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Eh, I just watch it for the master level and horde mode news. Maybe some gameplay footage if I'm bored, but not the whole
Being real here, but replaying Quake 1 (when the old guard was mostly all present) and I'm basically 100% convinced that Eternal is pretty close to what these guys would've made if the tech were there and the industry were evolved to that point.
These "originalist" conversations are admittedly fluffy ♥♥♥♥♥♥♥♥, but in my mind I see how newer devs could look back at this stuff and come up with something like Eternal.
Quake 1 has platforming and "jumping puzzles" that make Eternal's platforming look like stackable toddler toys in comparison. They're tedious, complex and often involve finding hidden switches and triggers to advance. And failure usually has severe consequences (death).
Eternal just wants you to jump at the green light.
I'm increasingly amazed at how Eternal really does just iterate on ideas that were present in id's DNA decades ago, introduced by the founding members.
So the "no True Scotsman" gatekeeping stuff holds even less water in my mind as I keep playing.
only if you think that taking the most juvenile elements of the originals and doubling down on those aspects was the way to go.
Doom16 was a fresh restart, still had some of that darker and more mature edge (Doom3) while offering fast paced, brutal and frantic gameplay, from there you could go either in one direction (think even more Doom3 or Doom64) or another (more juvenile and sillier than the originals).
unfortunately, they went for extremely juvenile and silly to the point I no longer dig it.
I am talking both gameplay and atmo/aesthetics of the game.
I can appreciate the diverging opinion on that - It's not really the vibe I get when I play the older titles though but I get it.
I think the problem is that the games are comparatively simple and that allows the player to kinda infuse some of their interpretation into the game's aesthetics. Two people can look at these old games and see something different.
Quake 1 is a lot of muted greys and browns, but the dialog, the character and weapon design - I mean, it's not high culture. It's pretty silly even then - you're running around killing armored knights with a "super nailgun" and a rocket launcher. Its juvenile at its core - that's by design and part of the fun IMO.
The level design in Quake in my mind so clearly inspired modern Id it's really hard to deny. Level design is still janky, but it's still definitely doing a lot of things that were likely limited technically in Doom.
The leap from Doom to Quake was more substantial than my adolescent mind could realize at the time, but it really was a sea change. Somehow though? It feels like the logical move from Doom. And I feel like the game has things that are still relevant from a design standpoint.
Weapon switching for example? It's in Quake 1, and it's a powerful skill. (Possibly accidental, since weapon swaps arent animated and instant. I now understand why people say it's an "exploit" in this game- they probably thought it was then).
There's just so much there that's like a foundation for Eternal and it makes me realize that the current guard didnt iterate quite as much as I thought they did.
I also appreciate the diverging opinion and I see where you coming from.
I think the new trend in "boomer shooters" of the last few years plays some role on how eternal was made and probably how near future id games will be.
more arcadey, fast paced, etc.. that said eternal seemed to me more like a mod than a sequel to Doom16.
don´t know if you played Arcane Dimensions for Quake but as soon as I saw the hub and how you can choose to go to a map from there and the general structure of the game reminded me quite of it.
there is definitely a Quake vibe in eternal and that´s ok.
what I don´t like are other influences like mario, lara or ass creed or fortnite lol
I prefer a more mature and less juvenile approach to design, for example I think the strogs in Quake 4 were amazing (art design) but I hated the vehicle parts and the military shooter influence of that one.
I think you could have both a less juvenile and more serious design together with a fast paced brutal gameplay minus other bad influences of the current era
and I think id would be better off trying to capitalize on their own historical strengths without trying to incorporate other elements just because those are somehow trendy.
that´s all.
https://www.youtube.com/watch?v=sJoyFx0ZpSU
https://youtu.be/405Z8eCH6FE
https://www.youtube.com/watch?v=LzEG22LEkjQ