Posts Tagged ‘John Romero’

Doomdump: Unseen Treats From Romero’s Archives

By Alice O'Connor on December 11th, 2014.

Shoot me from my good side.

“HAPPY 21ST BIRTHDAY, DOOM!” John Romero tweeted yesterday. “In honor of this legal drinking age birthday, I’m about to release some never-before-seen DOOM game art!”

I know what you’re thinking – “21 years old! The US drinking age is barbaric.” Then you pause and realise “Wait, never-before-seen Doom art? Ooh!” And yes, it is splendid. Since then, the id co-founder has shared treasures including scans of the clay models id turned into monster sprites, and all sorts of abilities, textures, and gore that never made it into Doom. It’s a joyous Doomdump.

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Are Social Games Really Social? Games?

By Nathan Grayson on May 22nd, 2012.

FEAR US FOR WE ARE GIANTS.

Embarrassed kids are amusing. A parent or authority figure co-opts a line or two of their lingo, and they act like it’s the cataclysmic end of everything they hold dear as foretold in The Prophecy. It is, to them, a corruption – a barely recognizable remnant of something they once loved that’s been chewed up, spat out, and then obliterated by a fortuitously timed meteor. It’s interesting, then, to watch fully (or at least, mostly) grown adults react the same way any time social games come up.

And yet, while the parent/grandparent parallel still applies, there is some reason behind social gaming’s reprehensible reputation. The overwhelming majority of the titles that gum up Facebook’s works bombard users with requests and notifications while waging a rapidly escalating war on their wallets. Worse, calling them “social” is a major stretch, seeing as friends in Zynga’s “ville” games or even Funcom’s The Secret War are less people and more currency. It’s almost enough to make you wonder if all those “incredible gaming possibilities” Facebook proponents tout are even real. That in mind, I spoke with Brenda Brathwaite and John Romero – whose company Loot Drop just launched Ghost Recon: Commander – about how the modern age has shaped social games and whether or not they’re having a negative effect on the people who play them.

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Hair Apparent: John Romero Details “MMO-ish” FPS

By Nathan Grayson on April 6th, 2012.

Ahem.
After a number of ventures that took him from an ill-fated N-Gage Red Faction spin-off to an ill-fated Gauntlet sequel, Doom co-creator (with locks that flow like choruses from the mouths of angels) John Romero is eyeing his old-school bread-and-butter. Speaking with Eurogamer, he described his previously hinted at shooter as a “MMO-ish” and “PC first.” I like both of those things. Let us hope his new game is fated to be ill in the colloquial, “that was totally ill” sense and not the one that’s, er, more commonly come to be associated with John Romero.

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John Romero’s About To Make You His Twitter Follower

By Alec Meer on March 12th, 2012.

I bet a Daikatana 2 Kickstarter would actually work

2012 is, I suspect, going to be a milestone year for old men like some of you and all of us at RPS – one in which old names resurged and old genres returned. Schafer, Fargo, Avellone, Harvey Smith, Molyneux (potentially), XCOM and now, perhaps, one John Romero. The lion-maned, occasionally controversial co-creator of Doom has been away from mainstream games for a while now, focusing on social and mobile titles at the likes of MonkeyStone and Loot Drop, but he recently took to the Twitters to declare “Definitely not! I have plans…” when questioned as to whether he’d entirely abandoned “old school FPS.”
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“You Can Shoot ‘Em And They Don’t Go Down…”

By Jim Rossignol on April 7th, 2009.


John Romero has posted some long-lost video of Id Software in the days just before the release of Doom. It’s a good half hour long, and you can hear various people from Id, as well as the film-maker, commenting in awe at deathmatch in the early FPS. It’s embedded beyond the click. (Thanks to Tim for the tip.)
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