Rise of the Triad: Difference between revisions

Spelling grammar
(Trivia)
(Spelling grammar)
Line 3:
 
 
''Rise of the Triad'' is a [[First-Person Shooter]] released by Apogee Software in 1994. There's a story, involving a United Nations special operations team sent to investigate suspicious cult activity on a remote island, but you wouldn't know it unless you read the manual. Like most early FPS's, it's all about shooting anything that moves and picking up anything that doesn't. ''Rise of the Triad'' introduced a number of gameplay innovations, many of which have become common in the FPS genre: elevated platforms, jumping, sneaky enemies that play dead and steal your weapons, areas full of poison gas, a plethora of different missile weapons, adjustable violence levels with a password lockout, breakable windows, bullet damage to walls, selectable player characters with varying abilities, and extensive multiplayermulti-player support.
 
In an era where "online gaming" meant two people playing head-to-head over a direct modem link, ''Rise of the Triad'' offered 11-way multiplayermulti-player games over a local area network (a dedicated server is required for more than eight players.) The game supports a number of multiplayermulti-player variants, including basic deathmatch, several variations of "tag", a race to collect the most treasure in the least amount of time, and "Capture the Triad" - the first implementation of [[Capture the Flag]] in a first person shooter. Each mode offered a number of tunable options to further customize gameplay. The game didn't support this newfangled Internet thing, just Novell NetWare, so the only way most people could enjoy an 11-player fragfest was to take over an office or academic computer lab after hours.
 
The adjustable violence setting allows the player to select from four levels of gore: the self-explanatory None, small spurts of blood on Some, big damage causing enemies to turn into a little pile of mush on A Lot, and the default setting of Excessive, which can occasionally result in [[Ludicrous Gibs]]. An "engine killing gibs" cheat existed that, when enabled, would caused exploded enemies to spew hundreds of pounds of gibs that would fly across the room.
 
Interestingly, the shareware and "registered" (full retail) releases of the game have no single-player levels in common (the retail version did include the multiplayermulti-player levels from the shareware version). Apogee sold three different versions of the game: a basic floppy-disk version, a CD version that included additional levels and other bonus material, and a Site License CD version. The Site License version allowed for installation on up to 11 computers and included multiplayermulti-player levels designed for big games, a signed license certificate "suitable for framing", and 11 individual license cards. Apogee also sold a bonus pack that added some of the CD bonus content to the floppy-disk version of the game. The full version of ''ROTT'' supports user-made levels. Additionally, the bonus pack includes the RANDROTT random level generator which can generate a set of up to 100 levels for either single-player or multiplayermulti-player.
 
Unfortunately for Apogee, ''Rise of the Triad'' hit the streets two weeks after id Software (who once used Apogee as a publisher) rewrote the PC gaming rulebook with the release of ''[[Doom]]''. ''ROTT'' was based on an evolution of the ''[[Wolfenstein 3D]]'' game engine and, like its progenitor, only supported walls laid out on a square grid at 90-degree angles to each other. Although staircases and bridges could be built using floating platforms (and players could go both under and over a bridge, which you could not do in ''Doom''), the floor and ceiling heights throughout each level were fixed. Jumping was only possible through the use of fixed jump-pads. Next to Doom, which featured walls at any angle, variable floor and ceiling heights, and ambient lighting effects, ''ROTT'' looked dated. However, despite being graphically behind the times, it was still a damn fun game.
Line 66:
* [[Refuge in Audacity]]: The storyline and setting make no sense, but it's too cool for you to care, and the fact that the RSAC rating system considered it more violent than ''[[Doom]]'' was one of its selling points.
* [[Rocket Jump]]: The [[Trope Maker]]. The first game that allowed you both to look up and down ''and'' fire a rocket that won't instantly destroy you utterly.
* [[Self-Imposed Challenge]]: There's one, which makes the entire game [[Trial and Error Gameplay|Nintendo]] [[Luck-Based Mission|Bloody Impsossible]] (think of ''[[I Wanna Be the Guy]]'') instead of just [[Nintendo Hard]]. All you need to do is: <ref>Go get WinROTT</ref> <ref>Look for ''config.rot'' file and set the ''[[Super Hard]]'' option to 1</ref> <ref>Open [[Win ROTT]] itself and set 'TIMELIMIT 36000; MAXTIMELIMIT 36000; WARP (fully optional) [number of level you wish to play]' in the command line, without quotes. Time limit gives you a possibiltypossibility to have infinite lives during those 10 hours of play.</ref> <ref>Select the hardest difficulty. '''Never''' use savegames.</ref> The basic purpose of this challenge is to polish your missile-dodging skills SO throughoutlythroughout you wouldn't even imagine. The catch is: every Lightning Guard wields one of the many lootable rocket launchers (or, considering there's no sprites of them carrying a RL, rocket pistols). Should only you be [[A Worldwide Punomenon|unstrafeful]] for a split of a second, you'll be thrown back to the drawing board. Considering Low Guards and Lighting Guards tend to change between each other randomly, the challenge will become ''purely'' luck-based. [[Have a Nice Death|Have fun dying!]]
* [[Shareware]]
* [[Shout-Out]]: Krist's full name is [[Red Dwarf|Sebastian Doyle]] Krist, and one of the music tracks is titled "Run Like [[Red Dwarf|Smeg]]". Similarly, entering the console command "[[Red Dwarf|Nodnol]]" would cause the level to go foggy. A couple [[Commander Keen|Dopefish]] also show up.
Line 73:
* [[Twenty Minutes Into the Future]]: According to the game's opening, it takes place "one year in the future".
* [[The Walls Are Closing In]]: In early versions, [[Deadly Walls|even touching an approaching wall causes instant death]]. While walls usually were independent movers, there are some places where sections of walls move back and forth to crush the player and one level where it appears the walls are closing in when you hit a touchplate but stop at the last second.
* [[What Do You Mean It's Not Awesome?]] NatruallyNaturally.
 
{{reflist}}