Posts Tagged ‘rise of the triad’

A Machine For Gibs: Rise Of The Triad 1.1

By Adam Smith on September 16th, 2013.

I enjoy seeing the Apogee logo pushing its pixels onto the screen at the beginning of every Rise of the Triad trailer. For me, it doesn’t primarily bring back memories of frenzied first-person shooting, although I did enjoy the original ROTT way back when. Apogee are inextricably linked with Wacky Wheels in my mind though, which worries me a little. How much time did I actually spend steering an elephant around an arena-track, his balloon-laden kart spinning and bouncing as I battled for supremacy? Perhaps there will be an updated version next year? If so, I’d appreciate the sort of post-release support ROTT is receiving. A mega-patch has arrived with tweaks and fixes aplenty, as well as five new multiplayer maps. Video below.

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Rise Of The Triad Is Finally Reborn

By John Walker on August 1st, 2013.

Rise Of The Triad is back, in aitch dee. The 1994 ultro-violent shooter has been remade by Interceptor Entertainment, and is now available on GOG and Steam… What, you mean, you never played Rise Of The Triad? Let me explain…

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Historical Maps: Rise Of The Triad Classic Editor

By Adam Smith on July 15th, 2013.

The original Rise of the Triad was an incredibly odd game. It isn’t even necessary to talk about the ludicrous gibs or dog mode to reveal the underlying strangeness because the whole thing was weird from top to bottom, beginning with the level design. To anyone who didn’t play shooters in the early nineties, the game’s plot might well lead them to expect areas that resemble coastlines, island lairs and ancient monasteries. Instead, it’s mostly jump pads. Before Duke Nukem 3D and the brilliance of the Build engine, abstraction was the norm. But our imaginations filled in the blanks and provided context. Revisit those times with ROTT 2013’s classic editor mode.

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Triads Will Rise Again At The End Of July

By Nathan Grayson on July 2nd, 2013.

What is he aiming at?

Meanwhile, in The Future:

[A couple, walking down a glistening chrome sidewalk, marveling at the chrome butterflies and chrome sunset via their Google Chrome Reality Browser Interfaces]

Man A: “What a world we live in! So much opportunity and technology and beauty. Magical pocket rectangles that tell us everything we could possibly need to know, rapid transport across the globe, boundless entertainment, and jetpacks for everyone.”

Woman A: “Yeah! And we don’t even have to deal with pesky names anymore. Just extremely limited designations based on physical characteristics and letters. This is the best!”

[The couple suddenly hears a cry nearby and rushes to find its source: a man shuddering and pointing at the sky, practically soaked bone-deep with sweat]

Man B: “Uh… uh… up there! It’s… it’s…!”

Woman A: “Oh lord. Triads.”

Man A: “But we morphed into dogs and crotch-bit them to death back in the ’90s, and then society flourished. Look at my jetpack! LOOK. This can’t be happening!”

Woman A: “Well, based on the fact that they’re up there, just kind of floating and occasionally gyrating, I’m gonna say that they’ve risenAgain.”

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Arisen: 18 Minutes Of Rise Of The Triad Multiplayer

By Nathan Grayson on April 16th, 2013.

They don't make 'em like this anymore. And arguably, they never did.

Just as the grass grows and the ocean gently laps against the shore, triads will rise. It is simply nature’s way. For eons, however, top scientists have pondered what role rhythmic triad undulations play in the greater order of our universe. Do they hold up the planet in much the same fashion as long-dead Greek titans before them? Are they responsible for the complex set of physics interactions that make ice cream flavors that don’t taste like ice cream possible? Do they allow jokes that should’ve ended a long time ago to just keep going and going? We may never know. But I just had a crazy thought: maybe Rise of the Triad‘s purpose is shooting dudes really, really fast. Sometimes with a baseball bat that’s also the devil. No, that’s impossible. It’s probably the ice cream thing. See for yourself in the form of an appreciably meaty video after the break.

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Secrets, Jump Pads, Spinning Blades: Rise Of The Triad

By Adam Smith on February 11th, 2013.

I defy anyone to wake up on a Monday morning, bleary-eyed and unsure as to the state of reality, and plunge their face directly into a developer diary for the Rise of the Triad remake. It starts with an Apogee logo, which made me think I’d journeyed back through the decades as I slept, and contains men talking about ‘immersion’, ‘level design’ and the ‘adventure feel’ provided by ‘spinning blades which can chop you into pieces’. Four bewildering minutes, which is precisely what I’d hope for from the resurrection of ROTT. Brace yourself for a video where everything, from designing an environment to discovering a secret, happens at the speed of the past.

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Rise Of The Triad Dredges Up A Dev Diary

By Nathan Grayson on November 3rd, 2012.

I was trying to find a screenshot that could serve as a visual representation of how Interceptor hopes to treat ROTT's legacy, but all of them are full of people who are dying and on fire. I do hope that's not an omen.

Rise of the Triad is one of the last games anyone expected to spring back into the spotlight via what will go down in history as the year everyone finally decided necromancy was kind of cool, but it’s actually not doing half-bad for itself. Sure, it’s another retro revival shooter, but the immaculately coifed folks at Interceptor seem to understand exactly what powered the original: total lunacy. There were dog modes and magical baseball bats and castles and jump pads and flame walls. Modern shooters pretend to make sense – even when they really, really don’t. Not so with ROTT. Watch the Interceptor gang explain the method to their madness – with words and not guttural howling noises, somewhat surprisingly – after the break.

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Rise Of The Triad’s Splendid Time-Lapse Level Build

By Jim Rossignol on August 31st, 2012.

It's a wall!
So let’s have a look at this, Internet. I am a nerd for development process, so watching the time-lapsed video (below) of Interceptor CEO Frederik Schreiber building part of a Rise Of The Triad level is an early-morning delight. The remake, which was announced at QuakeCon, is due by the end of the year. You can have a read of Nathan’s interview with said CEO just here. It’s quite entertaining.

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

By Nathan Grayson on August 8th, 2012.

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.

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Those Gosh-Darn Triads Are Rising Again

By Alec Meer on August 2nd, 2012.

No caption for you, because of that nasty thing you said last week

Jim? John? Adam? Are you guys OK? Are you there? Are you conscious? Are you… are you still alive? Oh God. Oh God.

There’s no other reason I can think of for why they didn’t post about the Rise of the Triad remake/sequel, which we had been forewarned would be unveiled at QuakeCon today. If it wasn’t that then, well, they WON’T BE ALIVE FOR LONG WILL THEY. Anyway, while I go sharpen my best machete, let me break from what’s supposed to be my day off by sharing with you that, yes, olden hyper-gory Apogee FPS Rise of the Triad is indeed to return.
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Juiced And Spruced: Making Better Games

By Adam Smith on May 28th, 2012.

Indiegames notice that Crayon Physics Deluxe developer Petri Purho and Martin Jonasson, creator of Jesus vs Dinosaurs, talked about tweening and juiciness at the Nordic Game Indie Night 2012. What’s your favourite sort of juice? Orange or mango maybe? Or more likely it’s jaunty music, uncannily large eyes that blink on impact with projectiles, and a little bit of delay and wobble. Confused? All is explained in the fifteen minute video. Purho and Jonasson have built a simple Breakout clone to which they can add layers of ‘juice’ and you can play with the program yourself.

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