Yeah but he is writing about the reboots. What has that got to do with developments from the last millennium. The mythos around idsoftware is the main reason these games sold.
Doom 2016 was huge when it came out, in part because it felt like shooters had been stuck in the slow post-CoD mud for way too long. But that was a decade ago.
They’re fine. They’re not especially revolutionary, in fact quite the opposite since they lean so heavily on nostalgia for much of what they are.
It is useful to have another 3D engine alternative to Unreal, but having Microsoft in ultimate control of that meant that it was never especially dependable for anyone.
Yeah but he is writing about the reboots. What has that got to do with developments from the last millennium. The mythos around idsoftware is the main reason these games sold.
Doom Eternal et. al are also just good games
I don’t know anyone who care about the doom reboots.
Doom 2016 was huge when it came out, in part because it felt like shooters had been stuck in the slow post-CoD mud for way too long. But that was a decade ago.
They’re fine. They’re not especially revolutionary, in fact quite the opposite since they lean so heavily on nostalgia for much of what they are.
It is useful to have another 3D engine alternative to Unreal, but having Microsoft in ultimate control of that meant that it was never especially dependable for anyone.
The newer engines after Quake3 weren’t super relevant.
I feel it’s worth noting that up until COD:Ghosts, the entire COD series was built on top of the q3a engine
And Source on Quake2
I think source might actually be built off the original quake engine. A quick google does seem to confirm this.
Doom Eternal’s optimization was fucking insane though, shame that isn’t the standard