Why are early 00s pc retro games just oozing with SOUL?
What's their secret sauce?
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Why are early 00s pc retro games just oozing with SOUL?
What's their secret sauce?
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have a nice day zoomie.
Zoomers are now in their mid twenties. Why are you keep seething about them?
B/c we don't have a term yet for Gen Alpha, so gays stupidly by default just call them zoomers
Gen A is 12 at max.
>What's their secret sauce?
developers who cared
Adding unnecessary details
No diversity hires in the dev teams, just passionate people with actual skillsets.
Also minimal publisher meddling since they didn't have any charts yet that they could use to "optimize" the dev process, aka least amount of effort with biggest gains while injecting the latest trends via a checklist.
>le soul meme
Kys zoomer shit
Where's the Anon with the in-depth comparison between os2 ff12 and the remaster?
Tl:dr companies have lost ACTUAL artists, replaced by morons churned out of CalArts.
Because they were made by straight white men
zoomers will never understand
Genuine passion for making games instead of code monkeys just ticking checklists approved by corporate suits
Its not even that. Hell, most games aren't even using custom engines anymore and most of the "coding" is done via Blueprint since everything has to use unreal.
Look at it like this: most of the people responsible for the classics have either quit or retired. Dumbasses that are tricked into spending money on a degree for "Game Design" are running the show now. Think about the type of moron that would spend tens of thousands of dollars on that. These are the people in charge of making modern games. Then there's the fact that publishers pretty much own everything now. Not gonna go into that
this. It used to be a bunch of nerds making games for a bunch of nerds. Now it's a multi billion industry hiring for diversity and copying trends.
They still had gameplay instead of the Uncharted "push forward while epic cinematic scripts" happen.
made by devs who enjoyed and made what they enjoyed. mostly weren't fricked over by middle management and publishers enforcing bloated marketing budgets or overly micromanaging
jk2 fricking sucks until you get a lightsaber
Still having guys that loved what they were trying to portray was a big part of it.
Was this the first game with locational dismemberment?
But to answer OP's question, these games were made by white men who grew up in the 60s/70s/80s. They were striving to advance video games and make the amazing fictional world they imagined as children. Now games are made by young neoliberal soys and women who don't give a fricking shit about anything they make but pushing their warped agenda and getting a paycheck.
No, Die By the Sword had it before
Also it was disabled in JK2 by default, you can only enable it with cheats
>Also it was disabled in JK2 by default, you can only enable it with cheats
I'm not sure you're remembering right. I played the PC version recently and the dismembering was there by default.
No I remember it right.
Maybe your version got tampered with if it was a re-release or repack but I have the vanilla version and I had to type g_saberrealisticcombat 1 into the console for it to work
You were right. I just went to pcgamingwiki and saw that, yes, there are instructions to enable full dismemberment. I now announce my intent to run to US President.
I'll vote to you.
Visual clarity. Instant readability of the environment.
>What's their secret sauce?
Devs were just nerds, who were trying to make fun games back then.
Lower fidelity graphics pushed them to have good art direction. The unrealistic graphics invited you to fill in the blanks unconsciously to immerse yourself.
It's why you can "feel" Final Fantasy IX, but you can only see the seams of reused assets and repeated textures in more modern entries.
Fixed lighting was also a part of it, I'd say.
Devs actually had talent and gamers werent mouthbreathing morons ready to be milked dry
you played them when you were a kid
Black person I am over 40.
lack of convenience in pc gaming filtered morons very effectively, so the games were actually made for people with functional brains for once
>What's their secret sauce?
Devs were hired based on talent rather than nepotism/diversity, devs cared about fun gameplay, art directors who had to work with much weaker machines and had to get creative with their environment/character/texture designs, devs who were working with much smaller budgets and had to allocate it to places that mattered (gameplay) instead of overblown mo-capped uncanny valley face scanned never ending movies that cost millions of dollars, and the open world meme hadn't blown up yet, leading to linear games that had much tighter, focused design, the industry hadn't exploded nearly to the size that it did in the 7t/8th gen leading to its further watering down/normification.
It's not just muh nostalgia, games really were better.
Blown up graphics like a balloon.
Then adding texture to it so that you can see closer to everything.
First person perspectives also, with bigger resolutions and fields of view add to the depth of being able to see the game world from the safety of your desktop computer with mouse and keyboard.
This also added to the fidelity of making your own maps and mods, when they used to just give people the raw physical media of the game files. So you could open the Stormtrooper model, or Kyle Katarn's model, and change colors and face at the very least.
Tools in the hands of the players meant it was for higher graphics, and higher faithfulness to the player. When we lost the fidelity, we also lost the graphics to consoles and mobile phone games.
the GOAT
I can't imagine my life without Carmack
>What's their secret sauce?
not everyone could program
I'd like to bring up an angle nobody seems to have brought up yet: the hardware. Back then, the vast majority of consoles required ASM programming, and only maybe C if you were lucky. You weren't making games with insanely advanced tools that kept you from the hardware. Every byte of RAM, every CPU cycle, everything counted. That naturally filters out the vast majority of programmers and designers. The only ones who would tolerate that were insane, and thus willing to go the extra mile in everything. I will say, though, that the people bringing up the relative absence of publishers may be onto something as well. There WAS interference, but it tended to be very simplistic due to the lack of the fine-grained telemetry we have today.
>You weren't making games with insanely advanced tools that kept you from the hardware. Every byte of RAM, every CPU cycle, everything counted. That naturally filters out the vast majority of programmers and designers.
Now instead, you pay for a broken beta game and buy an unnecessarily powerful hardware to make up incompetence of the developers. Somehow this is became normal.
i feel this way when i play morrowind. something about the graphics of the environments still looks really nice to me
non pozzed developers.
devs like John Carmack vs modern diversity moron devs.
they had simple graphics so your senses weren't overloaded and you could actually appreciate all the little touches
The people making them actually liked video games and probably could have been making more money coding office software for microsoft or being the network admin for an office building full of tech illiterate boomers.
I was sort of a trifecta.
To be a video game developer you needed a formal education as a programmer. So skill.
There was no "video game schools" or "video game ideas" and nobody had any like set ideas on what a game should be and what the development process would be. So processes didn't matter as much as pure skill.
Video games were big enough so people could earn a good wage, but not big enough that companies would mercilessly milk them into oblivion. Corpo fricks didn't care enough because profits were found elsewhere.
Same thing happened to movies aka blockbusters.
Instead of a studio doing 10 games like it used to, they'd pour all their resources into one say Call of Duty MW2 or whatevers fricking hip now.
So instead of getting 2 shit games, 5 goods games (2 being sequels) and 2 great games (1 being a sequel) and 1 brand new absolute master piece.
You usually get designed by committee 2 good games that are usually sequels to already existing titles designed to nickle and dime customers to the max.
I mean look how it goes. Say EA is in the absolute gutter their shitty titles are all failing and then they do the thing that everyone has been telling them to do since fricking FOREVER. Let the actual developers develop games.
And suddenly in a span of 3 years EA shits out It Takes Two, Star Wars: Squadrons, Command & Conquer Remastered Collection, Star Wars Jedi: Fallen Order, Apex Legends.
And as soon as the crisis is over then go back to fricking nickle and diming people with their fricking mediocre dogshit games with FIFA 22, Battlefield 2042, Madden NFL 22 etc...
It was the last era AAA games focused on gameplay first and foremost. In the late 00s gameplay took a backseat for cinematics and graphics
Imagine trying to make star wars game trailer nowadays with only gameplay footage
>1:05
LUDO
less resources were wasted on making their game look as blurry and desaturated as possible.