John Romero and Adrian Carmack announced today that they were rocket-jumping back into the FPS scene again with their new PC project BLACKROOM. It's a genre that has been a crowded market for years, but despite the seemed saturation of shooter wanabees, the duo felt the time was right to kickstart it old-school.
"I haven’t seen a game in the past decade that played like the early shooters with fast movement, rocket jumping, gibs flying everywhere, intriguing puzzles and imbued with a dark comedic attitude," Carmack told us when asked why he chose now to unveil the project. "It seems that the classic FPS design is something that people want to play again. Perhaps it’s now a cycle, and it’s time for that kind of gameplay to emerge again."
Romero has been hinting at this type of project for some time, and he feels that he has the makings of a great shooter that fans will want to play. "It feels like it’s the right time because I’ve come up with a game design that can help move the genre forward and allow players to have an FPS experience like nothing they’ve seen before. It’s such a fun idea that I’m really excited to see it in action. I haven’t been this excited about a game in a very long time."
And Romero has given the game a lot of thought. This isn't just some shooter that will be held together with shreds of a story. Romero said he wants a believable story to be the backdrop for a game with exceptional old-school FPS mechanics.
"I’ve thought about the design of BLACKROOM longer than any other game I’ve made," he said. "Designs, or at least the initial ideas for them, tend to result from questions that I ask myself. What if this happened? What’s well beyond the VR of today? What if you wanted to innovate upon that? That is how HOXAR and their holographic mixed reality came into being. PMT (Predictive Memory Technology) was the innovation that took that one step further. Since the initial idea, it’s slowly evolved, piece by piece, into a design that we’re incredibly excited to make."
And with that he dropped us into the backstory for the game. BLACKROOM takes place inside a company called HOXAR, Inc. in the year 2036. "They are absolutely at the forefront of technology. They have created this environment that allows people to be anywhere at anytime all inside of a giant black room. The military recognized the potential of this technology very early on and got on board with funding that let the company grow. Commercial clients weren’t too far behind. So, now they have military sims and entertainment sims and many more."
Romero said that pretext gives them a huge range of options to play with. Of course, not everything goes according to plan for HOXAR, a problems develop that the player must investigate. "That problem is the unifying conflict that ties all this together. In order to address what’s happening in BLACKROOM, they have to explore where it’s happening at the source across these various HoloSims. Ultimately, all these things come together in the seriously abstract level design that is my forte. Obviously, we have designed the game to play to our strengths."
Romero said the crux of the HOXAR's BLACKROOM problems lies in the Predictive Memory Technology, something HOXAR designed to stay ahead of the VR and HoloSim competition. "PMT was designed to make HoloSims as real as they could be by scanning the participants' memories and using those memories to craft personalized and realistic experiences within individual HoloSims. A soldier who regularly feared a certain type of combat incident would be faced with issues to test it. On the kinder side, PMT could recreate personalities from people’s memories of their loved ones so that they could have a conversation with them in BLACKROOM, a conversation that felt real. It was revolutionary. Unfortunately, it was also not without its flaws. PMT had not only the ability to 'read,' it seems, but also the ability to permanently 'write.' Thus one person’s nightmares became others, and all of these nightmares magnified over time, both inside and outside the simulation."
Romero is counting on fans of the old-school to back the project. Unfortunately, many successful Kickstarters have failed to deliver any semblence of what was promised, making trust on any crowdfunded project an issue. Romero said he is aware of that, and he and Carmack have a finely focused plan in mind.
"Know exactly what you want to make, work with other very skilled people to do it, and make sure that someone (and in this case multiple someone’s) are watching over every single thing to ensure that the game is on the rails at all times," he said, detailing the BLACKROOM development stretegy. "Of course, there will be something that needs changing, tweaking, etc., but that polish time is factored into the schedule in advance."
And if the project doesn't get funded? Is there a backup plan for angel investors?
"No. For Adrian and me, this is a labor of love. It is a design that we’re incredibly passionate about, and a game we have wanted to make for a a while now," Romero said. “'What if it doesn’t work?' and 'What if they don’t like the idea' hasn’t entered our minds, because we’ve focused very, very closely on what we know people like and what we know people want. The trick is to deliver that while still innovating upon the genre. We’re too excited about the possibility of BLACKROOM to focus on failure."
When it was learned that Romero and Carmack would be teaming up on the project, it was natural to speculate who else from the old id Software days might join them. Unfortunately, Tom Hall, Sandy Petersen, American McGee and the others are busy with their own endeavors.
"We certainly did have a good time working together, and I have a lot of respect for their work," Romero said of his former team members. "In fact, Tom and I have worked together in four different companies after id. However, Adrian and I feel that, since we created those seminal games together, and are in the right place at the right time, that we can definitely do this ... now."
The game will be developed by Night Work Games, a "dark and violent" subsidiary of Romero Games. "Increasingly, games are being created closer to the film model where you bring a company and a group of people together for a specific purpose," Romero said. "In this case, BLACKROOM is that purpose."
Unfortunately, any time Romero's name is mentioned, some fans with long memories will invariably bring up the an ill-advised ad campaign for a game that shall not be named. Romero is aware of the criticism, and meets it head on, eager to lt fans kow he has learned from it. He vows it will make BLACKROOM a better game.
"It’s been 16 years since that fateful and stupid ad," he said. "Suffice to say that I’ve learned a lot. I have repeatedly apologized, and will continue to do so, for the dumb decisions that led to that ad, for the ad itself and for shipping a less than stellar game. Obviously, that’s not something any designer wants to do. It was a very ambitious project, and while everyone worked hard, there were simply some things we were not able to overcome. Ultimately, while it would be great if every game could enjoy the success of DOOM, DOOM II and Quake, that’s not always going to happen. The lessons from Daikatana are deeply internalized at this point and are reflected in BLACKROOM. Probably the most obvious one is in the level design. In BLACKROOM, I am designing all the levels. In Daikatana, I designed none."
Romero is eager to step up and get going. As a bit of practice, and maybe an early hint of what's to come, he created and released a level for the original DOOM in January that was well received. "I believe e1m8b (Tech Gone Bad) showed that my passion for level design and my ability to innovate is still there," he said.
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John Keefer posted a new article, Romero on BLACKROOM: It's time for the old-school FPS to emerge again
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It wasn't linked in this interview, so here
https://www.kickstarter.com/projects/nightworkgames/blackroom-a-new-fps-from-romero-and-carmack?token=07458251 -
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"I haven’t seen a game in the past decade that played like the early shooters with fast movement, rocket jumping, gibs flying everywhere, intriguing puzzles and imbued with a dark comedic attitude," Carmack told us when asked why he chose now to unveil the project. "It seems that the classic FPS design is something that people want to play again. Perhaps it’s now a cycle, and it’s time for that kind of gameplay to emerge again."
Then it is because you haven't been paying attention.
Seriously, this myth needs to die. These games are being made and few people are playing them. That's probably why they have escaped your notice.
Oh wait, he said rocket jumping...well clearly that is an entire genre of games that need to come back. ::eyeroll::-
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It can be argued that a lot of that stuff is not 'classic' shooter material. Especially the SP list there, it's mostly on rails and what some of us would call 'consolized'.
If you want a good example of a classic shooter released these days then look no further than Wrack. It was a helluva overlooked gem IMO and even had Robert (Bobby) Prince doing the music.
Quake Live is obviously a classic arena shooter because it's ...well Quake3! Do the rest of those titles allow for dedicated LAN and modding capabilities? Blackroom seems to want to break the current publisher stranglehold in that regard and that should be celebrated!!-
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Sorry, what I meant by that was the ability to play a game with your buddies while not connected to their servers.
What I get out of this is the comfort in knowing that I can play the game at any time, with or without internet and if it's good enough, years after they shut their stuff down.
Also freedom is good.-
A couple of those were designed with exactly that in mind.
http://store.steampowered.com/app/324810/
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lol dude, why you gotta be so cynical all the time? What about saying something like:
"If you all want to jump into a game like Doom and this KS RIGHT NOW, check out Toxikk.
http://store.steampowered.com/app/324810/
Only $18 on steam greenlight."-
Because I am not here to advertise people's games. I don't get why gamers think that sites need to essentially rolling advertisements and hype.
I don’t actually enjoy this type of game very much, so I am not going to sell you on it. But, I am sick of people saying that this type of game doesn't exist and we need to shift away from the type of shooters that I enjoy.
No such shift is needed, they co exist and 90s simply aren't trendy despite the ravings of the 30 something nostalida.-
I don't think of it so much as advertising peoples games but helping out people community with stuff you think they might enjoy. We do that all the time.
People haven't heard of a similar game in recent memory, no they haven't researched the genre carefully, so what. No need to get worked up over over a bit of excitement and hyperbole.-
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Pretty much. I do praise games when they earn it. I still think KF2 was a shitty false launch whose promises have still not been fulfilled, but I like what they have done now and am willing to recommend it because of the value it offers.
I don't work on hype anymore. I did that phase of gaming, I don't trust developer interviews or nostalgia appeals and I take hands on previews with a grain of salt.
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God you're salty as whale piss, yeah dude I DO want nostalgia and a game by the guys I grew up with.
Take your favorite music record from when you were a kid and look at the artists that made it happen. You're telling me you wouldn't be excited about them doing another record today and that you'd prefer other unknowns in the same genre and just piss on your favorite band?
Developers are artists, I like the artists in the OP. Stop shitting on the thread eh?
BTW I'll def try out Toxikk, thanks for the head's up. -
I think Toxikk is a bit more Unreal Tournament than it is Quake or Tribes...so if someone didn't like UT that much, why would they play Toxikk? I've always found UT's movement to be less interesting than the movement in the Quakes or in any of the Tribes games. Its less fluid and you can't really build momentum, its a different style of movement and I respect what it tries to do but I've never liked it much. Its probably why I've gravitated more towards Tribes Ascend and Reflex with some Quake Live here and there.
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Shadow Warrior 2013 by Flying Wild Hog is amazing not to mention this year they are releasing :
Shadow Warrior 2 : https://www.youtube.com/watch?v=jJ45LTOwiwg * old but amazing footage *
To me Shadow Warrior 2 will be best FPS of 2016, calling it now.
And if you want a amazing old school FPS look at GIBHARD it looks amazing as well for a none AAA FPS.
GIBHARD : https://twitter.com/hashtag/GIBHARD?src=hash
Also STRAFE https://www.youtube.com/watch?v=9H0dV69ISlU&feature=youtu.be
Then there is Metro 2033 + Last Light, not sure they count but are massive quality, I love them.
Anyways there are a bunch of them, you guys listed some good ones too.-
Yeah, I get frustrated when people say "They don't make games like _____ anymore" when what they really seem to want is just the franchise brought back. People keep saying it about Descent style games too and there's a ton of those.
It's ok to want the classic games to come back of course but that's not the same thing as saying those kinds of games don't exist anymore.
Also be careful what you wish for, or else you get something like the Rise of the Triad remake.
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I actually am starting to pity id a bit, seems like they are trying to appeal to the 90's PC gamer as much as they can (see their tweets) but are getting steamrolled because it's pretty obvious the game heavily favors the style and gimmicks of a modern console Halo/CoD title and the console crowd is who the developer is weighting the focus toward in the end.
If they pull off a good PC port with mod support I'll be pleasantly surprised. -
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Why is there no gameplay vids or in game screens of the game :( , I don't understand why this still happens in KS campaigns?
Cool article Keef, I am just disappointed in the KS and that they did not show the game at all, I expected more. Yes it sounds cool in text but an actual product aka game is a whole other thing.
You have to wonder what goes through the creators mind when they make these type of KS campaigns with no game footage or in game media?
Do they go:
A. I am a celebrity I don't need to show the game just pay and support the game, do you know who I am!?
B. Well other celebrity devs have not shown any in game material and made thousands in KS so why should I go over and above in my campaign.
C. I am just putting a concept out in the open if you like it please back if you don't then we won't make the game. I don't want to waste or risk time or money on this potential game.
D. I don't care that other KS have demos, prototypes, in game screen, are are very far a long in development those are just indie devs that have to urn their respect I don't have to I am a celebrity.
I really like to know, it be cool if someone asked Romero from Shack staff(Keef do it man!) as to why he did not post any in game vids or screens of the game.
I hope it will be cool, any chance they will show the game in the stream?
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By that measure you would not have gotten pillars of eternity, wasteland 2, broken age, shadow run, massive chalice, satellite reign etc
at best you saw a quick mockup or target render. The more complex the game the less likely you will get a prototype and people seem to want to be deceived if that’s truly your logic. A game like FLT can do and probably NEEDED it. This is whats going to happen: if they havent done it already, they will release some quick footage (its unreal, even I could whip together something resembling a map now guess what happens if you let a pro at it).
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You are a game developer so some of it you could answer yourself. Its the first day, you don't just dump-truck info out but pace the stream to hit certain marks.
The game will cost more than 700k the same shittons of other kickstarter games did cost significantly more than asked and the guy has invested in a studio and his time (even if all he did was speaking engagement he would make money) so its hardly the "ransom" situation you describe.
Lets say the studio and himself have only done design and no prototype, this is not some unknow entity that proclaiming to be a developer, its a bunch of dudes that have shipped multiple games, ran studios etc
Obsidian who shipped pillars of eternity and inexile who did wasteland 2 started from scratch and they turned in some mockup screenshot throughout the kickstarter not on day one.
A prototype serves as a backup, something to show that they can back up their claims at a modest 700k ask and with the list of games he has released he doesn’t need that. Wait for a while before you guys flip your shit and see if his pitch is something you would be willing to put money behind or not.-
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I think its a valid concern, people have budgets and money is something you shouldn't waste if you feel the risk/reward balance tilts to a degree you are uncomfortable with.
As someone who seems hopeful about the prospect I personally have not backed it yet (like two in the morning here I need to read it all while actually awake and see whats to follow).
I do believe the pitch does need more info to appeal to non die hard 30+ year old fps fans (who are familiar with his body of work and design philosophy) and they have 32 days to convince people. Lets hope there is more info to follow (not a fan of the character design and somewhat loltastic writing in the trailer), they should have learned from the hall/bratwaithe disaster and its postmortem analysis.
The technical things about dedicated servers map tools and mod kit check all the right boxes for me and I assume people on doomworld but that’s not exactly the majority of the kickstarter audience.
I just find it odd how insistent people are to tear it down here before there has been more than the initial pitch.
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Why would you not show the game screens and vids on day 1, to me that is insane not to? Since I have backed over 62 games on KS the number one thing I dislike in any campaign is ones that do not show screens and video wip of the game on day 1 or at all. Its by far my number one beef, like it really bothers me.
As for the 700k I don't care about that, it doesn't bother me 4 we all know no KS asks for the right amount of $, I never even mentioned the amount bothered me. I just want to see how the game looks like, that is all I don't think that is a lot to ask for if someone wants me to give them my money and support. Also like you said they are pros this is not their first game so it should be easy fro them to present that to backers.
Personally its not fair or nice to treat backers this way and not show the wip of the game. I won't do it myself with my own project for when I back a game on KS it doesn't feel good as a backer to see just some ideas in text and maybe some concept art regardless of who the project is made by.
To me KSs that don't show the WIP of the game in a form of a prototype(vid & screens) on day one or during the KS is doing a dis service to backers & most importantly to themselves.
Hyper Light Drifter is a perfect example of how to do a KS campaign video, its all about the game: https://www.youtube.com/watch?v=cnajEYPEKIQ as most know this game released successfully and it owns and the dev was a unknown. There are a lot of other unknown indie devs that did this same approach which is a lot of work. Why should the pro know high profile devs not put in the same amount of work and time. Most of the unknown indie devs are living in a card board boxes compared to the seasoned devs in terms of resources etc and have way more to risk and loose.
All well we all have the power to back a project or not I really hope the game will own and wish he shows the in game screens and a gameplay vid in the KS campaign asap. If he does show the game in its current form I will be pumped and if it looks good I will gladly back it like I have for other projects. -
theres literally nothing of interest here except buzzwords. the art shown shows a fucking exploding barrel, some generic guy fist bumping the air, the enemy shown is less defined than the shadow thing mellisandre birthed in got. MODDING FPS ROMERO CARMACK ROCKET JUMPS FPS and GEORGE LYNCH. how is this compelling at all?
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https://www.youtube.com/watch?v=RYZn-xUxmO0 lol :) yeah man that is rough holy shit.
No wonder they canceled it, If you can't do the time don't do the crime.
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Wolfenstein, Doom 1 and 2, Quake, responsible for funding and keeping ionstorm from defunding Deus Ex, Anachronox. Helped build and produce a bunch of studios/games like Raven doing Hexen/Heretic.
And even Daikatana as broken as it was, choked on its own ambition which imo is something often overlooked, a game failed to try ai controlled npc sidekicks (first game to do it on the scale ion storm tried and succeeded was valve in one episode for hl2), multiple epochs with weapons,maps and enemies designed around it etc
The game was mismanaged and ultimately failed but nobody can say it didn’t try, btw the games mp was pretty damn good. I wish romero had done less management duty and pr responsibilities and actually designed maps for the game (he did not make a single map despite or actually because being the hypeman and name giver).
So you could be salty about it or hope that they achieve something worth playing with this kickstarter. -
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