João Costa @JD557@blog.joaocosta.eu Follow

Portuguese software engineer at Kevel.

My instance is running on a small server so please #nobot

Web

https://www.joaocosta.eu/

GitHub

https://github.com/JD557

Twitter

https://twitter.com/JD557

Itch.io

https://jd557.itch.io

  • Notes
  • Articles 6
  • Followers 41
  • Following 57
João Costa's avatar
João Costa
@JD557@blog.joaocosta.eu

Once in a while, I love to play some old-school-style shooters. Levels are usually short and sweet, and there's not much of a story, so even if I stop playing for a while I can pick them back up without any issue.

However, maybe it's my nostalgia goggles, but I'm starting to feel like a lot of the new games in the genre have way too many enemies spawning out of thin air (especially on backtracking is required), which feels kind of boring and uninspired, IMO.

I think it was OK in "Doom (2016)", but "Prodeus" levels are starting to annoy me and I quit "Wrath: Aeon of Ruin" because I couldn't take that anymore (this was during the early access, I think things are a bit more balanced now).

And the thing is, I don't remember Doom, Quake and even DN3D having much of that! It was mostly monster closets, IIRC (which don't annoy me nearly as much). So I wonder where the inspiration for this comes from.

  • permalink
  • interact from your instance
  • 1 year, 5 months ago
Powered by microblog.pub 2.0.0+dev (source code) and the ActivityPub protocol. Admin.