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Quake Brutalist Jam II

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Re: Quake Brutalist Jam II

#61

I love how level creation for games like Doom and Quake has developed into these small, independent scenes, with a rich community history and a real sense of taste and refinement in how they approach designing for these games. In the same way that "pixel art" has evolved from a necessity driven by the limits of early hardware, through early attempts to recreate a "retro" look, to the point where it is a well-develope…

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Re: Quake Brutalist Jam II

#62
post #43

The brutalist design in the Talos Principle 2 is superb, highly recommend if you're a fan of this style!

Also I wanna shout out this game if u like brutalist architecture. It's a forgotten masterpiece imo. https://store.steampowered.com/app/265690/NaissanceE/

Thanks for the recommendation, this looks great. And it's FREE.

Re: Quake Brutalist Jam II

#63

Bethesda recently announced there won't be a Quake Pro League next year, massively depressing news. IMO Quake is peerless in its mechanical skill and speed requirements, truly one of the most challenging games in the world, like comparing Go to lesser strategic games.

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Re: Quake Brutalist Jam II

#65
post #28

If you enjoy brutalism and video games I highly recommend Control. Beautiful, beautiful game.

I can second this. I literally just completed my first playthrough of the game over the weekend (backlog pain is real).

The architecture and design in the game is the best brutalist work I've seen in a game.

Re: Quake Brutalist Jam II

#66
post #43

The brutalist design in the Talos Principle 2 is superb, highly recommend if you're a fan of this style!

Been enjoying this a lot since it's release. Getting towards the end of the game ~80% of the way through and appreciating a bit of a difficulty spike as I had found that the game was a bit on the easier side for most of it.

Graphically great and I had partially picked it up as a UE5 game that I was already interested in.

Re: Quake Brutalist Jam II

#67
post #54

Earlier quoted context omitted.

> feels like the video games have begun to reach a point of maturity akin to older forms of art in the art world, that usually means a revolution or 'new wave' is nearby i thought 'cruelty squad' and its ilk were the harbingers of the 'new game'... but yea it seems harder to build that kind of devoted community if you don't release your own editor

The medium continues to grow within the purview of the original communities. Quake hasn't enjoyed _as much_ change as Doom, with source-faithful engines like Quakespasm being standard and the likes of Darkplaces being niche. However, the Doom community both embraces faithful ports like prBoom, Crispy, and Chocolate Doom; and carries at its centre the wonderful GZDoom engine. GZDoom zigs where every other game engine…

> It maintains BSP at its core, and while it supports voxels and meshes it remains 2D-focused. What it adds is all the trappings that make it attractive to rapid iteration: good scripting, a toolkit of predefined events, and tools with excellent asset importation and management.

Well, it also expands the world format too, so one can do full 3D maps. In fact one of the games with great vertical level design i've played recently is Hands of Necromancy which is made with GZDoom.

Re: Quake Brutalist Jam II

#68
post #57

Earlier quoted context omitted.

Frankly, they should have pulled the plug years ago. The game has been dead for years. I try to watch every QPL grand final and it has been a borefest. Most exciting moment was the million dollar tournament. Newcomer beating Vo0 in spectacular manner. StarCraft, which MS also owns these days, at least had traction for about a decade. Quake Champions was a bad game and it failed immediately. Maybe NS could finance pro…

it's a genre issue. these types of games will never be popular to most people given the alternatives now available

Agreed, and people (presumably under 20) even call them "Boomer shooters" :( I get pretty upset about that, especially considering how unbearably Fisher Price Fortnite and Valorant etc look, to say nothing of their completely lacking the hardcore, balls-to-the-wall fast aiming, prediction and spatial planning.

It takes the most difficult mechanical aspects of Counterstrike and makes it 10x faster; apparently "kids these days" have no appetite for the challenge.

Re: Quake Brutalist Jam II

#69

I love how level creation for games like Doom and Quake has developed into these small, independent scenes, with a rich community history and a real sense of taste and refinement in how they approach designing for these games. In the same way that "pixel art" has evolved from a necessity driven by the limits of early hardware, through early attempts to recreate a "retro" look, to the point where it is a well-develope…

a well-developed aesthetic that is used as an informed choice Wow! I love the way you phrased this, and your post in general. It put into words something I had struggled to express. For too long, pixel art and other "dead" technologies like Q1 mapmaking were largely treated solely as kitchsy "retro" or "nostalgic" aesthetics and not worthy of study, refinement, and enjoyment in their own rights.

Personally i'm of the opinion that if you can point at a game and say "that looks like a XYZ game" where XYZ is some period-specific identification then that itself makes XYZ a visual style.

E.g. "that looks like a PS1 game" or "that looks like a 90s game" or "that looks like a DOS game". And that includes "that looks like a PS3/X360 game" too, even if it is probably too soon for many to accept that :-P

Re: Quake Brutalist Jam II

#70
post #65
post #28

If you enjoy brutalism and video games I highly recommend Control. Beautiful, beautiful game.

I can second this. I literally just completed my first playthrough of the game over the weekend (backlog pain is real). The architecture and design in the game is the best brutalist work I've seen in a game.

If you enjoyed Control (and don’t forget the DLCs!) you will probably also enjoy Alan Wake 2 which is part of the same universe and interconnected with it.

(I never played the first Alan Wake but it’s not a hard requirement, there are recaps on YouTube)

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