Todd wasn't a lead of any kind during Future Shock, he was producer and additional designer. It means financial paper pusher anon. Redguard was first project he got to captain and look where that fucking went. Kaare had all the reins and he was also engine programmer as well during the development of Future Shock.
because we're talking about full 3d games here retard, the standard FPS fare with five degrees of freedom (wasd+mouselook) and everything represented with texture mapped models, not the raycasting/2d projections
I don't know if future shock was the first like op's image claims but it was definitely pioneering, some reviews back then were saying the controls confused them because they were used to just using arrow keys and not having to aim up and down
Looks worse than Doom and a million years behind Quake. Seems like more of an argument that Bethesda has always made bad decisions and invested heavily into things with poor return in quality.
FS was more advanced but DOOM was more fun tbh, that's all there is to it. It did impress me that you could drive the tanks and cars but too much of the game takes place indoors after that first wide open area they give you, which is a shame.
That's not true at all. That is the original Future Shock. SkyNET was a separate game with different levels, though it used the same engine as FS without any major upgrades beyond network support.
That's not true at all. That is the original Future Shock. SkyNET was a separate game with different levels, though it used the same engine as FS without any major upgrades beyond network support.
I should add DOSbox was used to scale the graphics to 4:3. The internal resolution was 320x200, if that's why you thought it was in SkyNET.
full polygonal 3D was nothing new in 1995
what set Doom and Quake apart is that they were fun games and optimised out of the wazoo
Future Shock is an unoptimised mess that plays like crap
redguard was the last game to use this engine (after some heavy upgrades)
morrowind was the first with the then-new netimmerse engine that would later become gamebryo which would later become creation
Isn't it the game where enemies could bug out and noclip through the walls so they make it a """""""""""""""""""""""""""feature""""""""""""""""""""" in the instruction manual?
Now play it. It's mid.
Take your fucking meds card.
Godd howard is literally the god of rpg, the only person who can defeat him is himself
Jesus Christ can defeat him. And he will.
I don't think so christcuck, Todd was in the chess club, he is a mastermind.
GOOD MORNING SIR!!!
The God of gaming
Kaare Siesing* did polygonal 3D before John Carmack.
He just did what Todd told him to
Todd wasn't a lead of any kind during Future Shock, he was producer and additional designer. It means financial paper pusher anon. Redguard was first project he got to captain and look where that fucking went. Kaare had all the reins and he was also engine programmer as well during the development of Future Shock.
You dare talk shit about Godd? have a nice day to redeem your soul in the eyes of our LORD
Interesting I didnt know this. Today, OP was only kinda a gay.
>predating Quake by one year
>Quake
How the fuck has no one pointed out that Quake came out in 1996 and Doom came out in 1993? Fuck this board
Are you baiting?
Doom isn't actually 3d
because we're talking about full 3d games here retard, the standard FPS fare with five degrees of freedom (wasd+mouselook) and everything represented with texture mapped models, not the raycasting/2d projections
I don't know if future shock was the first like op's image claims but it was definitely pioneering, some reviews back then were saying the controls confused them because they were used to just using arrow keys and not having to aim up and down
Metadoom is still epic
Looks worse than Doom and a million years behind Quake. Seems like more of an argument that Bethesda has always made bad decisions and invested heavily into things with poor return in quality.
A novel but rudimentary attempt the playability between the two is night and day.
I can’t believe Todd invented FPS shooters.
FS was more advanced but DOOM was more fun tbh, that's all there is to it. It did impress me that you could drive the tanks and cars but too much of the game takes place indoors after that first wide open area they give you, which is a shame.
That looks far too "slow" compared to Doom. Can't deny its impressive for the time, but I can see why it didn't take off.
That's not future shock that's FS on the updated Skynet engine which came out after Quake.
That's not true at all. That is the original Future Shock. SkyNET was a separate game with different levels, though it used the same engine as FS without any major upgrades beyond network support.
I should add DOSbox was used to scale the graphics to 4:3. The internal resolution was 320x200, if that's why you thought it was in SkyNET.
Julian LeFay is the one who did the engine though
full polygonal 3D was nothing new in 1995
what set Doom and Quake apart is that they were fun games and optimised out of the wazoo
Future Shock is an unoptimised mess that plays like crap
That looks cool. It probably wasn't intended, but the minimal style is comfy
Will play it later
I never bought his game
So? Todd is a designer the idea man not a programmer.
Take your fucking meds
Strange how all of a sudden this thread started getting made on a daily basis around the time Starfield released early.
>that's how outdated their engine really is
redguard was the last game to use this engine (after some heavy upgrades)
morrowind was the first with the then-new netimmerse engine that would later become gamebryo which would later become creation
Is it possible for us to start an actual religion for Godd Howard?
Jumping Flash predates Future Shock by 5 months. Cope PCfags.
Isn't it the game where enemies could bug out and noclip through the walls so they make it a """""""""""""""""""""""""""feature""""""""""""""""""""" in the instruction manual?
bethesda already made a full 3d terminator game 4 years before that you todd lying pos