Old-School Or Bust: Interceptor On Rise Of The Triad

By Nathan Grayson on August 8th, 2012 at 1:00 pm.

Against all odds, the Triads are rising again. After an attempt at performing some dark form of necromancy on Duke Nukem blew up in its face, mod-group-turned-developer Interceptor emerged mostly not-hideously-disfigured. And then, in a wondrous moment of happenstance, a resurrected Apogee offered the team the Rise of the Triad license, and the rest is history. During QuakeCon, I got the chance to play a very early version of the blindingly fast, unabashedly silly old-school FPS (hint: there is something called ‘Dog Mode’) and talk with Interceptor CEO Frederick Schreiber about what makes Rise of the Triad worth remaking, what sets it apart from other modern “old-school” shooters, why Interceptor thinks zany fun’s better than balance, mods, whether or not it’s bitten off more than it can chew with an incredibly short development cycle, and more. He also howled at me. It was kind of amazing.

RPS: For a lot of people, this remake came out of nowhere. I even saw a tweet that was like “A Rise of the Triad remake? So we’ve finally run out of things to remake, huh?” Do you think people are just knee-jerking? 

Schreiber: This has been a thing we’ve wanted to do for a long time. It’s all about licenses. So even though we may want to remake something, we can’t because of license issues. The whole Duke Nukem thing was that we secured the rights to Duke Nukem. We wanted to do Duke Nukem, we wanted to do Rise of the Triad, we wanted to do Shadow Warrior. Those were our three big things. At that point, the only one we could get license to was Duke Nukem. And that’s a whole other story, but we had to cancel the game because it was such an unfair deal for Interceptor. Then we were offered Rise of the Triad, and it was like “Oh yes! Finally!”

RPS: So why did you single out Rise of the Triad initially? What makes the original so special that it’s worth reviving 17 years later?

Schreiber: Back then, a lot of competing games came out. Duke Nukem 3D came out the year after, Doom came out the year before. So Rise of the Triad was this small middle game. It pretty much had a year to itself. But it got a huge fan following, mostly because it’s so insane. The original developers just decided “OK, let’s make all the insane things we can think of – that we would never normally implement in a game.” It’s like “We could do this and that and this and that.” And they were like “Well, let’s just do all of those things!” That’s why it’s so beloved.

The multiplayer has a lot of fans, again, because it was so insane. Extremely fast-paced. Almost too fast-paced. The cool thing about it is that it’s just about having fun. In most multiplayer games, you pretty much can’t be unbalanced. And sure, there are weapons that are used way more than others. But, you know, everybody is just having fun. Rise of the Triad was all about having fun – not thinking so much about story and realism and stuff like that. Just having fun and making stuff blow up. But it was also a bit more skill-based. So that’s why we decided to remake it.

RPS: How much is the focus here on remaking Rise of the Triad in a very literal way – reproducing exact levels, etc – versus recapturing its spirit using modern technology?

Schreiber: It’s more recapturing the spirit of the original. We think of it as a reboot, because we’re basing all our levels on the original levels, but we definitely have to change up some things. Back then, they [did some pretty silly things]. Like, one of the original levels is a letter. Like, “Hi, I’m Ryan A.” That’s a level. So we took the best from the old and did some new stuff on top of it.

All the weapons are the same weapons, but we have re-envisioned them all. Same with all the characters.

RPS: But the main character in the demo I played was, well, you. Were you in the original game? Are you a time-traveler? 

Schreiber: Well, the old developers were in the original game, so we’re doing that too. And it’s the same with the weapons and the bosses and the pickups and the power-ups.

RPS: Obviously, there’s quite a gulf between what you’re doing and the majority of modern shooters. But you’re not entirely alone. Games like Serious Sam, Hard Reset, and Painkiller have attempted to recapture old-school glory with varying degrees of success. 

Schreiber: Well, a lot of developers are now trying to create back-facing games again. But no one’s taking the chance to just go nuts. They create a game that’s like “OK, we have multiplayer. We have a lot of weapons, and they all work like in Unreal Tournament or Quake – but they work a little bit differently and the name’s different.” So we wanted to take that idea, but just go crazy. Like, if we think too much about needing a railgun-type weapon, because someone needs to be able to snipe, fuck that. We need six rocket launchers that all do different crazy things! That’s what we need. That’s our state of mind.

RPS: And having just played it, it’s certainly unbalanced and very glitchy, but it’s also really fun. And I’m not sure if ridiculously over-the-top weapons (the Flame Wall is my favorite) and zany humor can make up for frustration that might arise due to unbalanced weapons, but I definitely like what you’re trying to do. Realistically, though, do you think you’ll have to fix that?

Schreiber: We will balance some things over time, but we’ll balance them to a level where it’ll still be the original weapon. Like, even though the original weapon was unbalanced, we’ll change a few things so that – to the naked eye – it doesn’t actually feel different. But it really is. I mean, with the original Flame Wall, the wall of fire went from one end of the map to the other. It just went through everything. So we want to capture that effect, but we slowed it down. So you can actually outrun it. You can also jump over it. So in that way, we’re trying to balance it out.

Or there’s the heat-seeker. When we started out with the heat-seeker, it was so accurate. We replicated the original, so it was so accurate that you couldn’t run away from it. Past walls, around cars, whatever – it would keep following you. It looked really funny. So we had to nerf that, make the missiles a bit less accurate, and make them a bit slower. So we have balance in the game, but we want the player to feel like “Whoa, this is nuts.”

RPS: What’s the absolute most batshit thing you have? Is it, er, the bat? With the eyeball and the torrent of flaming baseballs? 

Schreiber: Yeah, it’s definitely the Excalibat. I don’t know what they were thinking when they came up with that. Someone must have taken mushrooms. It’s like, “Whoa guys, it’s a baseball bat that shoots baseballs in a World-War-II-style setting.” That’s just so awesome.

There’s also a missile launcher that rapid fires ten missiles – like ten, ten, ten, ten – and they just go all over the place and explode. In the original Rise of the Triad, that just killed everyone all the time. We’re gonna do the same thing, but we’re gonna create small, tiny missiles that don’t do as much damage.

RPS: So there’s a Dog Mode. Given that I consider myself something of a connoissuer of both dogs and modes, I naturally want to know more. 

Schreiber: It’s a power-up. We have a bunch of power-ups, actually – like one where you can fly around. There are also power-downs, like shrooms mode. You get high and it messes you up.

Dog Mode is a mode where you turn into a dog. So you see a nose and tongue lolling out [from first-person]. And you can get into areas as a dog [that you couldn't as a human]. Primary fire mode is biting people in the crotch, and they die instantly. Or you can hold down the mouse buttons to howl [makes frighteningly accurate howling sound], and everything just explodes around you. That’s Dog Mode. It’s super awesome.

RPS: You’re five months into development, and you plan to have the game out by early 2013. But obviously, there’s still a long, long way to go. I mean, single-player doesn’t even have AI yet. So how do you plan to pull this off? And how do you keep polish from being an issue? This is, after all, your first commercial product after spending your career as a modder. Are you worried that you’ve bitten off more than you can chew? 

Schreiber: We chose the right game to do this with. So we want the graphics to be triple-A. We want the gameplay to be extremely tight. But we’ve selected a game to remake that doesn’t require us to have a story writer or cinematic directing of cut-scenes or things like that.

Development’s going really great. We’re around 55 or 60 percent done right now. We have 80 percent of all our single-player levels done. We only need to create two more out of our 14 weapons. So we’re getting there. The AI is high-priority right now. I mean, ideally, we could spend two years creating a game, but having a game in development for so long without sharing what we’re doing is something we want to avoid. We want the game out there. That way, people can play it and help us out. Fans can be like “Hey, we want this,” and we can add it. Minecraft, for instance, came out and kept constantly adding to the game. We want to do the same thing.

RPS: But there’s a difference. Minecraft launched as an alpha. Notch didn’t even try to pretend it’d be polished or ready for primetime. Sure, he charged for it, but he was very upfront about it all. Meanwhile, your plan is to launch on Steam as an essentially “finished” product.

Schreiber: Right. We want to release the final game.

RPS: So where’s the line between that and having your customers act as glorified beta testers? What, in your opinion, are the absolute essentials here? 

Schreiber: We’re definitely not going to use them as beta testers. What we’re hoping to do is, if the players say, “Wouldn’t it be cool to have a new shotgun,” we’ll add it. All of our DLC will be free. We’ll do map packs. For instance, people might want old levels completely one-to-one with the original Rise of the Triad. And, if so, then cool, we’ll do that.

So the game that gets released, we want that to be for the old-school hardcore gamers. And then we’ll have fun with it. Add new stuff, add new weapon types. You know, go crazy with it.

RPS: You seem pretty set on the early 2013 release window, but you’re also willing to add more post-release. So, if need absolutely be, would you delay it? Or would you cut a couple features and stitch them back on – for free, obviously – a bit later? 

Schreiber: We won’t announce the release date before we’re ready to announce. So that might be one month before release or two months before release. But when we’re at the point where the game’s pretty much done and there’s only bug-fixing, then we’ll announce the date.

RPS: So it’s PC-exclusive and at a fairly attractive price point, but why opt for that over F2P? 

Schreiber: Well, the whole idea behind F2P is that you don’t pay, and then – if you like certain stuff – you purchase new content. Our game is primarily single-player. We don’t to release a game and make you feel like you have to pay to get this weapon. We want to deliver an experience where people can sit down and just play through the entire game. Offline. LAN. Everything. They can play through it the way they want to. But if we did Rise of the Triad as a multiplayer-only game, we’d definitely do F2P.

RPS: You’re focusing on what you call “old-school level design.” And sure enough, I saw a big spinning death trap and a fair amount of openness in the level you showed me. There weren’t any hamfisted “choices” or anything like that – although you did make the “choice” to walk into the horrible deathtrap and get chopping into little pieces. 

Schreiber: The old-school, original levels were pretty much open-ended. You had an exit, and how you got there was your call. Like, remember the first level in Duke Nukem 3D? You could go to a cinema, you could go out the back, you could go anywhere. Meanwhile, a new game – Call of Duty, for example – [restricts you].

RPS: I totally agree. But old-school level design wasn’t perfect. A lot of it was dead-end-ridden, confusing, and fairly nonsensical. How much are you “modernizing” it? 

Schreiber: We do a bit of both. We don’t want this game to be one where you’re getting your hand held. It’s a hardcore game. So if you start the first level and expect that it’ll just lead you through it as an experience, you will be like “OK, where the fuck do I go now?” But if you’re an old-school level fan, you’ll have a pretty good time playing through.

I mean, there were some levels in the original Rise of the Triad that were insane – impossible to get through almost without having a strategy guide. We’ve cut those out and streamlined some things, but it’s still an old-school level design-based game. And that’s something we embrace. A lot of people think “Oh no, we can’t ship like this. Our player won’t see this scripted event here.” But the way we see it, if you play through our game again, you’ll just have a different experience.

RPS: You’re all about mod support, which is great – especially since you’re going with Steam Workshop integration out of the not-box.

Schreiber: Yep, the game will launch with Unreal Editor, so you can make your own levels. We supply all of our code, so you can go crazy and create a Flame Wall that goes everywhere or something.

[Note: Interceptor also later confirmed to me that there are plans to highlight really great mods on a regular basis even outside of Steam Workshop. They're also hopeful about getting on mod services outside of Steam - ala Nexus, etc.]

RPS:  How about a more accessible mapmaker than Unreal Editor, though? Is that something you’d consider?

Schreiber: No. Mostly because mapmaking in Unreal is actually pretty easy. The editor hasn’t changed that much since 1999, and neither have the tutorials and guides. If we were ever going to do something like that, it’d be for a console version.

RPS: Thank you for your time.

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69 Comments »

  1. GallonOfAlan says:

    I for one welcome long-overdue returns to what used to make first-person shooters great on the PC, before it all went rails of beige.

    I just hope they don’t go too far down the “Hey, I’m mad, me!” road and end up with Postal.

    • thepaleking says:

      But Postal 2 is funtastic.

    • Anthile says:

      Collecting key cards?

      • woodsey says:

        Heh.

        Personally I wish someone would bother trying something in the same vein as the original Crysis (since Crytek clearly aren’t bothered), instead of it being Call of Duty clones or extremely old-school shooters.

        Why not celebrate the strength of PC shooters by actually making one that values the strength of current PCs?

      • soldant says:

        Ugh, this. Old school level design was still inherently linear – the E1M1 DN3D example was particularly bad because “visiting the cinema” was almost the entire map – you had to visit it! The maps aren’t really non-linear because they use keycards to restrict access, so you’ll inevitably follow the intended route. It’s just that games like CoD make this much, MUCH more obvious. Skyrim or even Mass Effect is non-linear. Doom, Duke Nukem 3D, and ROTT aren’t.

        • Dervish says:

          There is no binary distinction. There is more linear and there is less linear. I think everyone knows that when people say “non-linear” for an FPS game they don’t mean a giant free-roaming world map. They mean a level you can explore a bit with some side areas and a couple different ways in and out of connected rooms.

    • Firkragg says:

      On a slightly related note, is postal 3 worth trying out?

      • MadTinkerer says:

        Postal 3 WIT says no.

      • Post-Internet Syndrome says:

        By all accounts, no. Watched part of the giantbomb quicklook and it seemed completely worthless.

        • Firkragg says:

          I see, must have missed the WIT on it when it came out, ups. It does come off as absolute carp after having read the Wot I think. Stay away from this one then, folks! And don’t do drugs!

          • Mungrul says:

            It’s really, really terrible. I love Postal 2, and as that received such a mixed reception, I figured I’d give Postal 3 the benefit of the doubt. After all, how bad can a game with a badgersaw in it really be?

            Excruciatingly bad it turns out.

            I do not recommend this game to anyone.
            It has nothing in common with Postal 2 apart from the name and central character. Weapon feedback is god-awful, the weapons themselves ridiculously underpowered, enemies spawn in close proximity, the checkpoints are terrible, goals are unclear, missions end abruptly, there’s nothing like the free-roaming of Postal 2 and it just feels bad. That’s before you even take in to account bugs and crashes.

            Avoid like the plague.

      • RegisteredUser says:

        Postal 3 is even disowned by RWS themselves, since they got completely fucked on getting any cut on it. The russians screwed them over, there’s some explanation on the controversy on the forums IIRC.

        EVERYTHING went wrong with that version of the game, sadly enough.

  2. Xari says:

    Nice interview, I liked the way he was upfront about everything and there was minimal PR talk. I wish more developers could talk like this.

  3. Spacewalk says:

    This sounds really cool, I especially like their ideas about DLC, the possibility of recreating old levels 1:1 (well, as long as it’s the Extreme levels, those were even crazier) but I still haven’t got used to seeing ROTT without digitised sprites.

  4. Kyoss says:

    As much as i loved the original of Blood, Shadow Warrior was still my favorite back in the old days… Still looking forward to this ;)

  5. Stuart Walton says:

    Now we just need someone to do a modern take on Quarantine.

  6. Roshin says:

    Sounds great, but fuck me, I’ve never been able to do anything with UnrealEd. :(

    Is that bit still in, where opponents would go down on their knees and beg for mercy and if you spared them, they would turn around and shoot you in the back?

  7. JackDandy says:

    This all sounds lovely.

  8. Eclipse says:

    as long as levels are maze like and not linear and are full with secrets and secondary routes I welcome this “remake”.
    If they go all cinematic and Hard Reset style, then it will be another failed attempt do catch the oldschool fps spirit.

    • particlese says:

      I really do hope there are a good helping of secret touchplates and whatnot sprinkled about.

      • Bpy6 says:

        Well, this is what I consider to be the main feature of Rise of the Triad. For me, the game was always about exploration. The level design was so complex, so maze-like. Most of the levels had more space taken by the crazy, hard to find secret areas than the main part.
        The platformer-ish part is a big part of fun as well. The flames erupting from the floor, the spinning blades, the flying platforms, jump pads. RotT is basically a mixup of a platform game and an FPS, which differentiates it from most of the games of that time.

    • stupid_mcgee says:

      I really appreciate how you used the term “maze-like.” A lot of modern games are going towards building, essentially, labyrinths. The difference between the two, for those that may not know, is that a labyrinth only has one route, while a maze can have numerous routes, dead-ends, etc.

      One of the things that is so great about video games is they give us a chance to directly experience these worlds and narratives. Restricting our choice and affect on the narrative actually diminishes the experience; essentially, diluting it into an movie with a few gameplay bits in-between. IMO, this kind of design shows a fundamental lack of understanding of the philosophy and psychology of the medium.

      • drewski says:

        I love this distinction, especially given the mythology of the Minotaur indicates it was clearly held in a maze, not a labyrinth.

        Language high five!

    • RegisteredUser says:

      If “failing” becomes being as entertaining as Hard Reset, I would welcome that new standard.

      • Eclipse says:

        Hard Reset was nice, but NO THANKS, any old shooter was way better than Hard Reset… ok maybe only Nitemare 3D.

  9. udat says:

    My brain is struggling – was this the multiplayer with “ludicrous gibs” and levels full of trampoline-like launchpads and rocket launchers that fired “drunk missiles”?

    I can’t remember the slightest thing about the single player.

  10. eXtonix says:

    God damn it.

    A Shadow Warrior remake would have been the sweetest thing ever in my video gaming history.

    BEST FPS of all time and I do hope that they will get the licence sooner or later.

  11. MadTinkerer says:

    “But it got a huge fan following, mostly because it’s so insane. The original developers just decided “OK, let’s make all the insane things we can think of – that we would never normally implement in a game.””

    It’s tragic that this attitude has been absent from pretty much all AAA studios since around 2005. It’s also a minor tragedy that they are only allowed to get away with this attitude precisely because they are remaking a game that was made with that attitude in the first place. But at least they haven’t been forced to implement regenerative health, two-weapon inventory, and a cover system just because some jackass from Marketing saw those features bullet-pointed on the box of whatever shooter is currently popular.

    • particlese says:

      Hmmm…the original ROTT only let you have one missile weapon at a time, unless you were woundless with weapons, and it worked well enough. But yeah, very happy about the [apparent] lack of cover system and the bowls of priest porridge. :D

    • Post-Internet Syndrome says:

      Borderlands is one game where they’ve taken at least part of this approach, but they arguably didn’t go far enough.

    • stupid_mcgee says:

      To be truthful, you see this in a lot of mediums. Some get more leeway, such as novelists, others do not. Look at Neil Young. Geffen sued him because they thought his albums were “too country” and not enough rock’n'roll. They claimed that his songs weren’t “representative” of his musical style. Lyle Lovett claims that he’s never received a dime from album sales, despite selling over a million albums, so far, during his career. People probably don’t realize this, but Bob Dylan doesn’t have control over some of his songs. Same with The Beatles. Actually, the rights to some of The Beatles’ songs is what caused the split in Michael Jackson and Paul McCartney’s friendship.

      These types of things always remind me of a quote from “The Beer Hunter,” Michael Jackson: “…in the long term the suits nearly always beat people who actually make something.”
      - http://www.beerhunter.com/documents/19133-001297.html

  12. acheron says:

    While we’re going down the route of remaking 90s games, can we get a reboot of Commander Keen or something side-scrolly like that? I know there are rights issues like there always are, but come on.

    I mean, I know full well that my appreciation for Keen or Cosmo’s Cosmic Adventure or whatever are totally bound up with being 9, and waiting an hour to download them from a BBS at 2400 bps and all that, but I am totally willing to let someone exploit that. It worked for those Mega Man games on the console side a couple years ago.

    • FCA says:

      Money hungry publishers take note: my nephew (of 6) was over for the weekend, and played (or wanted to play, instead of sleeping, eating, bake cookies, etc. ) Commander Keen the whole time. He is used to “modern” games (he has a Nintendo DS, with a crapload of games, including Pokemon and Plants vs Zombies) but Keen was King. And that without speaking a word of English, or being able to read at all…

      Really, a Keen game with updated graphics would be an instant hit with the kids. Just keep the zaniness, that’s what my nephew loved the most. And he actually loved the hunt for the keycards.

    • VAgentZero says:

      Tom hall has been champing at the bit to do a new Commander Keen, as soon as he does get the rights back.

      • Jackablade says:

        Any idea who holds the rights at this point? I assume id held on to them if they’re not still in Apogee’s hands, but if Mr Hall is having so much trouble getting hold on them again, I’m guessing they’ve fallen into other hands.

        • hypercrisis says:

          i would imagine theyre with id. i would imagine id do not do cheap business. who knows, maybe idtech6 is going to launch with commander keen.

        • drewski says:

          id, and therefore Bethesda by extension, still have them as far as anyone seems to be aware.

          Carmack’s sitting on them.

      • Jackablade says:

        Double post.

    • RegisteredUser says:

      What about stuff like VVVVVV and SMB? Or do you mean the shooting sideways bit more?
      There are also insane amounts of SHMUPS, and Oniken comes close to Contra.

      I am not sure if that more intangible middle of CK has been redone well lately, I admit. Never really was into those compared to Contra / Super Contra.

  13. Sic says:

    “we wanted to do Shadow Warrior.”

    This is going to be most excellent.

  14. Veeskers says:

    You almost sound like you’re trying to encourage them to go for a toxic f2p model instead of the refreshing way they’re going.

    • Dominic White says:

      That ‘refreshing way’ they’re going has left Steam packed to the gills with multiplayer-only games with nobody playing them. I sighed the saddest sigh when I logged into Shattered Horizon, only to find not a single server populated.

      I can’t help but think (as evidenced by everything in that part of the store still being populated) that if they’d gone F2P, then the game would still be played to this day.

      It makes sense for a singleplayer game, but expect the multiplayer side of RoTT to be dead within a month.

      • Veeskers says:

        If something stays alive only for the thrill of manipulative compulsion loop grinding and expensive carrots on sticks, it’s a lost cause anyway.

        • Baines says:

          F2P keeps things alive through more than just compulsive grind loops.

          Multiplayer needs people playing it to survive.

          When you release a paid game, some people buy it. If it has online multiplayer, they try to play online. If enough people bought the game, they find some matches. Some games never really even manage that much of an online presence. And pay-to-play games tend to have a limited shelf life. The bulk of their buyers are in at the start, and it only goes downhill (except for a few days around a Steam holiday sale) from there.

          The advantage of F2P is that you have a larger potential user base. More people means more people online, even if some of those people are casual cheapskates who play F2P because they aren’t willing to buy better games.

          Even the compulsive grind helps in that area. Even if you don’t really care about unlocks and leveling and the like, it can be the glue that keeps the title above the “playable online” threshold.

          Section 8: Prejudice looks like a fun game. It is also dead online. Has been for months. It gets a few players around Steam sales. If it were F2P, it might still be played today. There are certainly worse F2P games that continue to get players.

  15. QbeX says:

    I’m so getting this, need me some oldschool gaming with better graphics

  16. Skeleton Key says:

    Good interview, Nathan. Nice to see some challenging questions. Although Frederick Schreiber seems confident, this does seem like a quick development cycle. They are new so maybe they are being naive.

    • neonordnance says:

      100% agree.

      Although the game looks great, and they have some great ideas, the level of naivete on display here is worrying. How long do they really think they’ll be able to crank out free dlc? Who is going to pay them to do that? And how could they design the levels before the AI is implemented? Did they not consider that the way the AI enemies interact with the level is part of what makes a good FPS?

      Take the first FEAR– it wasn’t just the startlingly good AI, it was how the levels were designed to make each fight feel like an action movie setpiece and a puzzle at the same time.

      I wish them all the best but I’m definitely going to wait for the reviews on this one.

      • drewski says:

        With respect, the idea of an old school FPS is very much “what’s AI?”

        If critter see player, critter shoot at player. If critter cannot see player, critter wander randomly.

        There, AI coded.

  17. RegisteredUser says:

    Starting outset: “So we’re doing this, because we loved the original being insane and want to do that, too!”
    Then every single answer reads like this: “Oh yea, we kinda have that fun thing, but we nerfed it. That other thing? Yea, we made it less.”

    Great way to approach “over the top”, huh!

    • InternetBatman says:

      I was wondering about that. Why did they have to nerf it at all? This game sounds like it will be a quick distraction, not Quake or UT reborn. Since they’re not selling dlc, why not have the insane multiplayer?

  18. Paul says:

    Sounds amazing, I hope it is sucessfuly and they get to finish DN3D Reloaded afterwards.

  19. Jackablade says:

    Ah Dog Mode.

    wuf wuf woofwoofWoofWOOF AWOOOOO!! *everyone gibs*

    I hope their reworking of the levels extends to the final boss. I’m pretty sure it wasn’t actually possible without cheats, and even then wasn’t particularly easy.

    • smoke.tetsu says:

      I beat the final boss without cheat although it took a few tries. Also you either need to use the asbestos armor and fire bomb rocket jumping to get to the final area or manage your use of mercury mode a bit better so that you have one for getting into that area.

  20. InternetBatman says:

    I hope I see God-mode powerups (it turned you invincible, your weapon into a hand that would instagib anything it was pointed at) and eyeballs splattering on your screen. That’s my lasting memory of Rise of the Triad.

  21. dirtrobot says:

    What stands out in RotT MP for me was the fact that it wasn’t about kills, it was about maniacal laughter and moments of sheer terror (while giggling).

    I’d like to see MP scoring based on crazy stuff like bonus points for batting missiles, extra multipliers for doing stuff off a trampoline pad. Or getting kills while shroomed should be worth +1000. Anything to incentivize creative destruction and mayhem and discourage conservative play (camperz d13!!1) and K/D ratio penis fights.

    This game desperately needs a replay save system.

  22. MythArcana says:

    I still have the original boxed copy on floppies and I must say…it still runs on XP32 (if you can find a floppy drive these days). Hopefully they won’t screw this up, but RtCW rocked and I’m optimistic.

  23. Benevolence says:

    More like Old-School AND Bust!
    Nah, I’m just kiddin’, this is looking great.
    http://theinfosphere.org/images/8/83/Flexo.jpg

  24. max_1111 says:

    i am SO happy they kept Dog and Shrooms mode.

  25. Aatch says:

    I never heard of Rise of the Triad before now, but this looks/sounds pretty cool. I really enjoy games were they just go nuts with the weapons. I like realism sometimes, but other times it would be nice if the game wasn’t just a war simulator.

    I guess it’s like some of those shmups, especially the top down ones, were you could pick up crazy power-ups that turned your crappy pea-shooter into a crazy deathlazer, then another that turned it into 3 deathlazers. Then you dies and had to fight the boss with your peashooter…

  26. Eukatheude says:

    “Someone must have taken mushrooms”

    That’s something i’d like to hear more often in dev interviews. Or press statements.

  27. Shooop says:

    I am beginning to want this now.