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  • A Day in the Life: iD Before Doom



    iD have always been more interesting than their games. That’s not to take away from Commander Keen, Wolfenstein 3D, Doom, or Quake. The technology that John Carmack created for those games and their mutual successors redefined the shape of a videogame, the type of interactive space a person could create. His partner, the ever-lovin’ John Romero himself, was no slouch either. Of course, John’s legacy lies not in the realm of groundbreaking design tools but in aesthetics (read: the preponderance of games about shooting things directly in the face.) I can’t disrespect those games, nor the creativity behind them. After reading David Kushner’s Masters of Doom, though, it’s impossible not to think of those personalities before anything about the games themselves. The story of Carmack, Romero, Tom Hall and the rest of their team is almost operatic. There’s betrayal, sex, fame, money, broken dreams. The history of iD is the nerd version of Carmen.

    It would be pretty interesting to be a fly on the wall of their cluttered office before it all went wrong, a look at young people at their creative peak creating something brand new for the world to play.

    It’d probably look like this.

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  • Returning to the Return of the Castle Wolfenstein Returned: This Time It’s Just Plain Ol’ Wolfenstein



    Guest contributor Adam Rosenberg covers games from his secret lair in Prospect Heights, Brooklyn, typing, reading and playing the days away as his dog Loki looks on in bewilderment. In addition to the noble pursuit of video games, Adam enjoys spending time with fine film, finer food and his fine fiancée Bekah.

    There must be a considerable amount of tension around Raven Software’s offices as they prepare Wolfenstein, the latest sequel to the id Software’s grand-pappy of all first-person shooters. After all, the once-cool practice of gunning down Nazis with a beefy chain gun isn’t the uncommon gaming experience it once was. Then there’s Raven, whose talent is eclipsed not only by their recent history of releasing numerous interchangeable genre titles, but also living in the shadow of id themselves. That isn’t necessarily bad news for Wolfenstein, but it does have the effect of keeping expectations firmly in check. Seeing it at Activision’s New York City preview party certainly didn’t raise those expectations. A few minutes of watching Wolfenstein gave a bad impression: another generic World War II shooter with less-than-stellar graphics and straightforward action.

    It’s when I stuck around for a few more minutes that things started to get odd. For example, there were suddenly Nazis flying through the air in slow motion. Turned out to be anti-gravity. That’s kind of weird. Then there was B.J. Blazkowicz using a magical amulet to “see” Nazis on the other side of a wall. And then shoot them. Not so conventional anymore.

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  • The 61FPS Review: LittleBigPlanet - Part 1

    Many would agree with me the LittleBigPlanet is the most significant game release of 2008. Sure, Spore was a big deal, but it was only the next logical step in Will Wright's Sim series. LittleBigPlanet is a platform for whatever the user wants it to be, a venue for sharing and interaction, and a robust toolbox for imaginative and aspiring game designers. There's no denying LittleBigPlanet is an impressive and forward-thinking new box of toys for the kids, but is it a fun game? With one week of Sackboy inhabitance under my belt, I'm prepared to render my first impressions.

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  • Bringing Sexy Back: John Carmack

    You’d think I’d be sitting here talking about John Romero, American McGee, or one of the other lookers from the grand history of id software for a Brining Sexy Back feature, but John Carmack is the only one for me. Those penetrating, bespectacled eyes, the sandy blonde quaff that says, “I could have been one of the Duke boys if I hadn’t been an indoor child.” It’s all too much to resist!

    John Carmack isn’t exactly what you what call sexy in the traditional sense, though he seems significantly more personable these days. For anyone who has read David Kushner’s Masters of Doom (an excellent page turner. Seriously.), you know Carmack’s come a long way from the “computer with legs” he was described as in his youth. What’s sexy about Carmack is his devotion to a singular goal: making the best damn foundation for a game he can build. Carmack and id’s games have never been beautiful creations, aesthetically or mechanically. The company made a name for itself on the cartoonishly grotesque and through its blunt, aggressive play, a combination that has kept their games satisfying (if not revelatory) for fifteen years. But they have always been elegant creations thanks to Carmack’s engines, from the scrolling animation of Wolfenstein 3D all the way to the still-stunning light-and-shadow play of Doom 3.

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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