Whatever happened to enemy design that not only looked good, but made one enemy not look identical to another?
>>382555428
Body size and animations became too similar, so you can barely notice a huge difference in most enemy types
probably realism
everything became masked grunts shooting at you
Games back then were designed as a challenge situations and not as a gallery shooting range. The Shambler is a tanky threat that needs your attention focus and big weapons, the Vore is a artillery threat, the Fiend is a fast and in your face melee enemy, the zombies are slow and low threatening but tankier than they seem and need special attention to gib them fast or they will chew you on numbers and such.
On their core concept and how they interact with the player and his weapons and options, they were designed from the ground up.
Now every enemy is a faceless taliban that dies from the exact same shots and attack in the exact same pattern and your weapons aren't tools but just flavors to shoot them.
Shambler is so cute
>>382560983
>>382555428
>>382560983
>>382561134
Shambler is one of the best enemy designs ever
>>382561419
>Skin shambler
>Not the furry abominable snowman.
>>382555428
Quake had non skeletal animations, which means it's little difference between making a humanoid monster or flying alligator with rocket launcher
>>382555428
>enemy design
>modern games
shut up and enjoy "man with assault rifle" "big man with machine gun" and maybe "man with shield"
>>382555428
cant reuse animations that way
>>382555428
We had them last year.
>>382556013
This.
Graphics, art direction, gameplay and a lot get downgraded over realism.
>>382565093
>graphics
now hold on
>>382563539
Why does he have a brain in his stomach?
>>382565412
Those are intestines
>>382566141
post more fag
>>382565412
it's a figure of speech
>>382566214
you'd like that wouldn't you?
>>382566451
yea, thanks big guy
>>382566451
oh jeeze