EvaUnit02 on 25/8/2021 at 23:29
Quote Posted by Anarchic Fox
Does this version restore the Nine Inch Nails soundtrack lost in copyright Limbo?
There had always been the easy option of running fan-made restoration patches, bundled with a source ports available since 2007/2008/whenever the bundle of classic Id games were released onto Steam.
The "lost" Raven/Id collaboration games that I'd like to see re-released are Wolfenstein 2009, Heretic 2 and the Hexen 2 expansion. Also Prey 2006. The rights are probably big messes, with pieces being held by both Microsoft (Bethesda) and Activision (replace Activision with 2K, in the case of Prey).
Azaran on 25/8/2021 at 23:58
Quote Posted by EvaUnit02
Heretic 2
This.
I have a Heretic 2 CD and can't get it to run at all on modern Windows, I tried everything. It's a shame, it's one of my favourite old games
Harvester on 26/8/2021 at 07:26
I would also like Star Trek: Elite Force 2. But I think that wasn’t a Raven game.
EvaUnit02 on 26/8/2021 at 20:35
Quote Posted by Harvester
I would also like Star Trek: Elite Force 2. But I think that wasn't a Raven game.
Now that would be a mess. You'd probably have to deal with who ever owns the Ritual IP, Activision and Paramount/Viacom/etc.
For the last few years American McGee has been trying to make a 3rd Alice game called Asylum. I think we'd have the best chance of that being made, since he probably only has to deal with EA to sort out rights issues.
nicked on 27/8/2021 at 06:46
Probably not even that, if you just went with the public domain rights to Alice's Adventures in Wonderland and didn't directly state that it was a sequel to the previous games.
Shadowcat on 27/8/2021 at 14:47
Question: I know that the story doesn't really matter, but... was the awful rubbish quoted at (
https://www.gog.com/game/quake_the_offering) inflicted on paying customers? Is that the official storyline for Quake?
ZylonBane on 27/8/2021 at 16:09
Yes, that nonsense is (
https://github.com/id-Software/Quake/blob/master/WinQuake/data/MANUAL.TXT) straight from the original manual.
Unlike Doom, where the game premise was firmly established during the early stages of development, with Quake they were flailing about the whole time, trying to come up with something that worked. That story in the manual was made up just before they went gold to try to tie the whole mess together.
WingedKagouti on 27/8/2021 at 19:20
Quote Posted by ZylonBane
with Quake they were flailing about the whole time, trying to come up with something that worked.
In part because the guys at iD weren't in agreement about what the game should be for a lot of the development cycle.
Anarchic Fox on 27/8/2021 at 20:13
Quote Posted by Shadowcat
Question: I know that the story doesn't really matter, but... was the awful rubbish quoted at (
https://www.gog.com/game/quake_the_offering) inflicted on paying customers? Is that the official storyline for Quake?
The entirety of the in-game text comes to five pages: one for each chapter, and the conclusion. It's evocative and minimalistic, and like all minimalism, the more you add the worse it gets. Even the game manual is best disregarded.
Quote Posted by ZylonBane
Unlike Doom, where the game premise was firmly established during the early stages of development...
Doom's development made an about-face so drastic that it drove Tom Hall from the company. Tom Hall, historically speaking the third most important Id developer, after Carmack and Romero. As for Quake, when it became clear that trying to reach consensus wouldn't work, the level developers agreed to split all such development four ways, each producing one episode. That was an eminently sensible thing to do. The only people flailing about at the time were the gaming press, already wowed by word of Duke Nukem 3D... a game whose development team included a certain Tom Hall.
ZylonBane on 28/8/2021 at 04:28
Quote Posted by Anarchic Fox
Doom's development made an about-face so drastic that it drove Tom Hall from the company.
Irrelevant to my point. Even though Doom ended up as a much more simplistic game than Tom Hall wanted, it still used the same
premise that was initially planned out. Even in the earliest alpha demo versions of Doom, all the core elements are there. The UAC logos, the space marines, the demonic creatures, etc.
Quote:
As for Quake, when it became clear that trying to reach consensus wouldn't work, the level developers agreed to split all such development four ways, each producing one episode. That was an eminently sensible thing to do.
The sensible thing to do would have been to reach a consensus on the game's theme and setting, but sure, you've managed to spin that failure in a creative way.
Quote:
The only people flailing about at the time were the gaming press...
What does this defensive garble even mean?