SKULLS AND CHAINSAWS AND SHOTGUNS AND HELLFIRE. Day thirteen of The RPS Advent Calendar, which highlights our favourite games of the year, brings…
RPS Feature Ripping and tearing into our hearts
From the author who brought you such cutting insights as “Whaaat? id Software released a game without deathmatch?” comes the shocking follow-up “Huuuh? It didn’t have bots either?” Doom [official site] now has bots, which I suppose means it hasn’t had bots the past seven months. ‘Update 5’ launched yesterday afternoon, boshing in AI bots to battle in deathmatch and deathmatch along with a new multiplayer that’s a bit like extra-violent rugby played with a cute demonic eyeball. Futuresports!
Oh, and Bethesda say the final bit of multiplayer paid DLC will launch next week. Read the rest of this entry »
A new gristly lump of DLC for D44m [official site] has arrived and yes, this one is all-multiplayer too. Yes, id Software and Bethesda must feel a little silly for thinking multiplayer is what people would want more of. But hey, singleplayer stuff including a leaderboard-climbing Arcade Mode did arriving only last week for free in an update. Anyway! The ‘Hell Followed’ paid DLC launched today, most notably adding a new gun made of guts and the ability to transform into a Cacodemon and devour other players. Ah, smashing stuff – this reminds me of a childhood fear of Blurp Balls. Read the rest of this entry »
You may have saved us all from demonic destruction in D44m [official site] but for what? To save your own skin? Maybe even as a good deed? Because chainsawing hellspawn is a lark? Pssh. No mate, we need real motivation: points.
Thankfully D44m now recognises the primacy of points, having last night boshed in Arcade Mode with the free Update 4. It pumps players full of weapons and upgrades then sends them to smash through the campaign scoring mega-points for mega-kills. Points, sadly, do not mean prizes, or at least not real ones – a dart board, a four-slot toaster, cuddly toy (wahey!), or jet ski – just bragging rights on the leaderboards. Read the rest of this entry »
Ben Mansell has never released a Doom level before, but his first effort took 300 hours to build, spread across an entire year. Originating as a doodle back in 2003, Foursite is an enormous structure, divided into four parts, each with its own theme and boss battle. Mansell reckons it took a friend three hours to complete on their first attempt and required some tinkering with “advanced processes” to fit the standard file format given its size. You’ll need Doom II to try it out and there’s a full dev playthrough below. Read the rest of this entry »
Free-for-all deathmatch has been the foundation of multiplayer in id Software’s shooters since, well, since they started making them, yet somehow D44m [official site] launched without it. Didn’t even get a half-hearted note from their mum (in handwriting suspiciously similar to their own) saying demons stole their deathmatch and threw it on top of the bikesheds. Well, deathmatch has finally arrived in D44m with the launch of Update 3 last night. That also brought support for Private Matches, where you can pick modes and settings as you play with your pals, along with bug fixes and such.
Shhh. Do you hear that? Listen carefully. Yes, it’s the sound of Bethesda trying to breath life into Doom’s [official site] multiplayer. At long last the game is getting a Deathmatch mode and private matches. They’re coming in Free Update 3, so all of these goodies won’t cost you a thing. Bethesda have teased us with a brief Deathmatch trailer:
After two decades, Doom still has a vibrant modding community. Now game designer JP LeBreton has opted to draft his autobiography, Autobiographical Architecture [official site], as a Doom II mod, deeming the game a perfect medium for the multi-volume telling of his life. Doom has been a huge influence on LeBreton. He started out making his own Doom levels in his bedroom, later finding a career including working on BioShock, becoming lead level designer for its sequel, and being a designer at Double Fine Productions, before going solo. Here’s a trailer showing a little of the mod:
The first bit of Doom [official site] multiplayer DLC is out now for £12 and boy, I feel strange saying that. Look, expansions to id Software’s shooter have traditionally been a bit shaky, largely adding so-so singleplayer campaigns made by other studios, but… sheesh, £12 for three maps, a new gun, and some dress-up odds and ends? That’s fairly standard for shooters nowadays, I suppose, but it feels wrong for a game from shareware veterans. Not to mention that multiplayer is hardly Doom’s strongest side.
But hey, the base game is half-price all weekend to mark this, so that’s something.
I do not believe that I shall ever come to terms with the fact that Quake III’s announcer was not, in fact, voiced by Michael Dorn. I believed that to be the case for so long, having been told it was so by someone at university. Watching this trailer for upcoming online shooter Quake Champions [official site], my heart leaped when I heard the familiar refrain in that familiar bass voice: “Excellent.” Worf! You’re back! No. It was never Worf, Meer. It is not Worf now. But maybe it is the original Q3A announcer returned. That would be something. You can hear Not-Worf for yourself in this first in-game footage of Champions, which rather looks like Quake III and Unreal Tournament had a baby. The speed of the former, the more vibrant palette of the latter.
Read the rest of this entry »
Even before we got a proper look at multiplayer in the new Doom [official site], it was clear that singleplayer would be its strength. It’s a shame Bethesda have only announced a load of multiplayer DLC, and adding new weapons and things across three paid DLC packs does sound weird for an id Software game. But hey, that’s the plan and it’s going ahead. Today publishers Bethesda announced the first pack will hit August 5th with a new pistol, a new playable demon, new maps, and so on.
New free stuff is coming too, mind. A free update tomorrow will bring new multiplayer modes along with more stuff for the SnapMap editor.
In all the sound and fury of E3, I’d missed one big detail about the newly-announced Quake Champions [official site]: its ‘champions’ are actually classes each with a unique ability. Oh! Luckily, id Software studio director Tim Willits is on hand in a new trailer to explain the abilities of the four champions revealed so far. Expect charges, dodges, blinks, and dastardly wallhacks.
RPS Feature Glory be
Doom, the new one, has one heck of a sense of forward momentum. It’s a game of aggression and constant movement. You’re the Doom Marine: you move like the wind and your shots are unbroken by the need to reload.
At the heart of how Doom creates this response in players is a single feature which, paradoxically, is all about pausing your interaction with the game, pressing you so close to the enemy that they often fill the screen. It’s a feature, after all, that was intended to capture something special about the original Doom that had little to do with movement, but it turned out to trigger all kinds of secondary effects. The feature was:
THE MECHANIC: Glory kills
A new Doom [official site] update has launched today, adding support for using the Vulkan API on supporting graphics cards. In short, Doom’s guts are now crammed full of the new hotness in goingfastness and the game should run better on most computers, letting you either bask in the glorious frames or crank up the prettiness.
RPS Feature Remember The Edge
Have You Played? is an endless stream of game retrospectives. One a day, every day of the year, perhaps for all time.
I played Quake sometime around its release, though I don’t remember being enamored by it or spending much time with it. Instead Quake 2 was the first Id Software game I ever really loved, and even then it was mainly thanks to mods.
The new Doom [official site] already does a fine job of bringing some of that old ’90s feel to modern days, them lot will tell you, but id Software are adding something very old-school. An update arriving this week will add the option to have your fella hold his weapons right in the middle of the screen, just as space marines did back in the day. Oh, the update will also add a ‘Photo Mode’ to help folks take nice holiday snaps.
Twenty years ago today, id Software released Quake. Following a multiplayer test that gave the world a first glimpse of the studio’s new, cutting edge 3d engine, the full game arrived on June 22, 1996. Its bizarre mash-up of medieval architecture and crunchy, industrial weaponry didn’t run through the sequels, which have focused on both singleplayer and multiplayer combat, and there hasn’t been anything else quite like it in the two decades since release.
Arena-based Quake is set for a revival with the recently announced Quake Champions, but here, we remember the original. Happy twentieth, Quake.
If you haven’t played the Doom [official site] demo yet, good news: you now have more time to play id Software’s cracking new demon-busting FPS. If you didn’t know it had a demo and don’t know why I’m talking about a demo for a ruddy flipping id Software game as they’ve gone from shareware to elven magicks only visible in moonlight, weird news: Bethesda launched the demo during the hustle and bustle of E3, originally planning to take it down after one week. I know! Wasn’t that silly? It still is but hey, at least it’s silly for a while longer.
Bethesda started big. When the lights and music dropped, the giant screen at the E3 showcase showed a DOS prompt. After fiddling around directories for a moment, the unseen user typed one small word: QUAKE.
The game is Quake Champions, an arena-based shooter pitting “diverse warriors with unique attributes and abilities” against one another. It has been designed for “world class esports play at every level” and contains big Stroggy bastards and a blue-haired lady.