The archives have been cleaned up, dead links fixed, and the printable versions restored! Also, don't miss the new comments on the main page!
With The Sims
theAntiELVIS explores the wild and wacky world that is Will Wright's The Sims,
asking the inevitable quesiton, "is The Sims the first step toward a virtual
life where everyone is Swedish?"
Josh Vasquez on Omikron: The Nomad Soul.
Check out our newest comic strip, Real Life! Updated daily!
5 Years of Doom!: Last year, on the 5th anniversary of Doom, we took a look back at how the industry has changed in its wake.
But fortunately I can plan ahead for those and make sure that
we don't waste anytime redoing work that doesn't need to get
done in the first place or that was done incorrectly because
we didn't realize what our end goal was.
More concept art (92k).
also, the way Randel writes his code, and the way his engines
are developed, they are very easily portable from PC to Macintosh,
to console, without naming specifically Dreamcast or Playstation
2, and there's no reason at this point why it shouldn't be
very easy. But once again, like Jeff said, there would have
to be some compromises. Like it doesn't have as much memory
and whatnot as a PC would.
it's no secret that Mark Randel doesn't like Microsoft that
much. So when he builds an engine, he doesn't rely on Microsoft
for anything. He makes his code do everything that needs to
be done as much as possible. So when it comes to porting all
you have to do is figure out, ok, what did Mark do that takes
the place of this aspect of DirectX, but we don't have to
worry about that because we're working on the Mac. All you
have to do is take his engine, which is all high-level code,
and make a small builder that will allow the code to compile
on that platform. It's not that important actually. We just
like bragging about Mark.
with that. So there's a chance we'll see Nocturne ported to
a console system?
least not the original Nocturne. Probably not Blair Witch,
unless we can get somebody to –
not working on the console Blair Witch. But it's always a
consideration for future games.
we like the future console market not the present PC market.
Even with a successful game, you might not be successful in
your career if you make a computer game, regardless of how
good the computer game is, it's only one or two that actually
ends up paying for themselves.
you will see console games become a part of Terminal Reality
strategy in the future, I mean, that's in our plans.
were you trying to reference or draw on elements or trends
of the horror genre?
evenly between the film noir and pulp fiction of the 1930's
and modern horror.
Romero of course.
Ha. John Romero!
Romero... that's a whole new kind of horror!