Things aren’t looking good for me. I’m a few levels into Selaco, a new FPS out now on Steam, and I’m stuck behind a bar as a group of sci-fi soldiers unload their rifles and shotguns into my hiding spot. I’m also low on health. So yeah, a bad spot to be in. I take a deep breath and try something.

As smoothly as I can I slide out from behind the bar, toss an ice grenade toward the enemies, and then dash behind a wall. A moment later a boom happens and my foes are frozen. I spot a nearby propane tank, pick it up, and chuck it at them. A second later I shoot it and watch them blow up. On my screen, a notification lets me know I’ve killed enough of these bastards to unlock a new milestone and earned some new crafting materials to make my assault rifle even better. Sweet!

I then remember that the game I’m playing—that lets me do all this and more was built using a modified version of the ancient Doom engine and giggle. This kind of thing happens a lot in Selaco, a game that rarely feels like it’s built on old bones and dated tech, but instead feels like a polished and modern shooter with some slick retro visuals. What’s most surprising about Selaco isn’t that it’s developed in GZDoom, but that it might be one of the best shooters I’ve played in years.

  • SkyNTP@lemmy.ml
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    7 months ago

    Triple AAA games are usually very polished. But polish doesn’t make games fun. Polish is important with accessibility, and it’s easy to see why accessibility is important for a big studio casting a wide net.

    But fun? That comes from creativity and innovation. Big studios are averse to risk taking, and struggle to attract creative individuals, because the corporate culture seeks to stamp out individuality in the name of process and procedure.

    So yeah, more evidence of this. My money is going to Indy devs who prioritize fun over polish. (But polish is good to have too).