In 2019, Doom got a remastered port handled by Nerve Software, and while it wasn’t perfect, it was serviceable enough. It got a few updates that fixed a few of the major problems – including requiring Bethesda.net to login – but it was fine. A perfectly playable version of the 1993 classic.
Five years later, at Quakecon 2024, they remastered Doom again. This time handled by Nightdive Studios, the wizards who remastered a whole bunch of games, from Turok to Quake II. This time they added support for Boom, a Doom source port framework that added a whole bunch of new features and expanding older ones. But they weren’t done with that. Of which has become tradition with all id Software remasters by Nightdive at this point, they added a new episode called Legacy of Rust.
You know, for a few years I had no interest in Fortnite. I played it a bit here and there, but mostly thought of it as a thing that wasn’t really for me, that whole building-while-shooting being the biggest barrier to entry for me. Shoot a guy and suddenly they’ve built a whole castle for defense just feels old. Then developer Epic Games introduced Zero Build, which got rid of that. That, combined with Chapter 4: Season 1 introducing the Doom Slayer from Doom and Geralt of Rivia from The Witcher, were the moments whereme and my friends got hooked on Fortnite.
With Chapter 5: Season 1 currently going as I write this, where they introduced LEGO Fortnite (their rival to Mojang’s Minecraft),Rocket Racing (a racing mode by Psyonix, the makers of Rocket League) and Fortnite Festival (Harmonix bringing the Rock Band formula to Fortnite), I’ve basically abandoned my nature of being a gaming hipster and not following the current gaming trends to go for what amounts to the new hotness. Granted, Fortnite is 7 years old as of this writing, but I still think it’s the “in-thing”.
While Epic (and the myriad of studios they own) have been creating their own unique games within the system, I’d been curious what the Unreal Editor for Fortnite (UEFN) worlds are like, where people can make their own creations within the Fortnite universe. Most of the time it’s ripoffs of existing games like Deathrun and Gun Game, but other times it’s filled with promotions by notable brands. Honda had a driving experience for one of their cars, for example. I remember playing an experience based on hip hop musician THE KID LAROI that was mostly forgettable. In this case, we get to talk about another notable musician who capitalizes on the hottest trends.
Avenged Sevenfold’s “We Love You” is what it says on the tin: A map featuring an arena from the music video of the titular song, released by the band back around summer 2023. This was hyped up through the band’s social media pages, with it being announced on January 12, 2024.
Now, Avenged Sevenfold is a band that I’m really only familiar with because of their ubiquitous appearances in rhythm games. I swear, every Guitar Hero and Rock Band game came with an Avenged Sevenfold song on the set list, which means I got to hear songs like “Almost Easy” and “Beast and the Harlot” a billion times. They’re a perfectly fine metal band otherwise, probably the modern day equivalent to what Metallica was back in the ‘90s: A metal band that’s just mainstream enough that even people not into the genre can enjoy them, but otherwise very shallow for anyone really well versed in the metal genre.
You know what I haven’t covered in a while? A game mod. How about a game mod for Half-Life, one of my favorite games of all time? Sounds good.
I’ve always been fascinated by Half-Life‘s mod scene, which had some really creative stuff being made for it. Even to this day people are doing some outstanding work with the that 25-year-old game engine. But let’s jump back to 2005, when Half-Life 2 was new. Let’s talk about Black Ops.
No, not that one.
Not that one either. We talked about that one years ago.
There we go. Third time’s the charm.
BlackOPS (or Black Operations as it’s called in-game) is a Half-Life mod that covers the Black Ops soldiers, the reskins of the HECU soldiers initially introduced in Half-Life: Opposing Force. Released in 2005, BlackOPS was primarily the work of three folks: Stephan “little_otis” Grabenhorst, Volker “Thrillhouse” Schreiner and Daniel “DeeGee” Grabenhorst, who came from the German custom mapping scene.
By this time, Half-Life 2 had been released and the fancy new Source engine was starting to be one of the go-to engines to mess around with. Despite that, GoldSource — the old Half-Life engine — still had some legs in it, so much so that there were still mods being made for the seven-year-old game. Honestly, the Half-Life mod scene post-HL2 is really interesting to me, so let’s check it out.
The mod starts with an exposition of the creation of the Black Operations squad in game, and mentioning the Black Mesa incident that happened in Half-Life. Eventually we’re dropped into the Black Ops HQ as the protagonist, Declan Walker, is briefed upon his mission: Go to Metro City, find Dr. Gallagher, a rogue scientist, and procure a special case he was holding onto. Doing this while fighting off any aliens and soldiers along the way.
Initially armed with only a silenced pistol, Declan fights his way through the apartments of Metro City, fighting mostly headcrabs, zombies, houndeyes and even the Alien Controllers from later on in Half-Life. Declan’s journey eventually takes him to a subway, into the belly of a drug-addled club, through the obligatory sewer, before arriving in Chinatown.
The Build Engine is a fascinating piece of tech. Made by a young Ken Silverman, the engine was made as one of those engines that could rival Doom in features, and was used to great effect with its design, features and most importantly, interactivity. Build brought us some of the coolest mid-90s FPS games: Shadow Warrior, Blood, and of course, the granddaddy himself, Duke Nukem 3D.
With news breaking of someone leaking a work-in-progress build of Duke Nukem Forever from around 2001, I’d be kinda getting an itch to go back to the ‘roided up wisecracker. Problem was finding good Duke-related content.
While Doom’s mod community is well documented and reported upon, I feel the Duke Nukem 3D mod community is talked about a lot less. Granted, there isn’t a whole lot of outstanding mods, and some of the more notable ones like Plunder & Pillage have an unfortunate history behind it. But somehow, I found a modification for Duke Nukem 3D that for a good while was my go-to if I wanted to play a game that wasn’t a Call of Duty title.
Duke Nukem: Alien Armageddon is a modification for Duke Nukem 3D using the eDuke32 source port of Build. At first glance, you’d think this is just a few new levels and maybe a few monsters. Oh, it’s much, much more than that.
Made by a team called “Dukeboss,” the team mostly consists of sebabdukeboss20, a modder known for the AMC Squad for Duke Nukem 3D, and DeeperThought, whose Duke Nukem Attrition mod for Duke Nukem 3D was something I played constantly for years. There’s a myriad of other developers involved, including mappers, artists, even voice actors; but those are the most notable members of team Dukeboss.
Alien Armageddon is a combination of Duke Nukem 3D with a myriad of new items and features. The original episodes from Duke Nukem 3D: Atomic Edition alongside two of the official expansion packs – Duke It Out in D.C. and Duke Caribbean: Life’s a Beach – which add new cutscenes, animated features and even abilities like an RPG system and an AI partner. I’ll get into that more in a bit.
Please note: This article was written in June 2022, which covered version 4.54, the most recent version of the mod at the time of publication. As the mod is often updated to add new content or fix bugs, some of the things mentioned here may differ from a more recent version.
A few months back, to celebrate its 25th anniversary, Bethesda re-released the id Software classic Quakeon modern systems and the PC. Ported to the versatile KEX Engine by Nightdive Studios, it added the base game, the two official Mission Packs, the MachineGames developed Dimension of the Past made for the 20th anniversary in 2016, and a newly made expansion, Dimension of the Machine, also by MachineGames.
Going back through Quake was a nice nostalgia trip, and while I had already played through the game countless times in the past – most recently in June to test out the fan-made Copper rebalance mod – It felt good going through the tech bases and castles with nailguns and the Thunderbolt once again.
The official port has licensed mod support, similar to the Unity-powered Doom remasters on these same platforms from a year or two back, with Midway’s port of Quake to the Nintendo 64 being the first supported mod. Though it does also support some older Quake mods if they were just simple levels and not involving complex scripting from recent source ports, which means stuff like the oft-praised Arcane Dimensions don’t work in the remaster yet.
It made me think of many old custom levels from the early days of modding, and one that I thought of was during that wild west period, when map makers would offer to make stuff based on licensed properties as free promotion. One of which was based on a TV show that most of you probably don’t remember.
Soldier of Fortune, Inc. for Quake is not what you think it is. It has nothing to do with the later 2000 game by Raven Software. Rather, this three-level pack existed as a promotion for a television show, back in those days when people could just make custom levels and have them officially sponsored by those companies, akin to stuff like Chronic for Quake III Arena made to promote The Marshall Mathers LP.
But what is Soldier of Fortune, Inc.? SOF was a TV series created by Dan Gordon, an ex-Israel Defense Force soldier turned screenwriter, produced by Don Simpson/Jerry Bruckheimer Productions and Rysher Entertainment. Named after the magazine of the same name, SOF was an action series involving a rag-tag group of soldiers trying to stop various people doing the bad things. In essence, it was a modern-day Mission: Impossible. It often aired in late-evening time slots alongside shows like Baywatch, which meant it was made to be one of those shows that tried to capture some of the Baywatch audience by also being an action-packed romp.
The show did get renamed for the second season, losing the Soldier of Fortune branding. Now called SOF: Special Ops Force, the show had a few notable cast changes, including basketball player Dennis Rodman playing a supporting character and Peter Graves doing an introductory narration, further leaning into the Mission: Impossible trappings. The show ended in 1999 after that second season, being mostly forgotten by the general populace.
I was reminded of this show’s existence thanks to a podcast. It Was a Thing on TV – a TV obscurities podcast hosted by a few of my game show colleagues – had recently done an episode on Thunder in Paradise, another short-lived action show starring Hulk Hogan and Chris Lemmon stopping evil villains on beachfronts. Much like Soldier of Fortune, Inc., Thunder in Paradise was trying to capture the Baywatch crowd, but wasn’t successful at it either, only having one sole 22-episode season.
Thunder in Paradise would get a video game adaptation for the Philips CD-i and DOS that was during the peak of full motion video, using an episode from the TV series but with more footage shot for the game. It made me think of similar action shows from the ’90s that got video game adaptations, and suddenly I started thinking about how a similar action show somehow got a custom level pack for Quake, back when that was a thing that could happen. Nowadays those same entertainment companies just cut a check to Activision to put John Rambo in Call of Duty: Black Ops – Cold War for $25, complete with low-quality sound bites from the movies.
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Time to write about Daikatana, the infamous FPS that showed us that John Romero can make a dud too. The post Daikatana: John Romero’s “expert FPS.” appeared first on You Found a Secret Area!.
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