Article View: comp.sys.ibm.pc.games.action
Article #697677Re: What Have You Been Playing... in MARCH 2017?
From: Spalls Hurgenson
Date: Mon, 03 Apr 2017 13:11
Date: Mon, 03 Apr 2017 13:11
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On Sun, 2 Apr 2017 18:44:11 +0000 (UTC), rri...@csclub.uwaterloo.ca (Ross Ridge) wrote: >>Spalls Hurgenson <spallsh...@gmail.com> wrote: >>Replaying the games, I found the levels a mixed bunch. Some of them >>were as dull and endless as I remembered - especially the later ones >>in the ruined Jedi temple - and far too reliant on platforming puzzles >>(over bottomless pits, naturally) to be fun. Others, however, >>adequately captured the scale and feel of the movies well enough, >>especially considering the limitations of the technology of the day. > >I really like the verticality of the Jedi Knights, few games, before >or since, bother to make use of that third dimension. It was cool >playing the game back in the day in some high resolution like 1024x786 >and sniping at some three pixel high storm troopers that would've been >almost impossible to spot at 640x480 or lower. The platforming elements >I would have done away with, but at least it was save everywhere so you >didn't have repeat a sequence of jumps over and over. > >>The game remained as ugly as I remembered; even the original Dark >>Forces, with its blocky 320x200 graphics and sprites looked far >>better. > >Using software rendering instead of hardware rendering makes the game look >more like what was intended. A big problem with hardware rendering is it >can't handle all the lights in the walls that are a big thing in Imperial >bases and ships. They're rendered as part of a wall texture which when >the basic hardware accelerated lighting of the time is applied to it >means that the lights on the wall look dimmed in darker areas instead >of remaining bright. No, it wasn't that - at least not for me. It was the awful, awful, /awful/ character models (the Stormtroopers in particular). The level design - the flow, the textures, the furnishings, etc. - looked fine (given the game's age). And - as you pointed out - they did have an interesting verticality to them, although as I pointed out, too often this meant you were dancing around bottomless pits were a misjump meant instant death. No, it was the character models that really pulled me out of the experience; even against its contemporaries they looked terrible, and two decades on they have truely become an eyesore.
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