cross-posted from: https://lemmy.ninja/post/139088
From Beneath Software has announced an exciting new project called Retchid, a fast-paced, atmospheric first-person shooter that seems set to satisfy fans of the third DOOM. The game, which has been closely followed since its announcement at Realm’s Deep 2020, is currently under development with the team working tirelessly to create an engaging and enjoyable gaming experience.
The storyline of Retchid takes place on Titan, one of Saturn’s moons. The Terra Excavation Corporation (TEC), reminiscent of UAC from DOOM, has established a mining facility on Titan. The player’s character is sent to resolve a communication issue, only to discover that the facility has been overrun with otherworldly creatures.
The game’s campaign will take players through over 20 levels split into three episodes. The environment recalls those of DOOM 3 and DOOM 2016’s facilities, as well as Half-Life’s Black Mesa. With its dark industrial and macabre themes, the TEC facility resonates with the atmosphere of the DOOM reboot. There might also be some similarities to Perilous Warp, although this is speculative.
Retchid offers players more than 10 unique weapons, each with their distinct firing modes and upgrades. Players must deal with over 20 different types of enemies that can flank, take cover, and lunge at them. Furthermore, the game introduces a co-op mode, allowing you to experience the entire game with a friend. Alongside this, there will also be an arena-based deathmatch mode supporting up to four players, promising fast-paced gameplay.
Impressively, Retchid seems to prioritize the essentials: robust weapons, an enjoyable dismemberment system, and high-quality audio work. It appears that the game is built around classic shooty action, eschewing complexities like puzzles or convoluted navigation. Anticipation is high for a demo to confirm these promising features. Retchid releases in 2024, with development updates available on From Beneath Software’s website, their Twitter (@FromBeneathSoft), and the official r/retchid subreddit.
#Retchid #boomer_shooter
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Isn’t “boomer shooter” more of a 1990s, cubic / low-res graphics thing? Doom 3 came out in like 2005.
I’m with you on the definition, but I’ve been patiently waiting for the retro scene to catch up to the 00s in FPS design, because I’d consider that its golden age.
It’s like music. The Golden Age is whenever you were a teenager.
A game is called a boomer shooter based on several criteria. Usually they’re first person. Does that mean a third person shooter can’t be a “boomer shooter”? No.
Quake III is just one game that boomer shooters are based on. Doom (1993) is a game that boomer shooters are based on too. Neither one is a boomer shooter itself. A Boomer Shooter is a modern creation meant to replicate past play style, video style, and audio style too… It’s more than just “pixelated/voxelated…”
None of what you said has effectively anything to do with my comment. It’s like you knew somebody would point out the usage of “boomer shooter” in the title and had a canned response prepared.
Yes I know what boomer shooters are and what games they’re based on. I’m just saying they typically have low quality graphics that a game like doom 3 does not have
You started by asking the definition of boomer shooter, which I responded to. Then you added the fact Doom 3 came out in 2005. Since your context was, “what’s the definition of a boomer shooter.” I responded to that.
Maybe next time frame your question better to get the information you’re looking for?
It depends more on whether the game’s shotgun has a gratuitous BOOM.
There are fans of doom 3 out in the wild? This game looks pretty cool but I hope it’s a bit more fast paced.
It’s pretty good for what it is. I can see many fans finding it to be great if they only came across it recently or was their first shooter/doom game.
I liked it for what it was, but I wasn’t a big fan merely because I expected the old kind of level design. I expected it with the 2016 and Eternal reboots, too and is why I’m not particularly keen on those, either.
I was and still am a bigger fan of the original kind of level design. Not quite open world, but also not just hallways connecting arenas/a straight shot through from point A to point B. Set piece design can still work if the entire level is the set piece and, IMO, better if it’s fully explorable and not something that funnels you down a single path.
I wasn’t a fan of the reboots either. Still bought them but lost interest kind of quickly.
I do like a straightforward level because backtracking is the bane of my existence. I think Prodeus does level design very well. Quake was perfect. Duke nukem had pretty large levels but pretty straightforward for the most part. But yeah, Romero had some really nice levels so I’m excited about his new doom was coming out and his eventual quake map pack!
I remember loving it.
would leave the main menu up for the music
I know gameplay > graphics, but I’ve always loved technically impressive visuals so that side of it probably made my impressions of it a lot better
I really liked the gameplay scenarios created by having to put my torch away to shoot, and how the darkness would be lit up by fireballs hurtling towards me, so I really didn’t give a shit that the doom guy not holding a gun and a torch at the same time was ‘stupid’
I was relatively new to PC gaming so didn’t have any impressions from earlier doom games apart from short goes on a friend’s computer; they seemed cool, that’s all I knew
Ah, those are very valid reasons. I splurged on an Alienware PC for doom 3 and was immensely disappointed that it wasn’t like doom 1/2 or quake. Didn’t like that flashlight thing at all.
I should probably try the BFG version though since I think it was supposed to address my issues!