarn as he snatches the Death Star plans in Dark Forces' opening mission. What took Rogue One two-and-a-half ponderous hours to unspool, LucasArts' shooter pulls off in ten thrilling minutes. For Katarn, a cocky mercenary in tentative accord with the Rebel Alliance, stealing the Death Star plans is just another contract. In, out, job done.

Katarn's confidence and competence is echoed both in Dark Forces at large and Nightdive's work restoring it. The remaster is a consummately professional overhaul, making the game look just how you remember it in a way that belies the work involved to get it to this stage. In doing so, Nightdive reveals a shooter that hits the brief like a proton torpedo, a Doom clone elevated by its vivid, imaginative expansion upon the Star Wars universe.

Read more

  • ✇Eurogamer.net
  • Star Wars: Dark Forces Remaster is another Nightdive triumphJohn Linneman
    The release of Doom in 1993 changed the industry forever - and in its wake, developers scrambled to bring their own visions to life in first-person. Star Wars: Dark Forces is one such game, created in a genre completely different to nearly every other product developer LucasArts would release, but it nonetheless became one of the most interesting and inspired Doom-adjacent shooters of its day. Now, thanks to Nightdive Studios, Dark Forces has emerged from its DOS prison with a new remastered ve
     

Star Wars: Dark Forces Remaster is another Nightdive triumph

27. Únor 2024 v 16:06

The release of Doom in 1993 changed the industry forever - and in its wake, developers scrambled to bring their own visions to life in first-person. Star Wars: Dark Forces is one such game, created in a genre completely different to nearly every other product developer LucasArts would release, but it nonetheless became one of the most interesting and inspired Doom-adjacent shooters of its day. Now, thanks to Nightdive Studios, Dark Forces has emerged from its DOS prison with a new remastered version for all modern platforms, complete with new high-res assets and a host of other improvements.

This makes it a good time to take a deep dive on what made Dark Forces an important release back in 1995 - and how it improved on the epoch-making Doom. From there, it's onto the work of Nightdive itself in meticulously remastering the game for PC, Switch, PS4, PS5, Xbox One and Xbox Series X/S.

When Dark Forces was released in early 1995, it occupied an unusual place in LucasArts lineup - having mostly focused its efforts on point and click adventures, action games were still a rare breed for the company. In fact, despite their associate with Lucas Film, as of 1995, the studio had produced very few Star Wars related games.

Read more

  • ✇PlayStation.Blog
  • How the Star Wars: Dark Forces Remaster devs Nightdive Studios enhanced the classic FPSMax Waine
    Last year, it was revealed that the masters of remasters at Nightdive Studios have taken on the task of bringing the beloved 90s classic Star Wars: Dark Forces to modern audiences. The remaster is set to release February 28 on PS5 and PS4, nearly 30 years after the release of the original game from LucasArts in 1995. Similar to Nightdive’s previous endeavors with titles like Quake II and Turok 3: Shadow of Oblivion Remastered, Star Wars: Dark Forces Remaster honors the strong foundation of th
     

How the Star Wars: Dark Forces Remaster devs Nightdive Studios enhanced the classic FPS

Od: Max Waine
26. Únor 2024 v 17:00

Last year, it was revealed that the masters of remasters at Nightdive Studios have taken on the task of bringing the beloved 90s classic Star Wars: Dark Forces to modern audiences. The remaster is set to release February 28 on PS5 and PS4, nearly 30 years after the release of the original game from LucasArts in 1995.

Similar to Nightdive’s previous endeavors with titles like Quake II and Turok 3: Shadow of Oblivion Remastered, Star Wars: Dark Forces Remaster honors the strong foundation of the original while updating it for modern consoles through the studio’s proprietary KEX engine, allowing the game to run at up to 4K resolution at 120FPS on PlayStation 5.

With this, fans of the original as well as a whole new generation of gamers, will be able to experience Star Wars: Dark Forces and appreciate what made it such an essential title within LucasArts’ (now Lucasfilm Games) impressive catalog. Further honoring the work that went into its initial development, it’s been revealed that Star Wars: Dark Forces Remaster will feature a special Vault jam-packed with never-before-seen content from the making of the 1995 original!

With improved spritework and remastered cutscenes, those looking to dig deeper into a truly unique story within the Star Wars galaxy will be able to enjoy a visually pleasing narrative experience as they join protagonist Kyle Katarn, a defector turned mercenary for hire working for the Rebel Alliance, in foiling the Galactic Empire and its secret Dark Troopers Project.

As much as we’d love to continue gushing over why this has been such an exciting project for Nightdive and must-play title for fans and newcomers alike, let’s dive deeper into the fascinating history and behind-the-scenes work of breathing new life into Star Wars: Dark Forces with Nightdive’s Project Lead and Producer, Max Waine.

Exploring The Vault

PlayStation Blog: What was the most exciting challenge you faced while working on Star Wars: Dark Forces Remaster?

Max Waine: For me, it was bringing something new and worthwhile to existing fans of the game. Our way of tackling that was by bringing in The Vault. It was imperative that I find and present interesting snapshots of the development of the game. From there, it was a lot of coding to make it all work, conversion of various assets to be able to load in the remaster, and a great deal of text to write for the titles and descriptions; balancing being informative of what I did know from the development files without drifting into speculation proved exceptionally difficult.

When diving into the Remaster, what details about the original LucasArts spritework stood out to you from a historical development perspective?

From a development perspective, Dark Forces seemed to have a relatively typical way of approaching sprites for the time and genre. A combination of touched-up scanned models, hand-drawn sprites, and rendered 3D models (from 3D Studio) are ordinary fare. The software they used for spritework, DeluxePaint Animation, was also seemingly pretty standard. One interesting detail is that many of the human sprites seemed to be mostly hand-drawn but would use incredibly basic models to provide things like poses and such.

Design and assembly

What about the game’s cutscenes? Can you share insight into the work Nightdive has done to remaster these?

I integrated the new cutscenes into the game itself, with the help of Daniel Albano to allow for supporting different languages within the cutscenes. Outside of setting up the video player, I created a text-based format that could change the music in-sync with the video the same way the original did.

I’ll be paraphrasing Brendan McKinney here, who was our 3D maestro on the cutscenes. Beside Brendan, development was done with paintings of the new characters by Ben Chandler, ship models by Daniel Andersson, and guidance from Lucasfilm Games’ David Yee.

Due to the original cutscenes blending of different types of assets, the process of updating the cutscenes proved difficult. Initially the approach was to try to recreate the same cutscenes at a higher resolution, but this resulted in greater scrutiny being drawn to the differences in the disparate types of assets that could be provided in a cutscene.

The approach that was ultimately taken was to embrace the mixed medium spirit of the originals while still narrowing the divide so that, even at higher resolution, everything fit comfortably together.

This is where Ben Chandler came in, doing painted versions of characters like Crix Madine and Jabba, who were based on or fully taken from stills of the films respectively for their depiction in the original. Brendan recreated the environments in 3D, painting over them afterward to bring the composition nearer to Ben’s character work. The space sequences were approached with the intent to keep things simple, matching the feel of the original work.

Is there a weapon design unique to Dark Forces that you specifically like? What makes it interesting from a development POV?

It’s gotta be Kyle’s trusty sidearm, the Bryar pistol. The weapon just really looks the part. A lot of the weapons were rendered out from 3D models, and for some it can chafe against the technical limitations of the time, but the Bryar pistol just looks absolutely perfect as-is.

Adding to this, what can you share about the Phase 02 Dark Trooper character model from a developer standpoint?

The Phase 02 Dark Trooper as a character seemed to go through a fair bit of iteration from initial conception to what ended up present in the final game. Renders of the character model definitely appear to be what is used in both the original cutscenes and as a basis for the spritework. I can’t be exactly certain how they animated pre-rendered cutscenes with the Dark Troopers though, as we don’t have a significant amount of the 3D-related assets.

Honoring the original Dark Forces

What’s the most impressive feat accomplished with this game based on the time it was created?

Dark Forces is greater than the sum of its parts, and while I will point out key impressive aspects of the game, I want to emphasize just how strong it is as a cohesive whole. There are two things that jump out at me the most for the time period: support for 3D environments that allow for room-over-room, which was something that the Doom engine was not capable of; seamless integration of fully 3D objects within the environment (like Kyle’s ship, X-Wings, Mouse Droids, etc.).

Lastly, what do you think Dark Forces did to move the budding FPS genre forward during its time?

At a time where FPSs were largely abstract in locales, Dark Forces pushed the tech forward enough to be able to successfully realize familiar and more realistic environments. In addition to that it was able to tell a cohesive story, complete with fully voice-acted cutscenes. The sum total of this is a game that really pushed forward just how immersive FPSs could be.

We want to thank Nightdive’s Max Waine for the blast from the past experience we’ve had learning about the work being put into Star War: Dark Forces Remaster, including how it features The Vault, which packs in a wealth of behind-the-scenes visual content from the development of the 1995 original!

Additional features fans can look forward to with Star Wars: Dark Forces Remaster are visual improvements, including advanced 3D rendering with realistic lighting and atmospheric effects, and up to 4K at 120FPS on PlayStation 5. Not to mention action-packed, first-person ground combat with 10 weapons and 20 enemy types!

Can’t wait to play the Remaster? Keep an eye out for Star Wars: Dark Forces Remaster later this month when it releases on PS5 and PS4 on February 28.

Co-editing credit for this article goes to Nightdive Studios Community Manager, Morgan Shaver.

  • ✇Kotaku
  • Remastering One Of The Best Star Wars Games Ever Made Wasn't EasyZack Zwiezen
    First released back in 1995, Star Wars: Dark Forces is a first-person shooter that plays similarly to Doom, but included new (for the era) features—like rooms on top of rooms, looking up and down, and jumping—elevating it beyond a simple clone. It also had an original Star Wars story and introduced new, popular…Read more...
     

Remastering One Of The Best Star Wars Games Ever Made Wasn't Easy

28. Únor 2024 v 19:15

First released back in 1995, Star Wars: Dark Forces is a first-person shooter that plays similarly to Doom, but included new (for the era) features—like rooms on top of rooms, looking up and down, and jumping—elevating it beyond a simple clone. It also had an original Star Wars story and introduced new, popular…

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Sewer levels have always been the worst, but Star Wars: Dark Forces Remaster's one is an all-time stinker

I come to you with an important question today, readers. Has there ever been an actually good sewer level in a video game before? I propose to you that there has not. Sewer levels are the worst. They have always been the worst, and will always be the worst. There is no redeeming feature that can make sewer levels good, fun or enjoyable, and I come to you today saying they must stop. No more sewer levels, developers. Please. I beg you. Especially you, Star Wars: Dark Forces Remaster. You're the chief offender in this whole mess, and both my nostrils and my sanity simply cannot take it anymore.

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Star Wars: Dark Forces Remaster review: a handsome glow-up of LucasArts' classic, if now rather creaky Star Wars FPS

A long time ago on a desktop far, far away, my family once owned a demo disc for the original Star Wars: Dark Forces. I cannot remember for the life of me which level(s) it contained. My only surviving memory of it is having quite a good time blasting Stormtroopers and the chaps in black with the swoopy, knock-off Vader helmets, but also getting terribly lost and not really knowing what the heck I was meant to be doing. Now, playing Nightdive Studio's Star Wars: Dark Forces Remaster as an adult probably close to three decades later, both these feelings have come roaring back, as this is very much a Star Wars FPS in the vein of Doom and other early 90s shooters (thumbs up). But it's one that leans so hard into its maze-like level design that it can regularly feel like a little bit of a tough hang in the cold hard light of 2024 (thumbs down).

Crucially, though, not to the point where it's best left consigned to the history books. This is still an enjoyable and worthwhile artefact in Star Wars' PC gaming history, and if your eyes (and general patience levels) can't quite stomach the 'Classic' and still available 1995 original, then this remaster is a pin-sharp glow-up for modern hardware.

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  • Rise of the Triad: Ludicrous Edition (PC) ReviewJason Micciche
    Apogee’s iconic, and absolutely insane first-person shooter returns in remastered form, with Rise of the Triad: Ludicrous Edition. Let’s get ludicrous Have you ever heard the term ‘ludicrous gibs’, and wondered where it came from? Well if you did, then you’re obviously unfamiliar with Rise of the Triad. From classic PC developer Apogee, the first-person shooter pioneered that term with its (at the time) crazy blood and gore. Aside from the exploding enemies, the game has also been b
     

Rise of the Triad: Ludicrous Edition (PC) Review

Apogee’s iconic, and absolutely insane first-person shooter returns in remastered form, with Rise of the Triad: Ludicrous Edition.

Let’s get ludicrous

Have you ever heard the term ‘ludicrous gibs’, and wondered where it came from? Well if you did, then you’re obviously unfamiliar with Rise of the Triad. From classic PC developer Apogee, the first-person shooter pioneered that term with its (at the time) crazy blood and gore.

Aside from the exploding enemies, the game has also been billed as a spiritual successor to the grandfather of the genre, Wolfenstein 3D. Originally, that might’ve been the intent, though it’s worth noting that its final form only vaguely fits that bill. Even though it features a somewhat WWII(ish) arsenal, RotT takes place in (presumably) 1994. The villains aren’t Nazis either, but cultists. Also unlike Wolf3D, it was completely and totally insane… and yes, I realize I’m calling Wolfenstein ‘sane’.

Whatever the case might’ve been though, the classic shooter is back, remastered by the retro-masters at Nightdive Studios. This latest version of RotT is packed as well, and seeks to be the marquee version of the title. Though even with all that, Rise of the Triad remains something of a niche experience, and most definitely an acquired taste.

The story thus far… wait, there’s a story?

Rise of the Triad originally came out in 1994. That was after Doom, just after Doom II, and before Duke Nukem 3D came along to truly evolve the genre. So with that in mind, you can kind of understand that RotT is more akin to the Dooms of the world than more modern FPS’ in terms of story elements (among other things).

Things start off with the arrival of HUNT, which stands for High-risk United Nations Task-force, on the shoreline of a remote island. This isn’t a vacation spot though, as it’s home to a strange cult that, as mentioned, may or may not have links to the bad guys from WWII.

And… that’s just about all there is. After they get there, the good guys and gals’ boat is destroyed, taking their only means of escape with it. As you might’ve guessed, that leaves plunging into the enemy facility and taking on its army as their only option.

Ludicrous… uh something. Can’t quite remember the phrase

Players can choose between five different members of HUNT in the game, and shockingly it actually does matter who you pick. Each character has a different set of strengths and weaknesses, which even today is something fairly unique.

The Ludicrous Edition of RotT includes the original game that we’ve been talking about of course, but you get a heck of a bang for your buck here. Additional content includes a bunch of extra mission packs, highlighted by the “Return of the Triad” campaign.

That’s basically a completely different, fan-made game built with GZDoom. This is going to be a hot take, so fair warning, but it’s much better designed than the main campaign. Return is a ton of fun and a lot less… weird, though I did have some pretty epic crashes with it. So just a heads up there.

One of the wildest FPS’ of all time

While the Ludicrous Edition is the most complete Rise of the Triad ever issued, in any form this game is an acquired taste. I don’t think anyone who’s played it would argue that point, even its biggest fans. Unlike in that previous section, it’s not a controversial take. RotT revels in its weirdness too, and that includes both the design of its maps and its gameplay.

We’ll get to the latter in a second, but I’ve gotta talk about the design first, as I ended the previous section with it. Rise of the Triad has no native verticality, so its levels are limited in build. That’s to say, it is at first blush. Once you actually start to play though, you’ll see inventive workarounds for the engine’s flaws.

Those include floating platforms, which are totally out of place for the themes of the game, and other tricks to give the impression that things like elevators actually function. The stages are loaded with traps like spikes from the floors and jets of flame too. It’s stuff that would feel more at home in a side-scroller from the 8bit age than in an FPS from any era.

Enemies can do some very cool things, like tossing nets and even playing dead

As to that gameplay though, it’s solid stuff starring some quality shooting action. You can chew through foes with unlimited ammo, and more strategically blast them to little bits with heavy duty hardware in showers of… ludicrous gibs. But as with everything else in RotT, it’s got some ‘weird’ chucked in for good measure. Power-ups give players everything from tripped-out visuals to flight, and there’s even a dog mode.

The arsenal is also handled a little on the unconventional side. There’s a small core of traditional hardware, but as you read above, it all has unlimited ammo. Then on top of that, there are bazookas (with different ammo types) and even magic, but with the twist that you have very limited shots.

Great retro looks and sound

Unlike everything else, Rise of the Triad: Ludicrous Edition’s AV package is sharp all around. It’s ‘retro’, so don’t go expecting modern flash, but Nightdive Studios once again proves it just ‘knows’ how to do quality remasters. I’m a huge fan of the development house, and with a reason, as everything that spins out of it is (typically) on target.

That’s not to say that Rise of the Triad’s Ludicrous Edition looks all that much different from the classic game however, because it doesn’t. This basically is the original, as it was meant to be, just with some little touches here and there thrown in.

Oooh magic missile!

Players will find the levels and digitized (I think?) enemies all present and accounted for, and all looking like they did in decades gone by. If you’re a fan of the game to begin with though, that’s a good thing indeed, as its overall look counts for a good deal of Rise of the Triad’s charm.

If you’re a fan of Nightdive as well, and you haven’t played RotT before though, just be aware of what the game serves up. You’re probably not going to play through it and think about some big set piece or cool little detail in a stage. While the overall design is a standout in the genre, it’s all kind of same-y too.

Overall

If you can’t tell, Rise of the Triad didn’t really hit the mark for me. But I mean that as a game, not as a retro package. And that’s how the Ludicrous Edition is going to be scored, as a “retro package”. In that latter way, the Ludicrous Edition is a tremendous deal, and is loaded with content for those who are long time fans.

I think you’d have a pretty tough time trying to fond some official piece of content that’s not included. Heck, even a great formerly-unofficial piece of content is included. Bottom line, if you’re a RotTer from way back, you probably don’t want to miss this game.

Rise of the Triad: Ludicrous Edition
Releas date:
July 31st, 2023
Platforms: PC (reviewed) at the above date, also out now for PS5, PS4, Xbox Series X|S, Xbox One, Switch
Publisher: Apogee, New Blood
Developer: Nightdive Studios, Apogee Software
MSRP: $19.99 USD

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