Starker on 25/4/2016 at 21:46
Um, 700k (minus KS cut and fulfilling all the KS rewards) is a pittance in game development. The only way they would last 3 years on such a small amount is if they do the whole game with just the two of them. They have to have other sources.
Quote Posted by Muzman
Yeah probably true. The PCpocalypse of '04 probably would have taken Looking Glass, if anyone, had they lived. Still, Irrational managed to limp through. It still would have been interesting to see what Eidos might have done without the Ion millstone around their neck. But we can't go too strong on speculative second order consequences and so on.
In hindsight, I don't put much stock in Eidos, but for me it would have been interesting to see what would have happened if the Deep Cover deal with Microsoft had gone through. Also, LGS doing a Thief 3 unshackled from consoles -- now that would have been a sight to see.
nicked on 25/4/2016 at 21:52
They say they have other investors in the pitch video. Like many of these big-name kickstarters, it's just there to prove to investors that there's a market.
heywood on 25/4/2016 at 22:26
Market or not, can these guys deliver? As a potential investor, that's the question I'd be asking. Given history, my bet is not.
Starker on 25/4/2016 at 22:56
Yeah, the press and the money from the campaign doesn't likely hurt either. I was hoping they'd have something more substantial to show, though. What they are saying doesn't really sound bad at all, but so far it gives more of a "please don't fuck it up" than a "this is going to be great" feeling for me.
The twitch session was far more informative than the KS page is currently. Basically, Romero will be designing levels, Adrian will be doing concepts and be the art director on the project. Here's what I remember from trying to pay attention to it in a sleep deprived and overworked state (should have taken notes).
The premise is that a fictional company's holodeck movies start glitching out, having people's fears manifest themselves as monsters and you are an investigator working for the company, trying to sort it out. The game itself will have a 10+ hour single player campaign with a co-op mode, some multiplayer maps and challenge modes for each level.
Planned release date: December 2018.
Music: various kinds of metal.
Game world: abstract complex levels in various themed settings (a western, a horror movie, etc).
Modding: fully possible and encouraged.
Non-linear levels: yes.
Secrets: yes.
Destructible walls: maybe.
Cheats: yes.
Speed: fast.
Speedrunning: supported, with challenge modes.
Movement: all kinds of strafing plus air control.
Rocket jumping: yes.
Wall-running: yes.
Weapons: holographic, unlimited, lots of variety, alt fire modes, weapon mods.
Weapon carry limits: none.
Ammo: universal ammo to a degree -- a pistol won't use the same ammo as a rocket launcher, but another pistol might; something about weapons using the equivalent of "8-bit, 16-bit and 32-bit software" and hence needing different kinds of ammo.
Monsters fight each other: yes.
Monster closets: no.
Monsters teleporting in: yes.
Gore: yes, lots.
Health packs: yes.
Health regen: no.
Crafting: no.
Loadouts: no.
Hats: no.
Console port: not ruled out, but PC is the focus.
Linux: not at launch, possibly after, definitely before a console port.
Mac: yes.
DRM-free: yes.
Cutscenes: probably not.
Nameless Voice on 26/4/2016 at 00:04
I must admit that I'm not overly keen on the setting / concept, but the feature set does sound nice, especially the non-linear levels, secrets, speedy player, unlimited weapons, and co-op campaign.
EvaUnit02 on 26/4/2016 at 01:53
This is 2016, not 2012/2013. It's gonna be a hard sell crowdfunding if all you've got to show is concept art and you're selling purely on nostalgia.
Just look at Overload, which is basically a new Descent from the original team in all but name and that barely scrapped by its funding goal and they had a playable prototype!
(
http://www.eurogamer.net/articles/2016-03-07-descent-spiritual-successor-overload-releases-playable-demo)
Timing this campaign around the release of Doom 4 will definitely play a lot into how things turn out!
Quote Posted by Chickenface
what's the audio at the end? I know it's backward, but I don't have any audio-mixing tools right now.
What I can tell you that it's probably a reference to Doom 2's "final boss" the Icon of Sin, which had a voice recording by Romero played backwards.
Quote Posted by Starker
Wall-running: yes (Otherside did it first!).
The likes of Prince of Persia and Warframe did it first in modern gaming. Probably Titanfall if you wanna talk FP perspective games specifically.
Starker on 26/4/2016 at 02:14
Quote Posted by EvaUnit02
The likes of Prince of Persia and Warframe did it first in modern gaming. Probably Titanfall if you wanna talk FP perspective games specifically.
Ah yes, I completely forgot about Titanfall. Yeah, I meant first person. Otherwise, there have been lots of games which had it in some form or another.
Jason Moyer on 26/4/2016 at 02:28
First person wallrunning? I seem to remember some parkour game from 2008 having that.
Starker on 26/4/2016 at 02:45
Yeah, Mirror's Edge had it too. That's what sleep deprivation gets you.
Muzman on 26/4/2016 at 05:04
Quote Posted by heywood
Market or not, can these guys deliver? As a potential investor, that's the question I'd be asking. Given history, my bet is not.
You make good points about how Romero looks once you strip away the hype a bit.
At the same time, people called Carmack seem to have the work ethic of a pit pony (even when they're not related).
And if John's a bit of a loose canon, Brenda seems pretty level headed and accomplished so there might be a positive influence there.
Maybe.