This post was originally done for Romero but anyone else of course may also answwer .
Questions :
(“you” mentioned may be anyone in contact with the project not only “you” as john romero)
+ who made the theme or why did you choose the theme of “hell” and it seems you were very enthusiastic and knowledged about the art and theme invested in the game? ( iknow at first you were going to make an aliens game, i am happoy you didnt , but isnt that how doom 3 looks like? a forced alien uppon doom ? anyway)
this was of couse without a doubt one of the biggest things people remmember and something that had a undenying power in the immersion and atmosphere of Doom. The theme the graphics most related to “hell” related is in my opinion the original dooms originality and i havae not yet seen anyone use that in a game in this way.
Anyone knows that those symbols either being tile art or enemies animations already existed in one way or another inside religious explenations, more closely christianity , the question will be:
did you foresee or havae an idea or speculation on how the media would react to this and beside of that how religous groups would react , or if anyone would care to do anything at all?
I know that you had some feedback after the creation of wolf 3d yet you took that feedback and returned with a MUCH deeper instigation in their opposite request , you went from a swastica to the pentagram of hell , that was a very interesting choice .. you were sending a message here , there is no doubt about it , what was that message ?
second question:
+ were you desisive on the “enemy” behavour ? how they would move, reach or sound ? or did it kind of reveal itself naturally during production rather then being a decision before hand ?
I clearly remmember DOOM has the most impressive AI and gaming because monsters used to move , react and sound very fluid and “real”.
The sounds were astounding and very impressive , one could clearly imagine “dog like” zombies “reptilian demons” by their sounds.
I do not want to call them zombies, they were more like possesed soldiers very similar to the movie “Exorcist ” i forgot what it was named.
The enemies in this game were alive you heard them, they moved once you were there and kept moving and even interacted with each other by conflicting THIS WAS just how you would imagine wild beasts would live. This should remind me and all of us that you do not need overly advanced technology to make interesting enemies.
Did you guys for instance sitt and think ” lets make them move this way , sound like this ” did you mean them forinstance to fight each other? (that was as mentioned brilliant)
Did you guys have an idea about the sounds in the game? about “we should have ambient sounds from everything “? NOT only had you great music in the game which most games stop there you also had ambient from the aliens. (we all know that even duke nukem 3d did not have this sort of ambient)
(BTW the artwork also had huge impact on quake and my wish is that quake never goes the way doom 3 did . Quake 3 is one of the BEST LOOKING games to me still and has an ADDICTING gaming arcade feeling)
LETS GO further
Third question
+ Face , gunns and the beutifull work on the HUD
Why did you come up with the great idea of haivng a face , this was also on wolf3d and was such a welcome reality to me and i miss it. (?)
There is a fact that still impresses me and i do not know why games did not go that direction and that is the fact that you had HIGH QUALITY IMAGES as the art animation for the DOOM GUNN(S) animations !
this sounds more like a statement but how come duke 3d did not manage to have such high quality images for their “action art” .
what i am trying to ask is how come everthing was so top notch , so much that no other games beyond tha time did notcreate equall quality artwork . This also does go same with the doors and some walls which were perfectly steel seeming and impressive.
Fourth and last question
+ Qauke
To me quake seemed like a confusion betwen ” should we continue doom or should we make up a story ? ” and it came out being something not doom and not anything else.
why did you not continue doom in this way because clearly it is inspired by doom without a shadow of a doubt.
It is sad to say thaqt quake was no doom in game play altough i now looking back ask “why” since it did not lack any technlogy to be able to be the new doom . All that i remmembered was that quake was too dark without the excitement it also did not have real monsters , there was this watered down demon soldiers but failed and i do not know exactly why.
To me personally quake was too stiff and had no soul and having medival theme did NOT help the game, it was like old totrture because everything was unexciting and a good way to express this is
” it is as if im runnin arround with a big , stiff limited range of movement-lance and ocassionally i get a Q powerup to more often feels like meeleing my enemies down with bullets then actually be shooting ”
It was pretty silly and useless kind of like quake 4 was almost the same way two years ago ATLEAST i am happy quek now has gone for an exciting theme and choice of enemeis which almost compliments the doom concept of the past.
TODAY it seems as if doom has been sliced in two , where DOOM gets the demons and hell concepts BUT QUAKE gets the cyber-demon treatment which if you remmember in DOOM all the bigger demons were cybertechnick machines .
THIS IS VERY EXCITING and stimulating !
I am not aware of how many statements i have done and how much i have asked but i i hope in the future quake seem to have more promiss for me as to replaying doom MORE then doom games themselves.
if i did not ask but your inputt on this would be great.
Also no one managed to make the new quake engine as fluid , shiney and just addicting as quake 3 was so much that they have made a online quake to satisfy people.
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