ReynardFox: This really does smack of an indie dev who's trying to pander to a time period they never experienced and a fanbase they don't understand... while also making a rather ugly, unoriginal game that just makes GOG's boutique approach seem even more laughable.
Agreed. Having recently replayed a load of 90's FPS's, I don't see not being able to save, reloading throws away existing ammo, all guns feel like shotguns due to over-the-top bullet spread, weak procedural generation levels, etc, as anything remotely representing "90's FPS mechanics".
- Quicksaves were prevalent on virtually all FPS's from early 90's Doom 1 right through until the late 2000's with semi-standard convention of F5/F6 and F9.
- Weapons felt and played differently. A rocket launcher, minigun, BFG9000 and shotgun in Doom all had very different styles of gameplay. Same with an Ethereal Crossbow, Dragon Claw and Phoenix Rod in Heretic.
- Levels were hand designed, quite often with choke-points, secrets, traps, trigger plates, platforms, branching / circular paths or other intelligent environmental features possible even in the primitive Doom engine. I have no idea where the
"90's = procedural maps" thing came from for Ziggurat / Strafe.
- Ammo and health were sparse but not over the top as many modern "fake 90's" games try too hard to "showcase" by over-exaggerating.
- For gameplay, health was non-regenerating and finite per level, there were no 2-3 weapon limits, and combat was high move speeds + circle-strafe. But there was far more to it than that and gameplay could often be made interesting. Eg, when you were low on ammo in Doom you could "play" different types of monsters against each other (or lure into crushers / other traps, etc, as an ammo substitute). On really hard maps, gameplay was anything but "simple" vs modern cover-based bullet sponges or "simon says" QTE's.
^ That's the 90's era I remember, and so far haven't really found any modern game dev who "gets it" that the enjoyability factor
was largely "talented level designers + freedom of gameplay" (clever map design, quicksaves, no weapon limits, etc), not simply slapping Minecraft textures into Unity Engine then pretending it's "old school" simply because they upped the run speed and scrapped the "cover" button...
I really want to like these kinds of games, but the more I see of "fake retro" gameplay, the more I just want to fire up one of many decent OpenGL source-ports (GZDoom, etc) and blast through actual 90s / early 2000's games again.