Difference between revisions of "Doom Absolution"
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Most sources, including interviews with the various developers, indicate that the primary reason for the game's cancellation was a perception that "Doom had seen its prime"<ref name="depot"/> and that its engine was too dated compared to rivals which featured advancements such as three-dimensional character models. | Most sources, including interviews with the various developers, indicate that the primary reason for the game's cancellation was a perception that "Doom had seen its prime"<ref name="depot"/> and that its engine was too dated compared to rivals which featured advancements such as three-dimensional character models. | ||
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+ | ==Development== | ||
+ | According to Midway level designer [[Tim Heydelaar]], a "fair number" of levels were completed for the project with a top priority on multiplayer experience, which was already complete and playable.<ref name="heydelaar"/> The game was meant to take place possibly on the Moon or another planet's surface.<ref name="heydelaar"/> The [[macro]] scripting system would have been used to an even greater extent than in the first game.<ref name="heydelaar"/> | ||
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+ | Also according to Heydelaar, the corporate politics played a key role in the project's cancellation, as the already in-progress ''{{wp|Quake 64}}'' was expected to out-perform a sequel to Doom 64 despite the former game's strong commercial performance.<ref name="heydelaar"/> | ||
==References== | ==References== | ||
− | <references /> | + | <references> |
+ | <ref name="heydelaar">{{cite web text|author=[[Tim Heydelaar|Heydelaar, Tim]]|title=Early and unused DOOM 64 Level Designs|url={{dwforumst|id=1955859}}|publication=[[Doomworld Forums]]|publishdate=18 January 2019|accessdate=22 January 2019}}</ref> | ||
+ | </references> | ||
{{Williams}} | {{Williams}} |
Revision as of 02:58, 22 January 2019
Doom Absolution, also referred to informally in periodicals as Doom 64 2, was a planned sequel to Doom 64, announced as a project for the Nintendo 64 game console by Midway Games in cooperation with id Software shortly after the release of the first game. It was intended to be multiplayer-oriented, possibly excluding any single player elements altogether. It was officially canceled in July 1997.[1]
Inspiration
In a discussion with Doom Depot contributor FirebrandX, Doom 64 programmer Aaron Seeler alluded to the removal of the briefly considered multiplayer feature from Doom 64, indicating that it was a major blow to the game in the eyes of many critics and players when held in comparison to its chief contemporary competitors and that it was regretted by the developers:[2]
The new game would have followed in the footsteps of the critically acclaimed Goldeneye 007 and the then upcoming Turok: Rage Wars as part of a second wave of Nintendo 64 games with a strong deathmatch element.
Most sources, including interviews with the various developers, indicate that the primary reason for the game's cancellation was a perception that "Doom had seen its prime"[2] and that its engine was too dated compared to rivals which featured advancements such as three-dimensional character models.
Development
According to Midway level designer Tim Heydelaar, a "fair number" of levels were completed for the project with a top priority on multiplayer experience, which was already complete and playable.[4] The game was meant to take place possibly on the Moon or another planet's surface.[4] The macro scripting system would have been used to an even greater extent than in the first game.[4]
Also according to Heydelaar, the corporate politics played a key role in the project's cancellation, as the already in-progress Quake 64 was expected to out-perform a sequel to Doom 64 despite the former game's strong commercial performance.[4]
References
- ↑ IGN staff (10 July 1997). "Midway Adds New Sports, Games, to the Fire." IGN. Retrieved 13 June 2015.
- ↑ 2.0 2.1 FirebrandX. "Interview with Tim Heydelaar and Randy Estrella." Doom Depot. Retrieved 13 June 2015.
- ↑ FirebrandX (29 October 2002). I talked to Aaron Seeler!!. Doom Depot/Castlevania Treasury Forums. Retrieved 13 June 2015.
- ↑ 4.0 4.1 4.2 4.3 Heydelaar, Tim (18 January 2019). "Early and unused DOOM 64 Level Designs." Doomworld Forums. Retrieved 22 January 2019.
Williams Entertainment • Midway Games | ||
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Employees | ||
Games
Doom for Sony PlayStation • Final Doom for Sony PlayStation • Doom 64 • Super NES (publisher)
Canceled: Doom Absolution |