DOOM had been planned to play at 1080p and 60 frames per second since E3 2015 and now Executive Producer Marty Stratton explains the situation and how id Software are doing their best to achieve fluid and steady gameplay.
How do composers make the iconic music tracks from games that we love? And just what makes them so memorable?
Twitter is blowing up right now
All games coming to PlayStation
Next Xbox will have steam
Next Xbox niche and only for “gamers who want it” (it’s a really powerful pc or a steam deck type portable, or both)
Have you ever looked at a modern first-person shooter and wondered "How did we get here?" Wealth of Geeks performs a deep dive into the genre, including some of the most influential games, from the very first FPS from the cross-genre experiences that changed the game entirely.
BLG writes, "There are many fantastic and iconic weapons in game history, but some are significantly more memorable than others. When we think of iconic game weapons, these are the top 20 that come to mind."
You forgot one and it's a doozy. The weapon is kindness in undertale. :) defeats countless enemies.
The focus on games' resolution and fps is really starting to be annoying this generation. More than a year have passed and we are still talking about each game's resolution and fps and the developers always need to explain themselves with each announcement if they don't reach the standard which is 1080p and 60fps now. I know it's a good thing and adds to the game's experience but this sudden attention to resolution and fps since this gen started is really annoying.
Fast shooters seem to be popular, even Guerrilla sped up Killzone 3 massively over 2, I remember as soon as I loaded it up for the first time I was like WTF, I was so used to the slow heavy movement from Killzone 2 and I played the hell out of that game so the sudden change in speed took me ages to adjust to, still a great game though.
Dont we all...?
Now coming to Wii U at 4k and 5 billion fps. Kappa.
But seriously. Doesn't every developer want their game to run well?
I just hope the levels are designed as classic DooM levels and not just some free-for-all pit. I wanna see variable hallways, platforms, secrets and well-thought-out geometry. The architectural aesthetic in the classic DooM games is what made the game so engrossing, along side the music and the enemy set.