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Beyond Heretic

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  1. Question can you release these files as .obj or something similar so we can port them into other games? (such as GTA San Andreas)
  2. City of Heroes an mmorpg that went down close to a decade ago is coming back due to a private server. However this isn't where the story actually starts. Apparently the lead designer of the game handed off the source code to someone who asked for it. Who then made their own private server and kept it running for 6 years and had illegal subscriptions for it. Existence of this server only came to light within a few days ago and the full source was only dumped after he was harassed into releasing it. Now it's back, another dead game that's been resurrected.
  3. Someone tried to track down his voice actor a few years ago. His best guess is Michael Sorich. Arcade America isn't listed on his wikipedia however it is listed on his IMDB. Someone would have to contact him and ask.
  4. Someone's working on a toolkit for Need for Speed games that will allow for custom cities. And he's supporting NFS World So not only is it back from the dead, it's getting a second wind
  5. Even Star Trek -- which has a reputation for bad licensed games -- actually has at least half a dozen kickass titles I can list off the top of my head. One of my favorite first person shooters ever is still Star Trek Voyager Elite Force and that's a great licensed title entirely because they took debatably one of the worst Star Trek shows and made a genuinely great game out of it. Largely by making the main characters original crew members created by Raven who only interact with the existing show characters in a few moments throughout the storyline. And setting the game in an entirely different location.
  6. I'm surprised you dislike movie based games since there's a lot of examples of very successful ones like Goldeneye 007 and Indiana Jones like you mentioned. Like even beyond the point and click ones there's also Emperor's Tomb which was probably the best 3D Indiana Jones game, and it took the easy route by being a prequel. It also probably had the best hand to hand combat system I had seen in a game prior to Batman Arkham Asylum. Goldeneye 007 escaped the trappings of movie license hell as it was released well after the original film and was originally going to be a light gun style game until it switched to a first person shooter. There's also a great deal of movie based games that take some pre-established franchise and do something completely different with it. A good example being Tron 2.0 where they make a sequel to the original movie set 20-ish years in the future. Tron 2.0 was so different to the established continuity that when they got around to making an actual sequel to the original, in the form of Tron Legacy, they made it non-canonical. Or the Aliens vs Predator games. Aliens in general seems to have a good track record for games since there's a lot of good examples of those. Since Star Wars started off as a movie franchise and only later had an expanded universe you can also consider every Star Wars game a movie licensed title as well. And there's so many good Star Wars games that you can't even count.
  7. The game I would suggest Ross play is Small Soldiers Squad Commander. It's a game I grew up with that has pretty good atmosphere and two separate campaigns. It's a fairly decent movie tie in title that somehow is a pretty good strategy game Chasm has a bit of a history since it was created after Id software had a fallout with GT interactive since they were originally supposed to publish Quake. GT attempted to push it out to kill Quake at the market. But after it got delayed it released a full year later and was destroyed in terms of sales. It does have some fans though like someone remade it's engine. It's called "Panzerchasm" https://www.moddb.com/games/chasm-the-rift/downloads/panzer-chasm-v03 I'm a little surprised they haven't tried to port Chasm the Rift to the Quake engine. Since this sort of project is popular with modders. (A group even ported Quake to Doom if you can believe that).
  8. One reason why I watch Ross's game dungeon is I actually get really good game recommendations from it (A good example being Dungeon Siege. I hadn't even heard of the game before Ross and I've since completed it and really enjoyed it). And I had initially written off Revenant due to Ross's review because of the aforementioned difficulty spike he experienced, but decided to get it on GOG anyway. I wouldn't say I had as much of a horror story with running the game as Ross did, I did have to limit the game to 16 bit colors and force it to run in 640x480 to get it to work though. I noticed I had a very different experience with the game and found it seemingly scratched an itch I never knew i had. The game reminds me a lot of Dark Souls due to how brutal it's combat system is but also how the game doesn't explain a lot of it's mechanics. Like Dark Souls is similar in terms of how specific stats are significantly more important than others, in it's case Endurance is a must for almost every character because it lets you move faster in armor. With Revenant it has two stats, Agility and Reflexes. I found that investing in those two made the game a lot easier. Ross's analogy of the ninja with a feather was actually a superior strategy since a lot of the tougher enemies in the game jump around a lot. I also found the game's combat system had a surprising amount of depth with it's three attacks and how you could do special moves you unlock with them. I actually don't click the left mouse button while playing it now I just chain specific attacks and use a ton of special attacks. The game is extremely grindy though and they probably upped the difficulty late into development to elongate playtime past 10 hours. It reminds me of a lot of other 90s RPGs like Baldur's Gate where if you just do what the game tells you to do inorder to beat it, you can beat the entire thing in probably 4 hours but the game is so hard you end up having to do tons of other optional content to get stronger. I also think the movement was surprisingly good. It added something different to the game I ended up preferring to "click to move". One thing I really dislike about Diablo is how little positioning or reacting to enemies matters because all you're focused on is clicking to move and clicking to attack. It makes the game get a little tedious overtime since you're mostly just reacting to every enemy the same way. One thing I liked about Revenant was because you're physically moving your character by holding down the mouse you end up focusing less on your own attacks and focusing more on positioning. Like I was thinking more about dodging and retreating from harder engagements and when I should block, and not quickly mashing the attack button to lower the mob's HP. I also ended up utilizing the magic system. The magic system in Revenant is actually something I really like and I feel like Ross underestimated it's usefulness. I didn't find the lack of Mana regeneration that bad as a lot of ingame food restores it and at some point you get so wealthy you can buy tons of restore mana potions. But not only that, I found it a lot easier to grasp than he made it out. Maybe because the magic system was clearly inspired by Ultima Underworld and I played that before Revenant so it came to me a lot easier (mixing runes together to form specific spells and saving them in a spellbook you can summon later). I also played Arx Fatalis which did the same thing except there you physically drew the Runes. I also didn't need to keep individual spell scrolls in my inventory as once you discover a spell it stays in the player's magic screen and shows you which runes you need to cast it. You can also physically drag spells from the spell screen into your quick select so once you discover a spell you never have to combine its runes again after that. Moreover the magic system was surprisingly broken, there were specific spells you can get at level 1 that completely destroy most enemies that take a while to kill with just the sword. I've read a walkthrough on the game and most of the bosses are also decimated by specific spells, like the final boss can be made completely trivial with the invisibility spell. The fist fighting enemy Ross was having trouble with I also read that most people made the fight trivial using a fist fighting buff spell you can obtain and a bunch of really powerful damage dealing spells to even the odds. The game's save system I felt also wasn't as bad as Ross made out because of the extremely useful Quicksave button. Which could be rebound, like I could rebound it to control Q and do it multiple times in a fight if I wanted. And because quicksaving saved a new file every time I could repeat a fight as much as I liked in as many places as I wanted. It's a lot better than a lot of RPG's I've played especially given you can actually rebind it since a lot of rpgs bound quicksave to some really annoying part of the keyboard like F-12. Or in most cases completely lacked it at all and force you to manually save/reload. I do agree the maze-like levels aren't great, but I did get the minimap to work so it's not as bad as he makes out. It's clear given the technical state of the game (how it has a lot of pretty big bugs like if you talk to an NPC, quicksave, reload and talk to them again you need to leave the area or quit the game and reload to talk to them again) that Eidos rushed the game and this probably contributed to how repetitive the environments were and the overall jank to it. But it has reminded me a lot of other games I've really liked, like Morrowind and Dark Souls. It's probably the first time I really disagreed with a Ross video after playing the game he reviewed.
  9. I guarantee the developers were aware of sound compression. Especially given it had FMVs.
  10. It depends on how much compression you want. Typically people will prefer WAVs especially if they have expensive sound setups that benefit from it. bare in mind the OST is likely already compressed, adding more compression ontop of that will make it sound noticeably worse.
  11. The only reason why 30 fps is done in games is either for FMVs, the game is 2D (a puzzle game or an adventure game where precise movement isn't necessary and the framerate isn't noticeable) or due to technical limitations. In recent decades the majority of the time a game is locked to 30 is because their target platform is a console that cannot run the game above 30 frames per second. The only reason a PC port ships with a 30 fps lock is because the devs don't have time to fix how everything is tied to the framerate (a notoriously bad programming habit). We know this because there are really good examples of console games that were ported to PC after the fact that were once 30, that became 60 on PC. A good example is Dead Rising's recent PC port allows for 60 FPS play, something the original 360 version from 2007 did not. However there are exceptions even I can't explain. Like how Singularity on PC's singleplayer played at 60, but the multiplayer played at 30.
  12. The only thing I know about this game is it's engine was reused for the 2004 era Bards Tale game.
  13. SWAT 4 has been re-released on GOG along with SWAT 3. https://www.gog.com/game/swat_4_gold_edition
  14. It's usually not random. As Ross said in the video they put the content on the disk in such a way to try and minimize disk swaps. Another factor is usually compression. IE: One FMV from this area can't fit on the disk so you have to shuffle things around. You can see it with a bunch of FMV games from this era like Ripper.
  15. It's mostly a solution to the trend in RPGs where the game starts out hard but gets easier as it goes on. You can see it with rpgs like Baldur's Gate, Fallout or Morrowind where you start the game as a really weak character but by the end of it you're basically death incarnate and even the final boss is occasionally a joke. Most modern rpgs have solved this by just making the game easy in general or by giving it action elements and balancing the game as an action game.
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