nicked on 24/4/2016 at 14:21
Quote Posted by Nameless Voice
Yes, I meant here in the west of Ireland. Odd place for a game studio.
They probably based it there just so they had good scenery for that clip.
SD on 24/4/2016 at 17:14
Quote Posted by Nameless Voice
Speaking of Ion Storm and no one even mentions Anachronox?
It's my favourite game, and I know I'm not the only one here who thinks that way.
Romero isn't fit to sniff Tom Hall's shit :D
SDF121 on 25/4/2016 at 00:45
Quote Posted by Vicarious
I'm pretty sure the 'supersized ego' is an urban legend. I've heard from a number of people who have talked to him and he's supposedly a really cool guy.
I've always got a similar impression of him as well. I'd highly recommend checking out the following series of interviews with John Romero if you ever have some time to kill.
Matt Chat: John Romero Interviews
(
https://www.youtube.com/playlist?list=PL1529B0DD6E51BE80)
Based on this interview among other things I've read about ID over the years, I get the feeling that Romero would come up with many of the cool ideas and fun gameplay mechanics while Carmack helped make them a reality with his skills and expertise as a programmer. I think Romero's main issue when he left ID to eventually make Daikatana was that he no longer had Carmack to keep his ideas grounded or to work on an engine to help make those ideas a reality. I also think that likewise with IDs subsequent games like Doom 3 and Rage that the tech was there but the games seemed to be lacking the soul of previous ID games that may have been in part due to Romero's influence at the time. Just a thought...
Nedan on 25/4/2016 at 01:36
Okay... I know about Romero's contributions to id software. I also have a really good understanding of John Carmack & his contributions to id's games. Could anybody give a brief idea on what Adrian Carmack was mostly good for at id software? What does he exactly bring to the table for this game?
Personally, if John Romero is getting back into FPS games... I really hope it's level designing. After all, the two developers that I felt made the best levels in any FPS game were always Romero & Levelord.
Starker on 25/4/2016 at 02:09
Adrian Carmack was the lead artist. As far as I remember, he was the main cause for all the gore and dark tones in id's games. As for this game, no idea. Art director?
Vicarious on 25/4/2016 at 06:55
Quote Posted by SDF121
Based on this interview among other things I've read about ID over the years, I get the feeling that Romero would come up with many of the cool ideas and fun gameplay mechanics while Carmack helped make them a reality with his skills and expertise as a programmer. I think Romero's main issue when he left ID to eventually make Daikatana was that he no longer had Carmack to keep his ideas grounded or to work on an engine to help make those ideas a reality. I also think that likewise with IDs subsequent games like Doom 3 and Rage that the tech was there but the games seemed to be lacking the soul of previous ID games that may have been in part due to Romero's influence at the time. Just a thought...
A lot of people have this romantic view of the original id, that the magic was created between the founding members. I personally think that the success of id (DOOM, Quake) was in many ways driven by luck. They did the right thing at the right time, that's all. They're not neccesarily some kind of godlike beings that have 'lost their touch', they just kind of lucked out with timing and ideas. No offence to them of course, I love their work but I feel like this rose-tinted perception of their early stuff is the main reason why many people hate new id stuff so passionately.
Quote Posted by Nedan
Okay... I know about Romero's contributions to id software. I also have a really good understanding of John Carmack & his contributions to id's games. Could anybody give a brief idea on what Adrian Carmack was mostly good for at id software? What does he exactly bring to the table for this game?
Personally, if John Romero is getting back into FPS games... I really hope it's level designing. After all, the two developers that I felt made the best levels in any FPS game were always Romero & Levelord.
Like Starker said, he was an artist. He and Kevin Cloud did all of the art, designed monsters and stuff. He sketched out some demons, the Doomguy, Icon of Sin, etc. He also made a couple of clay models of DOOM monsters and I think he's the one who coined the word 'gibs'.
Also, I think Romero has confirmed on Doomworld that he's making ALL of the levels for his new FPS. Which by the way will be revealed in 8h.
Muzman on 25/4/2016 at 09:48
I'd agree his gonzo imagination gave id a spark it perhaps subsequently lost. And I'm not as mad about the whole Ion Storm debacle as I used to be. It's still fairly spectacular hubris all around that probably did bring down Eidos ultimately, and leave Looking Glass to die on the vine as well as other things. But I'm sure the recriminations from that are something he lives with all the time.
Still, I never really understood the cult of Romero. As mention, Adrian Carmack was mainly responsible for the look of things. And when I go over every game level from the dooms and quake that I really liked, nearly all of them were designed by Sandy Petersen and he's basically "Who?" when it comes to id lore.
But somehow it's all "Romero did e1m1!!!! The Greateast DM map Evarrrrr!!!! Roock On Godmero! \m/ :mad: \m/"
It has always seemed a tad imbalanced to me.
demagogue on 25/4/2016 at 10:53
According to Masters of Doom JC and JR were yin and yang. Each needed the other to be at their best, JR to immediately get the tech, how to put it to its best use, and generally be the game's spirit animal and biggest cheerleader, and JC to run a tight ship and deliver the goods on time and budget, not least the cutting edge tech that makes the game stand out. Of course, even assuming it's true (it's suspiciously good fodder for a book), that kind of creative relationship was for a different time on almost every count.
Starker on 25/4/2016 at 15:13
Quote Posted by Muzman
It's still fairly spectacular hubris all around that probably did bring down Eidos ultimately, and leave Looking Glass to die on the vine as well as other things.
Actually, I always wondered whether Eidos buying LGS would have saved the studio, especially with the long winter of consoles at the doorstep. And even if Eidos had somehow kept the money they had invested in Ion Storm on hand, there probably would have been some downsizing, as they seemed pretty reluctant to buy such a big studio in the first place.