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Post by Discoalucard on Mar 27, 2013 21:45:03 GMT -5
www.hardcoregaming101.net/killingtime/killingtime.htmOvertly and unnecessarily macabre imagery really is rather a throwback to the 90s, isn't it? This is one of the many FPSes of the era, and while it saw a PC release, it was more widely featured on the 3DO. This article was also written by the author of the only Killing Time fan site is existence.
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Post by Allie on Mar 30, 2013 17:29:25 GMT -5
I remember that there was supposed to be a PS1 version of this (it's advertised on the back of the manual for Psychic Force), but it never materialized.
I also think there was a point in time that the game was meant to be named "Time 2 Die". I remember seeing a screenshot previewed under that name somewhere, but unfortunately can't remember exactly where...
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Post by Weasel on Mar 30, 2013 19:01:26 GMT -5
This always did seem like a really cool game. Maybe I should give the Mac version a go, if I can find it.
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Post by jjmcjj on Mar 30, 2013 23:12:48 GMT -5
Didn't know there was a PC version of this, I remember it from the ads and occasional reviews for the 3DO version from magazines back in the day. It's interesting to me how certain games with both console and PC versions end up being completely different games while still retaining the same "core" (Powerslave/Exhumed is another such game), something that would probably never happen today.
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Post by roushimsx on Mar 31, 2013 11:24:30 GMT -5
It still happens pretty frequently, just not with PC vs Consoles. More of higher end consoles vs lower end. A lot of PS2/Wii stuff differed from the 360/PS3/PC titles, for instance (Forgotten Sands, Wolverine, Sonic Unleashed, Splinter Cell Double Agent, Ghost Recon Advanced Warfighter, Quantum of Solace, etc). Then you have the whole handheld market, which generally means one or two more versions of a game depending on platform/scope (especially with how powerful handhelds are these days). For good games/franchises, this is a cool way to extend the experience across multiple platforms (especially if each of the developers is competent). Other times, you wind up with maybe one good game and a couple of crummy imitations. I like the Powerslave example, though. The PC version was neat, but seriously flawed with that save system and the primitive version of the Build engine (which limited how the mouse worked and basically made M+KB unusable). The Saturn version was an awesome reimaging of the game as a proto-Metroidvania. The PS1 remake tightened it up further and tweaked out the difficulty to be more 90s. Shame they never got to do the PS1 port of Quake...would have loved to have seen it stomp all over the N64 release (which it totally would have)
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Post by pseudo3d on Mar 31, 2013 12:15:31 GMT -5
I really think the "different versions" thing is bad, especially today. The Wii, in particular, gets the "cheap knockoff" treatment the worse.
The best thing is to tailor the game to one platform then more or less, adding features where it's limited. If one system is weak in the graphics department, add in a bonus feature that makes up for it.
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Post by roushimsx on Mar 31, 2013 17:14:23 GMT -5
When you do that, you have to (most likely) compromise the overall game design to accommodate interchangeable features that don't necessarily enhance the gameplay experience. It's kind of the problem that Wii stuff ran into early on when traditional games were just having their controls swapped out with waggle instead of being designed from the ground up for the system. It's something that kind of plagued the system for its duration when it came to a majority of multiplatform titles (since classic controller support wasn't enforced).
The biggest problems with having different versions of games coming out at the same time are:
a) Marketing - It costs money to market multiple versions of a game. Oftentimes it's easier just to run a single set of advertisements showing off a single version of the game and relying on consumers to do their own research instead of touting specific features of each release. This sometimes leads to some MAJOR confusion on the consumer side when one platform gets inexplicably shafted with an unquestionably vile pile of shit (Spider-Man 2 on PC).
b) External Dev Teams - You're probably not going to be pushing to seven different platforms off of just one or two internal teams, you're going to have to farm that stuff out. Depending on how the contracting is controlled, it could go to an awesome team that just doesn't have the resources (time/money/people) necessary to do it justice (Griptonite has had to deal with this a couple of times from publishers that decided that they want to get someone on the shelves within a few months), it could go to a hack budget studio who represents the lowest financial risk for the overall company, or it could all go great. There's a lot of stuff that could go wrong there and even the largest publishers have to farm stuff out.
But hey, sometimes you wind up with gems like Captain America: Super Soldier and Thor: God of Thunder on DS or the aforementioned Quantum of Solace on PS2 and Forgotten Sands on Wii.
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Post by pseudo3d on Apr 1, 2013 10:56:27 GMT -5
I think in terms of multi-platform releases, they should either delay the whole batch, or have one premier platform and introduce the others later.
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Post by bakudd on Apr 1, 2013 15:14:32 GMT -5
THIS GAME WAS COMPLETE SHIT AND DOESNT DESERVE AN ARTICLE
ALso the writer should also mention the two versions of the game on the 3DO, the game had nasty bugs including one where the map would reset every time you left the stage. There is a disc with some bugfixes but you could only get it through mail-order.
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Post by Narushima on Apr 1, 2013 15:40:07 GMT -5
You should calm down. No one will take you seriously if you come barging him frothing at the mouth with hate.
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Post by mikemacdee on Sept 12, 2013 23:51:31 GMT -5
For those of you who are also programmers (or just interested in that aspect of game development), an interview with Mike Lutynski -- one of the programmers for the PC/Mac version -- was uploaded to the fan site some time after this article was posted. It has a special appearance by the legendary Burger Heineman. I'm trying to finish an interview with another team member, but it seems to have hit a snag and I'm still waiting to hear back from him.
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Post by Weasel on Sept 13, 2013 11:03:43 GMT -5
It has a special appearance by the legendary Burger Heineman. Fun fact: "Burger" was purportedly the project lead assigned to Imagineer's SNES port of Wolfenstein 3D. I say purportedly, because my source is the book Masters of Doom, which does not hold a very high viewpoint of said programmer. =P
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Post by lanceboyle94 on Sept 13, 2013 16:26:58 GMT -5
Speaking of "Burger"... (from Mac Wolf3D and Out of this World 3DO)
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CRV
Full Member
Posts: 222
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Post by CRV on Sept 13, 2013 16:53:52 GMT -5
It has a special appearance by the legendary Burger Heineman. Fun fact: "Burger" was purportedly the project lead assigned to Imagineer's SNES port of Wolfenstein 3D. I say purportedly, because my source is the book Masters of Doom, which does not hold a very high viewpoint of said programmer. =P id did the SNES version themselves. She would have worked on the Mac and 3DO versions.
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Post by Weasel on Sept 13, 2013 18:13:12 GMT -5
id did the SNES version themselves. She would have worked on the Mac and 3DO versions. So the legend goes, "Burger" was contracted to work on the SNES port of the game while id worked on Doom. However, both Masters of Doom and a "post mortem" conducted by Tom Hall and John Romero in 2011(?) revealed that after nine months of assuming that work was getting done on Wolf3D SNES, no work was submitted, and the game had to be rushed by the regular id Software employees over three weeks. Source: GDC Vault; the section entitled "Disaster Struck. All Work Stopped."
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