Running in circles trying to figure out what to do or where to go is not fun.
It is quite shit, yeah. Play the sequels instead.
>>12774261FilteredThe game is not that bad besides the sewers
>>12774267Do 2 and MotS not do this level design?
I remember playing like 2 levels on a demo disc, wanted to get the full game but never didI should probably just dosbox it one of these days
I just finished a play through of this a month and it's pretty linear imo.
>>12774261They fucked up by not allowing mid-level saves. I think they might've fixed it in the recent remaster but I don't want to play that censored shit.
>>12774261I literally didn't get lost once. Why are most zoomers so spatially retarded? They can't get into classic RE for the same reason.
Dark Forces is a bad game.An Anon once said that the developers wanted levels that made sense, so they hired architecture students to design the level layouts. This is typical of the Western view of game design. Westerners have always prioritized "realism" over "gameplay", as if the purpose of games were to provide simulations of real-life experiences (or perhaps simulations of the life of an action-movie protagonist).The result is ridiculous levels that aren't really fun to play.
>>12776438Hard disagree. Dark Forces is one of the best FPS ever and Dark Forces 2 is one of the most disappointing turds ever made
>>12774261It was fucking awesome when it was new. Getting to run around inside Star Wars universe locations and blast Storm Troopers was cool as fuck, I still remember the day my brother brought it how shortly after it came out. It was overshadowed by the sequels but it's not as bad as people say today.
>>12776438You're missing the part of the interview where it says testers where involved in the design process to keep it funAlso the levels aren't that 'realistic'
>>12776438Thanks for the blatantly wrong misinformation pop-psychology that nobody asked for, retard. You can go back to your fantastically shit level design in Sonic.
>>12776851The part about hiring architecture students isn't wrong, but he blatantly mis-interpreted it and left out other parts to try to serve his opinion. Devs hiring people from various backgrounds with no real game design experience was common up to the end of the 90's at least, even Half-Life did it, it's not like there were schools for game design like today.If anything hiring dedicated level designers at that point in time, before Duke Nukem 3D, was trail blazing, in Doom the level designers did other things too and iirc in Masters of Doom it is noted how even Carmack didn't understand how Romero spent so much time on this part, and I don't see what could be better than hiring people used to making 3D architecture and equipped with understanding what makes the architecture special in the Star Wars movies.Source is the making of in the official guidehttps://archive.org/details/Star_Wars_Dark_Forces_Official_Guide/page/n223/mode/2upanother part he left out was that the architect school they picked them from had computer courses, which may not be a given for architecture schools at that point in time
It's just something akin to dungeon crawling. If they didn't give you a map, I'd agree. But you can even overlay the map while you are moving so there really isn't much to gripe about. You explore and finding the way forward is sometimes a puzzle.
>>12776460This. Back then the only place you were getting new stories beyond the films was the expanded universe books and the X-Wing and Tie Fighter games. Stuff like this was awesome because it felt like you were getting more of the story and as a Star Wars fan I absolutely loved it.