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…
Quake Brutalist Jam II
61–70 of 115 posts
Re: Quake Brutalist Jam II
#62The 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/
Re: Quake Brutalist Jam II
#63Bethesda 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.
Re: Quake Brutalist Jam II
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Re: Quake Brutalist Jam II
#65If you enjoy brutalism and video games I highly recommend Control. Beautiful, beautiful game.
The architecture and design in the game is the best brutalist work I've seen in a game.
Re: Quake Brutalist Jam II
#66The brutalist design in the Talos Principle 2 is superb, highly recommend if you're a fan of this style!
Graphically great and I had partially picked it up as a UE5 game that I was already interested in.
Re: Quake Brutalist Jam II
#67Earlier 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…
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
#68Earlier 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
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
#69I 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.
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
#70If 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.
(I never played the first Alan Wake but it’s not a hard requirement, there are recaps on YouTube)