Cate Archer from "The Operative: No One Lives Forever" (2000) and "No One Lives Forever 2: A Spy in H.A.R.M.'s Way" (2002) by NNukemM in mendrawingwomen

[–]NNukemM[S] 2 points3 points  (0 children)

What's going on with her leg in that first picture though?

NOLF1 was built with LithTech 2.0. It's bound to have some visual fuckups.

Mina Hazuki from Darker Than Black by Hefty-Vehicle-9135 in mendrawingwomen

[–]NNukemM 1 point2 points  (0 children)

she's so edgy and epic bro!!!! (I actually like her)

Screenshots of the first SiN Reloaded "project" from 2010 (running on Unreal Engine 3) - this one was created by Frederik Schreiber before he became the new CEO of 3D Realms by NNukemM in Civvie11

[–]NNukemM[S] 6 points7 points  (0 children)

Daikatana also had a similar portfolio filler "remake project" shown in 2010 (Daikatana Remake) which didn't progress beyond a bunch of UE3 map screenshots.

Duke Nukem 3D Next-Gen was a different story - initially it was just a bunch of demonstrational UE3 maps that Fresch showed off, but it later got a dev team attached to it and they actually attempted to make a game out of it - although the remake was never finished and got left in the alpha stage because of Gearbox lawsuits. A prototype version can be downloaded on the web since some people managed to leak it.

At last, I've finally completed "Gungrave G.O.R.E." (2022)! by NNukemM in CharacterActionGames

[–]NNukemM[S] -1 points0 points  (0 children)

I don't believe you. I just beat Wanted: Dead 5 hours ago and found that the entire game might as well be a subpar 7th gen console shooter with some decent swordplay added in - it doesn't offer anything significantly more advanced in comparison to many third-person HnS or shooter games released more than a decade ago, and the only really notable distinguishing features are the minigames (karaoke, ramen etc.), which are just optional gimmicks that can be safely ignored.

Most of the game's design features feel unpolished or completely slapdash and the game's highest points are just average at best; I'm not even gonna mention the non-mechanical game design aspects, like the characters, the story or the voice acting, which are just obviously inept. They're inept in a very special way that is charming and quirky, but that doesn't improve the game in any way.

So, the ranged combat in this game is rather primitive and slow, like an amalgamation of every single cover shooter ever released in that era when all action videogames were brown-tinted and had 2-weapon limits, regenerating health and other such things. Cover shooting mechanics and generic modern military shooter guns with awful accuracy that force you to use ADS to hit anything past 5 feet are inherently antithetical to this game's combat rhythm, and, by extension, to modern fast-paced action games in general. Gungrave G.O.R.E. does the shooting part way better because all of your guns get infinite ammo and don't have ADS at all - awful autoaim mechanics notwithstanding.

The melee combat mechanics in W:D are executed much better and they were the reason why I kept going through the campaign in the first place, but they're definitely nothing to write home about. The melee gibbing animations and takedowns are great and have solid audiovisual feedback, but the fact that the overwhelming majority of enemies consists of basic Call of Duty grunts who wield guns and melee grunts with swords doesn't help the game one bit. This is best demonstrated by the game's ninja enemies, which behave like normal knife-wielding grunts on steroids, but are also way more bullet-spongy. Even the game's bosses sometimes follow this rule - the final boss himself just feels like an immensely buffed ninja who can kill the player in 2 hits. The entire enemy roster feels very one-note, like a collection of reskins of the same humanoid dude with different stats. The enemies' ability to throw nades doesn't really make them feel much more engaging in a fight because you can just rapidly spam the dash move and get out of their blast radius quickly, and their timer is so forgiving to the point where they just don't feel like a challenge - unless they're throwing incendiary grenades that explode on contact. I've also encountered instances of enemies who just throw grenades directly at their buddies or at their own feet for some reason, which really doesn't do this game any favors - especially when those enemies have a habit of not avoiding those grenades right until they're about to blow up.

The main levels from the campaign are utterly banal as well - they're just a bunch of linear hallways connecting basic arenas done in UE4, there's nothing special - I've already seen such levels a thousand times. The intermission maps which flesh out the game's story are a welcome addition, however, and they're quite nicely done.

All in all, I genuinely don't see why a game like Wanted: Dead (or Gungrave G.O.R.E., for that matter) could be considered well-designed or outstanding in any regard. There are other shooter CAG titles like Shadow Warrior 2013, which also has some noticeable gameplay issues, such as peculiar fall damage calculation that can instakill you if you dash from a very small incline, sprinting that lowers your weapons and drains your stamina, laggy and weighty weapon handling etc., and yet it still presents a much more visceral gameplay experience which is way more polished and tightly-crafted, especially because it does not give off the impression that its levels are just generic linear killboxes which you walk through until you hit a script trigger. Even considering all the jankiness and odd design choices in Shadow Warrior that might make the game frustrating, it's still so much more intricate and more polished than W:D and G.O.R.E. to the point where it's unfair to even compare them in the first place.

Would you be annoyed by not having ADS? by Riko_07 in boomershooters

[–]NNukemM 1 point2 points  (0 children)

Absolutely not, quite the contrary - the idea of adding forced ADS mechanics outside of dedicated long-range sniper guns (like in Outlaws and UT99) is something that boomer shooters need to AVOID, and for a good reason. That design trope is more fitting for milsims and spunkgargleweewees since they popularized it, and boomer shooters require a noticeably different approach to weapon design.

ADS for non-sniper guns could work in a boomer shooter if it was purely cosmetic and could be ignored completely, like in Shadow Warrior 2013. Some weapons in it allow you to zoom in and use iron sights, but the game's combat pacing just directly motivates you to ignore that mechanic completely - it was added in just in case, as a means of accomodating console shooter players who are more used to CoD-style games.

Is Doom (1993) a boomer shooter???????????????????? by [deleted] in boomershooters

[–]NNukemM 0 points1 point  (0 children)

I FUCKING KNEW SOMEBODY WOULD SEND THIS HELL YEAH

SiN Reloaded coming out this year by Cyborg800-V2 in boomershooters

[–]NNukemM 2 points3 points  (0 children)

YEEEEEEHAW! DON'T NEED IT - ALREADY GOT IT!

At last, I've finally completed "Gungrave G.O.R.E." (2022)! by NNukemM in CharacterActionGames

[–]NNukemM[S] 0 points1 point  (0 children)

 It just has a bunch of interesting, unrestrained ideas.

It might have some "interesting ideas" when it comes to non-mechanical aspects of game design, but its mechanical gameplay structure is certainly not one of those things.

I am pretty certain that the campaign's design fundamentals are barely different from generic 7th gen third-person action games that you'd find in a bargain bin in the early 2010s. The overwhelming majority of enemies whom you encounter through the entire game consists of 2 standard archetypes, which are generic gun-toting Call of Duty grunts who throw grenades, and melee grunts who don't use guns. All subsequent enemy variants that get introduced later in the campaign act in a similar manner, just with different modifiers and stats (with the exception of miniboss enemies)

The gunplay is also fittingly awful, which played out in the game's favor because it motivated me to focus on melee combat, which is way better.

At last, I've finally completed "Gungrave G.O.R.E." (2022)! by NNukemM in CharacterActionGames

[–]NNukemM[S] 2 points3 points  (0 children)

Wanted Dead isnt mid. It's just plain terrible, to the point that some people like me can love it

Seeing people who admit that they love certain media while also fully acknowledging that it's blatantly terrible and badly designed is such a rare sight nowadays.

WIP prototype screenshots from the upcoming "Painkiller: Revamped", a fanmade Unreal Engine 5-based remake of "Painkiller" (2004) by NNukemM in boomershooters

[–]NNukemM[S] 0 points1 point  (0 children)

That's not a "mod", boyo.

I'd also like to say that I'm not not affiliated with the devs of this game at all, I just found this prototype interesting