This series, "FPS: 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.
Note: When new interviews go live, this compendium will also be updated.
Other topics include: platforming and vertical movement, Doom ports, speedrunning and fan games!
These interviews are with players who stream, speedrun, or otherwise play FPS.
Note: I have other people I'd like to interview. The interviews listed here are officially complete or underway.A Twitch steamer and expert on classic Doom ports, JR grew up with Doom, but also Chex Quest and other vintage FPS. Read his interview here.
Cynic the Original: A YouTuber who enjoys vertical-oriented FPS in general. His channel focuses on Doom Eternal. The interview focuses on vertical gameplay in FPS. This includes older/retro games that Cynic has played (re: Doom Eternal, Call of Duty), games he hasn't but may enjoy (re: Blood, Ion Fury), and current indie games that are taking the FPS genre in new directions (re: Prodeus, Ultrakill). Read his interview, here.
FrostyXen: FrostyXen is a speedrunner who formerly held the WR for Doom Eternal. I've interviewed FrostyXen about Doom before, for my "Hell-blazers" series. However, his favorite game of all time is actually Halo 3. This interview covers the Halo series and FrostyXen's many years of experience with it. Read his interview here.
Part two discusses Tech-Com in relation to other vintage/retro FPS games. Read it here.
Yellow Swerve: Twitch steamer and a WR holder for several extended category speedruns for Ultrakill, Yellow Swerve is also a game designer studying at UCSC. Our interview covers Ultrakill and how the game's vertical approach makes it unique as an FPS; we also compared Ultrakill to vintage/retro FPS titles, and examine the empowering effect of jumping in shooter titles versus the disempowering effect on no jumping in survival horror games. Read his interview, here.
Richard Gobeille: The project lead for Ion Fury. Our interview will cover the development of the game—its inception, game design, and legacy. [interview coming soon]
I am considering other developers as well. Perhaps JimmySquared from The Adventures of Square.
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