["You've gotta break a few eggs
to kill everybody! Or... something..."] [Subtitles by danielsangeo] [music] Welcome to the Game Dungeon. This episode is full of Strife. Strife is a first-person shooter/role-
playing game hybrid. Not a lot of these. It definitely leans on the
shooter side of things, though. As you can see, Strife uses
real-time raytraced graphics with advanced lighting and reflect--no,
I'm kidding. This is just a cinematic. This game uses the Doom engine. Now, this game isn't really a Doom clone. It's more like Doom's cousin
that lives far away where he visited once but you
forgot what he's doing and really anything
could've happened to him. So, that's what we're looking at today. So, what's this game about? Well, the intro doesn't waste any
time and gets straight to the point. So let's hear it. ["The comet struck our
planet without warning. ["We lost our paradise in a
single violent stroke. ["The impact released a virus which
swept through the land and killed millions. ["They turned out to be the lucky ones... ["For those that did not die
became mutations of humanity. ["Some became fanatics who heard the
voice of a malignant god in their heads ["and called themselves 'The Order'. ["Those of us who were deaf to
this voice suffer horribly ["and are forced to serve these
ruthless psychotics ["who wield weapons more
powerful than anything we can muster. ["They destroy our women and children]
"Our women...!" ["so that we must hide underground and live
like animals in constant fear for our lives."] "Animals!" ["But there are whispers of discontent. ["If we organize, can
we defeat our masters?"] Yes! ["Weapons are being stolen,
soldiers are being trained, ["a movement is born! ["Born of lifelong strife!"]
"Strife!" Great art style, voice acting
with some conviction to it, that's a pretty good start.
Gets me fired up to play it. But, whoa, before we hop in, we have an
example of some not-so-great storytelling, since the manual fills in the gap between
that intro and the start of the game. You're a mercenary, you come to
a town looking for trouble, but get stopped by The Man for
an interrogation, so you're going to pull out a
concealed knife and stab his ass. Sounds good to me. I feel like they could've given me a
text wall or something in the game itself, but whatever. Let's start the game. Here's the game. You pull out
said knife and start the murdering. This is unfortunately another
issue I have with this game. Your first two weapons are
essentially garbage. I have to stab this guy ten
times to get him to go down! And these are the easiest
enemies in the game. So what if he's wearing armor? I
see I pretty nice gap in his helmet there. I'm sure anyone who's been to prison would
spot at least 10 places to shank this guy. Not that this was uncommon for
first-person shooters at the time, but good FPS design now gives you
weapons that always have some practicality. Anyway, you escape from the
Tarantino Room and--whoa, what's this? A person that's not attacking me? No! TWO people not attacking me! I thought this was the Doom
engine! What's going on here? That's right, this game
has some RPG elements. Meaning you have characters
you interact with and talk to. Unlike Doom, Heretic, Hexen... the goal of this game is NOT to
murder every single thing that moves. Now, don't worry, there's still plenty of
murdering to be done. Calm down, guys. Let's talk to somebody! ["In a small world, word travels fast. ["I hear you just removed some
obstacles from your path. Nice work. ["Are you interested in some
more lucrative projects?"] I like how there's immediately a
shady guy offering me a shady job with a Humphrey Bogart impression. Unlike other Doom based games, this
game was CD only. No floppies allowed. So, in addition to it being huge, it means there's a lot of voice acting
in the game and almost all of it is great. More on that later. Now, the basic plot is, if you
do this guy's mission, you get contacted by an underground
rebel group and join up with the resistance. From there on, you start plotting
how to take down the Order and it's not a simple process. ["Frankly the situation is a mess.
You must accomplish several missions ["to prepare the way for more
attacks on the Order."] Now, the missions are very
roundabout towards your main goal, but they all make a lot of sense. Like real freedom fighters, or
at least the smart ones, you can't just jump in and
declare war on the whole world. You have to take it one step at a time. Like one important goal in this game is to
prepare for an attack on the nearby castle where one of the leaders
rules the area from. But, you can't just go in there;
there's a forcefield blocking it, so you have to disable the forcefield. Well, to do that, you have to
sabotage the power plant. Well, you can't even get
in the power plant without getting a pass from the
local corrupt governor and he wants favors for favors. ["I have two chores that I don't
want to do myself. ["One is... messy. The other... bloody."] And even once you do all that
and the forcefield's down, you still have to sabotage the
controls to the gate because you have move a whole
army through there. So, to do THAT, you have to
sneak into the sewers and curry favor with the Rat
King who sounds like Peter Lorre so he'll let you through. ["Ah, a surfacer in need of a favor. Down
here you do a favor to get a favor."] And this is just the first part
of the game. So, that might sound like a lot of beating
around the bush to get to your main goal, but let's see you overthrow a corrupt
government in less steps than this. Besides, the payoff to all this
is an awesome battle where your comrades-in-arms
fight on the front lines while you head in deeper to take
out a priority target. This game really makes you feel
like an infiltrator. You go so deep behind enemy
lines trying to get to your objectives. On top of that, this game has
kind of a half-baked stealth system where if you don't do anything
suspicious or if you disguise yourself, you can walk around and talk to
people and, y'know, not get shot. I say it's half-baked, though,
because it really is. You can't go through this whole
game using stealth. Sometimes you'll come to doors
that automatically set off alarms that you HAVE to go through. In other places, the AI was inconsistent where none of the enemy troops
were attacking me but some of the robots didn't give
a shit and open fire on me anyway. Look at this. Everybody's going about their own
business, but this robot isn't buying it. It wants me dead. Nobody's reacting to this. Apparently robots kill random people
all the time here. What's the big deal? But, if I'm NOT cool with a robot trying
to saw my head off, now THAT'S suspicious. Anyway, there's only a couple
areas in the game where you can permanently
remain undetected. The stealth element is just
experimental more than anything. Okay, so the stealth is just kind
of tacked on. How's the action? Well, it's Doom with different weapons. Again, the first two weapons are trash. You'll only use them when you
have no other options. The assault rifle is great in
all situations but you run out of ammo fast. The rocket launcher is one of
the weakest I've ever used, and I've used a lot of rocket launchers. The poison bolts let you do
stealth kills on non-robots, but robots are your biggest problems
in the game anyways, so, yeah... The flamethrower is okay, but
you have to get really close to use it and it's a nightmare to control. Yeah, see? The energy-pulse shotgun thing
is awkward but good. The alternate fire mode is
extremely powerful... and green. The Sigil of the One God is a
sentient superweapon that drains your life force for ammo, is worshiped by the theocracy and grants the wielder enough
power to control the planet. Oh, and the grenade launcher. I
love the grenade launcher in this. It has bite! Not only do these do a ton of damage,
but they bounce unpredictably and you can easily kill yourself with
them if you misjudge your trajectory. I'm a big fan of overpowered weapons
that are unwieldly and really dangerous to use. And hey, if that wasn't enough,
you can also get incendiary grenades which burn the ground in a
radius for 20 seconds. These will destroy anything that
doesn't fly away. Dammit! Dammit! [growls] So, Strife's weapons are all
over the map, but they bring on the pain and give you ample opportunities
to accidentally kill yourself so I can't complain. Let's talk about the maps. On the grand scheme of things, the level design in Strife is
kind of like Metroid. Unlike Doom where every level is
its own separate thing, ALL the maps in Strife connect
to one another and form a giant world. Unless you've personally
destroyed the area, you can backtrack and revisit almost every location in
the game any time you feel like it. I think this is really awesome. It helps make the world seem
more real to me rather than just a bunch of
disconnected level loads. Also, you have quite a few areas that
are totally optional that you can explore. Sometimes there are bonuses for
going through them. Either way, it's extra gameplay
just thrown in there for the hell of it. How many first-person shooters
do this today? If Strife was made today, you'd know
a corporation would chop up half of this and sell it as DLC months after the fact, just to cheapen the whole experience
and milk people for all they're worth. ["You have cut the cancer from
your body. But your heart still beats."] Yeah, you said it. Anyway, this game has a pretty
decent size. It feels fairly huge. Thankfully, you have teleporters
to help with things. Plus, you have your standard
Olympic runner speed like in Doom. So, is this the game a shining example
of what great map design should be? No. It's not. For starters, while there are definitely
some nice and diverse areas, a few levels start feeling bland
like they're just filler. But, to be fair, you have to
understand that this was the mid '90s, where it was required by law that all first-person shooters include
a warehouse, a factory or a sewer. I also would've like to see more
levels like the borderlands here. Make it more of a journey
traveling between towns instead of just the short stroll it is in
the game, but these are just minor gripes. My biggest complaint about the maps,
and really this whole game in general, is the maze-like level design. Guys, let me tell you something: I am not a minotaur, I don't spend my weekends hanging out
in hedge mazes waiting to kill people. If I'm playing a game for the
story or the shooter action, my first thought isn't how great it would
be to have a fucking maze to navigate that holds me up from doing anything
else for 20 minutes at a time or more. Sure, I get a map, but where's
the entrance? I don't remember. Where's the exit? Which one?! Do these lines mean it's just a bump in
the ground or an impassable wall? Now, this is not a
problem unique to Strife, this goes all the way back to
the first... uh... first-person shooters. Strife is based on the Doom engine,
and while it broke a lot of new ground, it didn't quite get away from
Doom's level design. I know I'm going to get some
hate from people for saying this, but honestly, I think Doom is overrated. Now, it wasn't at the time; it was mindblowing technologically
when it came out. But, looking back on it now, I can't
say I think it's a great game. Now, don't get me wrong--
Doom still has some good action and it has space marines and
Cyberdemons from hell. And that's timeless. I believe the parable of space
marines versus Cyberdemons goes back to the ancient Greeks.
Possibly earlier. So, that's good, but Doom's music would
be sued for plagiarism if it came out today and Jesus Christ,
the whole game is a maze! You start off playing a small maze and
you work your way up to a large maze. Mazes and more mazes. Who cares about progressing through
the level or focusing on the combat? You're going to spend half the game
wandering aimlessly because that's fun, right? I'm not talking about exploring. Exploring, you wander
because you want to. Mazes, you wander the same area over and over
again because you're lost and you have to. Now, some people consider Doom's
level design to be brilliant. But not me. It's intricate, but so is a
giant knotted up ball of wires. I think a lot of people get
blinded by the nostalgia of Doom and forget that, once you take away the demon
shooting, the game turns into a chore. So, the levels of Strife borrow
some pages from the Doom playbook, but it falls squarely between
Doom's design and a sane design. Lots of levels are totally
navigable and not hard to follow. Others are just a maze designed
to torment you. The most striking example of
this is the sewers. Not only is it a giant maze but you're
under constant attack from the sewage. If you don't wear an environment suit,
you start taking damage from all the toxic gas and these suits only last a few minutes. Now, they did sprinkle a decent
amount of them in the level, but, seriously, who wants to wander
around trying to solve a maze while under constant threat of
dying if you take too long to figure it out? This is from the James Bond
villain school of level design. Ironically, the music here is
really appropriate as it conveys the sense of
hopelessness and desperation as you keep wandering the sewers aimlessly. Huh, which way? Is it here? No... No...! No...! AAAAAH...! Let's talk about the music. The music in this game is a
mixed bag in every way. Well, not LITERALLY. The game
didn't ship in a bag. It had pretty awesome box art actually. Anyway, not every track is a winner. Some of these feel like the
composer phoned it in. [simple percussion music] Others repeat over and over during the maze
wandering and I flat out found them annoying and thought no music at all would be
better than what they included. [synthesizer loop] [dirge] This one sounds like a
funeral procession... [dirge] ...even though nothing especially sad
is happening in this part of the game. In fact, this game doesn't
really have sad moments, just "OH GOD!" moments. I'd say about half the tracks
are totally forgettable or you WISH you could forget them. But then, the other half is
really damned fitting. I mean, from the very beginning,
I love the town wandering music. [jaunty percussion music] It has this odd "Caveman" like feel to it. But I like the mood it sets and it doesn't
get tedious like some of the other tracks. This track you hear midway through the game
and it makes me want to reflect on things... [strumming guitar music] ...like, damn, I had to kill so many
people to get here. Makes you think. [strumming guitar music] The big battle music is simple but nails
the "We're going to war" vibe. [driving synthesizer music] RAAAAAAAAAAAAAAAAAH! So, when the music isn't
garbage, it's very atmospheric and creates this great mood
that really goes well with the dystopian landscape of Strife and it's one of the reasons I find
the game memorable to this day. And, to complicate... everything:
all the music is in MIDI format. This makes a mess for me because
some of these tracks I like a lot have the potential to sound MUCH better. With MIDI music, you can swap
out the instruments and fine tune it the way you want. The problem is, MIDI music for
games back in the day were the wild west in terms of standards. Everybody did something different. Like the MIDI track may SAY it's
supposed to play a trumpet, but of course, it would sound like
"wah-wah-wah-wah" and nothing like a trumpet. So, jump to the future where you can have the
instruments sound like an actual trumpet and some old game music will
start sounding fantastic, others will sound really off because the composer was COUNTING ON
that instrument sounding like crap. Unfortunately, Strife's music
definitely leans towards the latter, which makes it a pain in the ass
trying to make this music sound better. I'm just going to throw this out there: if there are any MIDI experts watching this
who want to create the perfect sound fonts and custom-tuned old DOS music
like this, go ahead and contact me. Then we can convert it to MP3 or
something and be done with it. This is an ongoing offer--
not just for Strife. There's a lot of great MIDI music that's
completely buried under crap renditions. It's like if Bach only had a
tambourine and a kazoo to work with. [kazoo] And while I'm on the topic of
improving things, it's worth mentioning I am NOT
playing the original version of this game. I am playing this on an engine port. This way, it can play on modern
systems, has good widescreen support, high resolutions, lots of graphics tweaks,
just about everything you can think of. But there's one feature above all others that made me seek out this port
instead of the original, and that's mouse aiming. The port I'm using allows full mouse control
like you'd expect from a modern game. For first-person shooters, I need this. In the early days, your options for aiming
in an FPS were usually the keyboard and it sucked. Sometimes you have a wonky
joystick or mouse solution, but they usually sucked, too. A lot of games had some level of
auto-aiming because developers knew it was always a partial disaster
trying to aim with a friggin' keyboard. I'd say it wasn't until '98 until
mouse aiming as we know it today became mainstream for
first-person shooters. Before that happened, I used to think I
didn't really like first-person shooters because it doesn't matter how
good a game is, if the controls feel like you're
steering with your elbows, it can ruin almost any game. In fact, I never beat Strife
until years afterwards once I was finally
able to aim with a mouse. For people out there who play
first-person shooters with a gamepad, I don't know how you do it. For me, that's almost as
bad as keyboard aiming. First-person shooters originated on the PC, but they later got ported and even developed for consoles
that only had a gamepad to use. And gamepads were designed for
platformers or 2D games first and foremost. I used to think that really
sucked for console players because their options were to play a first-
person shooter with a crappy control scheme or don't play the game at all.
What kind of choice is that? It felt like a step backwards. I thought as the popularity of
first-person shooters increased, consoles would come up with a better
control scheme for these types of games, but, besides some debatable
exceptions, that just hasn't happened. If you had told me fifteen years ago that not only would gamepad aiming be
dominating first-person shooters, but many of them would be
DESIGNED for the gamepad and not even CONSIDER a mouse until
after the fact, I would say that's insane, but here we are. This doesn't mean I think mouse and keyboard
is the end-all perfect control scheme, I could envision many better options. I mean, hell, the keyboard doesn't
have analog controls for movement, but, man, going back to keyboard
or gamepad aiming, to me feels like playing
basketball with one hand. It's harder and, even
if you get skilled at it, you're always going to be at a
constant disadvantage. There is a small downside to using
modern aiming in the game, however. In the original, you could only
look up and down just slightly, so you could never see the top of the sky. Now you can! It's going to rain! Also, there's one scene you were
never meant to be able to look up in, and there was something always
just out of your line of sight. Now you can look up and you see
a small plot spoiler just hanging up there. Anyway, the engine port
for this is amazing; it really breathes new life into the game. I'm using one called GZDoom. But I should at least mention
another one called Vavoom. This is significant because,
a few years back when id Software released the
source code to Doom, it became much easier to make a port of
the Doom games to run on modern systems and add more features. But not Strife. Strife had a lot of advanced
code in it compared to Doom and a simple port of it just
wasn't possible. To make matters worse, this had
become an abandonware game since Rogue Entertainment went
out of business years ago. Well, the original developers of
the game were tracked down and while they were fine with
somebody making a port of it, lo and behold, they lost the
source code to the game! Whoops. Well, Janis Legzdinsh, whom I'm
probably mispronouncing, did it anyway! Working off the Doom code, he reverse-
engineered the whole damned game! And got it working for his Doom port Vavoom. After that, he shared his work
with everyone which is why we have Strife
working so well today. Thanks Janis! So, why am I using GZDoom
instead of Vavoom? Well, it offers a few more
graphics options and the widescreen support is
simply better. Also, when I tried running Vavoom, I got these dancing white pixels
appearing frequently. I read this is due to how the
computer rounds off the polygons and appearing through the
architecture into the sky. I don't care, though. This was
driving me a little bit crazy, like my monitor was being
eaten by space ants. This happens in GZDoom, too, but
it gives you the option to fix it, so GZDoom means no space ants
and that's important to me as a gamer. What does suck, though, is
Vavoom has awesome lighting and added colored lights
for all the torches. A lot of eye candy is pointless
for a game as old as this, but DAMN, that adds some
atmosphere to the place. So, I talked about the shooter
portion of the game, but wait! This is a first-person
shooter/RPG. How does that do? Well, it's a little bare for an
RPG, but it's all good. Gameplay wise, you have a basic
inventory, you can buy supplies, and as the game progresses, you
can upgrade your health and accuracy. So, pretty basic, but it only
enhances the murdering. What's more interesting is the story. You get it primarily through talking to
other characters in the game, though occasionally you get these slideshow
cutscenes with slick comic art to them. I found the story to be pretty good and it compelled me to want to
keep playing more of the game. ["There's a lying sack named Derwin who
has been selling children to the Order. ["I won't tolerate that kind of
depravity. Not without my cut."] I just wish there was more of it. They could've tripled the
amount of dialogue and it wouldn't have hurt anything. But, hey, if you have to choose,
better to have less story that's all good than have a lot that's mediocre. ["Hey, leave me alone. ["If they catch us wasting time,
we get dead. Or extra work."] The characters really
add to the atmosphere. And the voice acting! The voice acting is stellar in the game! ["Here's a crossbow. Just aim
straight and --SPLAT--."] Almost all the lines feel like
the actor really gave a damn about what he or she was doing. ["Listen. If this comm unit is working that
means you're still 100% human."] The voice acting really helped me
become more interested in the plot and the whole game world. There's some 20 or 30 speaking
characters in the game. Finding new ones was always a
highlight while playing. ["I don't mean to sound alarmist, ["but if they keep pushing the
power crystal this hard ["it's gonna flaw, and then
shatter, and then *BOOM*!" ["...just a thought."] Seriously, the voice acting in this game is better than some of the big
budget production ones I've played. The actors simply put more
emotion and energy into their roles and the whole game just shines as a result. ["Oh, you cut off his hand! And
I thought you were a nice guy. Kinda. ["Huh. Let's go."] I honestly couldn't tell if all the
dialogue was even that good or not. But the performance was so great
I became kind of hypnotized by it. ["Fight for the Front
and freedom. Move out."] Yeah! Go kill the bad guys!
Let's do it! Now, you do have choices in this game, but a lot of the time, it's a choice
of whether or not you want to die. Say I reject this gentleman's offer. ["Fool! Guards, rid me of
this meddlesome peon."] Oops. Okay, I'm leaving... And I'm dead. No, I do NOT wish to join the
Resistance because I suck. ["You might want to reconsider, ["seeing that you're surrounded
by heavily armed angry rebels."] No! You're a stranger! ["Then die in shame and dishonor."] Huh... And, yeah, I'm dead. Most of the "decisions" in the
game are like this, but you have a few that totally
change the outcome of the game. Now, I'm trying not to give too
many spoilers here, but you guys NEED this one. Take a look at this guy. Remember that face. I know he looks like a totally
upstanding citizen but I would recommend NOT
following his advice. He's kind of like the friend that
gets you into so much trouble, like, really serious trouble, that you start wondering if your
friend is just more stupid than you thought, or if he KNOWS he's going to end
up in prison at some point and wants to bring you along
with him for the company. Anyway, if you do what this guy
says, you literally cannot beat the game, and you'll probably be gunned
down like the insurgent you are. And there is NO WARNING
this is going to happen. It feels like a mission you
SHOULD do. While that's creative, that's
pretty mean of the game. That's the sort of shit old-school graphic
adventure games used to pull on me. I don't miss that at all. This is the only instance of this, too. If you use common sense, you'll get
through the rest of the game fine. So that's your first choice: whether or
not you want to ruin your life. The others determine how the story
unfolds and which levels you end up playing. Though, one of the decisions you
have to make in the game is pretty huge and affects the game in a way
you may not realize at the time. This reminds me a little bit of
Castlevania: Symphony of the Night where, depending on one choice you
make, you can miss a BIG chunk of the game. Like, at least 30%. If you combine that decision with the
optional areas and don't explore at all, I want to say you miss maybe as
much as 50% of the game. I respect it when games do unconventional
things like that; it keeps you guessing. But, yeah, this game has
multiple story branching points, though it's really just the one major one and has multiple endings based on that. Now, without saying what happens,
while the ending concepts are pretty good, they're as lame as most
PC games of the time. I think each one clocks in
around thirty seconds. I have no idea how long
it takes to beat this, maybe a dozen hours or more if
you take your time, so all of that gameplay, lots of
great characters, a nice engaging storyline, and a thirty-second ending.
Yeah, fuck you, too, game. ["Give you a hint. When I stop
talking to you, you leave."] Well, at least you get more cool slideshow
art, especially if you get the worst ending. Mehnenenenenenen... So, how is Strife looking to you? This game really was amazing for the time. There were not that many first-person
shooter/role-playing game hybrids before this and not that many since, considering how there's only
been a billion first-person shooters. Ultima Underworld and System Shock are
two hybrids that come to mind before this, but those games were a little daunting. If you started them up, you had
something like 50 controls, whereas all the RPG elements in Strife are pretty easy to digest if
you're used to shooters. This game often gets compared to
Deus Ex with good cause. It's Deus Ex-ish gameplay in a
Doom world four years ahead of time. Unfortunately, this game didn't do well and is largely forgotten
compared to other Doom games. Now, a lot of people blame
the dated graphics and, while this was
behind the curve in 1996, it doesn't look THAT much worse than
other sprite-based shooters at the time. I think the real reason was that, not only was the market
saturated with first-person shooters, but Strife came out right in
between Duke Nukem 3D and Quake. Man, talk about bad timing. Strife is going to get buried even further since there's a MOBA game coming
out with the same name since apparently the company's other
MOBA game wasn't MOBA enough. MOBA. So, Strife was great for the
time, but how is it now? Well, despite the shortcomings, Strife remains one of my all-time
favorite first-person shooters. I love the characters, the voice acting,
the gameplay was very good over all, and it made me give a damn about
what I was doing. Also, since we're living in the future, the Doom graphics kind of
add to the atmosphere because everything is very
angular making it a little surreal. Huh, maybe the Gears of War
people like Strife, too. Plus, this game gets a bonus with me because it's part of a subgenre where
you have modern or sci-fi technology existing within an otherwise
medieval environment. I've only played a handful of
games with that theme. But, it's one I like, and it's actually
not such an outrageous concept. If we had a plague that wiped
out almost all the populace today, after a generation or two, we would
be back to a pre-industrial society, with advanced technology
existing only in small pockets. Think I'm wrong? Well, can you build the computer or device
you're watching this on from scratch? Yeah, didn't think so! It's back
to farming for you. I played through the whole
game again for this review and I still love the hell out of it. Because, a lot of games that are
classics, you go back and try to play them and you wonder what the hell you were thinking. Some games are only "classics"
because they're old. They just wouldn't be good games today. Strife I think still holds up. What do you think? Am I being
blinded by the nostalgia? I try not to be. Being the perpetual cheap-ass that I am, I didn't even play this game
until several years after it came out. And you can, too! The game is
abandonware now, and with a Doom port, you can have an even better experience
playing it than when it was released. If you like games like Deus Ex,
you're not put off by the graphics, and can live with some maze wandering,
you should absolutely play this game. It does have its problems, but it also has aspects that are so good, they PERMANENTLY stand out among
other games I've played. You can't really put a score on that. Different games resonate with different people
and DAMN, this one hit a note with me. This is not an above-average
game, this is lifelong STRIFE! FIGHT FOR THE FRONT AND FREEDOM!
MOVE OUT! [music] Five feet by four feet Five feet by four feet Five feet by f--
I love this series more than I thought I would, I know nothing about the games he features but he is fun to listen to, I could probably listen to Ross Scott describe a brick wall and still be interested
This guy deserves all the love he gets. Been following him since years ago, when he was still doing Freeman's Mind a Civil protection for machinima, and I love this new series as well. He's just so passionate about what he does.
Oh wow! I kinda fell off his youtube channel/videos due to his painfully slow release of his "freeman's mind" machinima series, but damn this is some great new content I missed out on. Feels a lot like Egoraptor's sequelitis videos, but with his own humor.
Also I get to binge on new episodes of Freeman's mind. A win win for me.
Strife was basically the precursor to Deus Ex. Amazing game, simultaneously ahead of its time in some ways (hub world, story decisions, basic stealth system, some RPG elements) and behind it in others (Doom 2 engine, which pretty much killed it in 1997).
It's still very much an underrated game and has held up reasonably well. I recommend anyone who likes old-school shooters to try it out.
Huh, I never knew Jim Molinets worked on this kind of games in the past. I worked under the guy at Disney for 7 months, and he was just so damn serious and straight to business I didn't even consider looking up his history, thinking he's probably just another producer they brought in to run the studio. That said, if you were on his good side (i.e. didn't bullshit him) he was one of the most genuinely nicest guys there.
Oh man ive been waiting for the next game dungeon. I am a huge fan of his freemans mind series and when he started putting out the game dungeons I didnt bother with them at first. Then offhandedly watched one and wow what a mistake it was passing them by, so damn entertaining to watch. I highly recommend them they are great.
Strife... actually looks fun.
I don't see myself playing it however. Not a big fan of the maze like design. Trying to comprehend them constantly while I play starts to make me feel sick.
MARVELFreeman's Mind when?Is this guy worth subscribing to? Does he just go and review older/lesser-known games? Sounds interesting enough to me. What are these other videos? Freeman's Mind? Civil Protection?