This interview for "Vintage to Retro" is with Yellow Swerve, a game designer and WR holder for several extended category speedruns for Ultrakill . We explore how Ultrakill is a special kind of FPS—one with vertically oriented platforming and fast, brutal combat, but also tremendous speedrunning potential; we also delve into platforming, or a lack thereof, in other shooter titles, including Survival Horror. "From Vintage to Retro" interviews FPS players and developers. In terms of vintage FPS, the series covers includes single-player "Doom clones" and Build titles; to multiplayer frag-fests like Doom deathmatch, Quake arenas, and Unreal Tournament(s); to "pure," arcade-style shooters, "looter shooters" and FPS-RPG hybrids. In terms of retro FPS, it examines Dusk, Ion Fury and Prodeus, as well as Nightdive Studios ' latter-day revival of classic FPS. Click here to access the entire series and read about its research goals. Introdu
This interview for "Vintage to Retro" is with James Towne, the project lead for Tech-com 2029 , a Terminator fan game. We examine the game's development in relation to different kinds of FPS: vintage and retro, Build-era, and ports and remasters. Read part 1 of our interview to learn about the game's overall development history . You can also follow the game's ongoing development on its official Facebook page . "From Vintage to Retro," interviews FPS players and developers. In terms of vintage FPS, the series covers includes single-player "Doom clones" and Build titles; to multiplayer frag-fests like Doom deathmatch, Quake arenas, and Unreal Tournament(s); to "pure," arcade-style shooters, "looter shooters" and FPS-RPG hybrids. In terms of retro FPS, it examines Dusk, Ion Fury and Prodeus, as well as Nightdive Studios ' latter-day revival of classic FPS. Click here to access the entire series . Classic / Retro FPS Ni