Rise of the Triad: Ludicrous Edition

Rise of the Triad: Ludicrous Edition

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Weapon limit ruins the game
A major part of the reason games like Doom, Quake, Duke 3D, etc. are so fun is that you have a diverse arsenal of weapons and tactical reasons to keep switching between them. ROTT also has interesting weapons, but it doesn't matter because you can only have one at a time (ignoring the pistol/MP5).

This ruins the gameplay because there's essentially no strategy. You can't pick up a firebomb launcher and then wait for the right moment to use it, because picking up another weapon means discarding the one you have. You either use it right away or it's wasted.

So the way the gameplay works in practice is that you just pick up whatever is available, use it immediately regardless of strategy, and then go look for a replacement. The game basically gets reduced to a boring "point and shoot with whatever explosive weapon you have."

The fact that they didn't address this in this edition of the game, even by simply offering the option to carry multiple weapons, is a massive missed opportunity.
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Showing 1-11 of 11 comments
emjeeman 11 May @ 12:21am 
This complaint doesn't really make sense. How is the missile weapon wasted and how is the player forced to use it immediately when picking up another missile weapon simply swaps them out, leaving the previous one on the ground? That it's able to be picked up again is the total opposite of it being wasted and forcing the player to use it immediately.
Last edited by emjeeman; 11 May @ 12:46am
Originally posted by emjeeman:
This complaint doesn't really make sense. How is the missile weapon wasted and how is the player forced to use it immediately when picking up another missile weapon simply swaps them out, leaving the previous one on the ground? That it's able to be picked up again is the total opposite of it being wasted and forcing the player to use it immediately.
Nobody is going to backtrack across the level just to pick up a weapon they dropped earlier, but even if they did, how is this better than just letting the player have multible weapons like in nearly every other boomer fps ever made?
ReBoot 13 May @ 7:17am 
While this doesn't ruin the game (it's fun henceforth not ruined), being ae to swap between several weapons is a huge part of fun in BoomShoots and ROTT indeed does lose fun here.
emjeeman 13 May @ 2:33pm 
Originally posted by Larry the Cacodemon:
Nobody is going to backtrack across the level just to pick up a weapon they dropped earlier, but even if they did, how is this better than just letting the player have multible weapons like in nearly every other boomer fps ever made?

Yet that's exactly how many people play the game without issue. Funny how you think you speak for everyone. Even then, who said backtracking for missile weapons is as much of a chore as you're describing, "across the level"? Most levels included in the game don't have this problem, and the fast movement mitigates this issue.

Seems like you didn't like that feature early on (because you want all boomer shooters to be alike, I guess), didn't bother to play more than a few minutes and were eager to complain, hence why you didn't even notice something as basic as missile weapons not being lost when swapped out. The game does allow the player to have multiple weapons: 2 pistol options, a machine gun and a missile/projectile weapon. You obviously meant missile weapons, but were probably in a rush to tack something on to reiterate your complaint.
Last edited by emjeeman; 15 May @ 3:44pm
Rehm HC 20 May @ 8:43pm 
It's meant to encourage you to play aggressively instead of just using the boring but practical bullet weapons. It's a different style of play to most FPS games helps to give ROTT its own identity.
Originally posted by Rehm HC:
It's meant to encourage you to play aggressively instead of just using the boring but practical bullet weapons. It's a different style of play to most FPS games helps to give ROTT its own identity.
Doom also has you play aggressively yet you can carry 7+ weapons.
emjeeman 21 May @ 5:21pm 
According to you, there can be only one way to play aggressively. Got it.
Originally posted by emjeeman:
According to you, there can be only one way to play aggressively. Got it.

I guess he's more talking about a fast-paced, 'wasteful' way of playing ROTT by grabbing a rocket launcher, pumping the rockets into the next group of enemies and pressing forward towards the upcoming weapon. You don't need to care for ammo for your weapons, you simply grab another one and remove it after the ammo has been burned out. More action-movie style instead of systematically looking for weapons and supply.

ROTT was quite unique among the boomer shooters with the weapon limitation, adding some realism plus the enemies mostly being human soldiers, guerds, etc. instead of the more fantasy like monsters of Doom, Heretic and Hexen. Also the enemies used to be made from scanned images and they put in some effort to create the uniforms, adding to the realism approch. Or the destroyable decorations.

In contrast, the level design was more surreal with platforms, large halls and the blocky structures.
Last edited by Ghosttown; 1 Jul @ 3:51am
If I may...

Part of the beauty of Rise of the Triad was that you weren't able to stockpile every weapon in the game and simply use it at your own leisure. You were encouraged to find that special weapon and keep it for those occasions where it would be most effective and use it strategically, rather than just going in guns blazing all the time. And with the fact that some of those weapons can indeed take you out with the enemy you're trying to kill, combined with narrow corridors and traps that could spring on you at a moment's notice, you needed to be all the more careful with the weapons you used. I can't tell you how many times I got killed by my own firebomb because I fired it at a group of enemies only to have one of those rotating blade traps pop up from the floor and block it. Of course, I was a literal kid who just discovered this game back in the glory days, so my gaming skills were still developing.

In any case, since each special weapon was unique, and so was each character you played, for that matter, you had the unique ability to customize your character, albeit in a limited capacity. Some characters were better at lighter weapons, some with heavier weapons. This allowed for you to play to your own style and adapt as needed. This was especially apparent in Co-op and Vs multiplayer modes. I had hours of fun (and frustration) with this when my siblings and I would go to war with each other.

And yes, the game did encourage back-tracking. A lot, I should add. There were time limited doors that were only available for a certain duration, keys that only worked in certain doors, the limited health pickups that you could go back for if you desperately needed them, keys that only worked on certain doors and secret passages all over the place if you know where to look for them. Granted, you couldn't go back to the previous level once you left, but for the most part you could explore the current level to your heart's content and pick up that one gun you missed earlier, provided it wasn't behind a time-locked door.

Regardless, I can understand why it's frustrating and not everyone's cup of tea. Now-a-days most shooters (retro and modern alike) portray their protagonists as a literal one-man-army-walking-arsenal, and it can be a bit jarring to play a game like this. Still, I encourage you to give it a try and experiment with different characters and weapons. And if it's still not your cup of tea, I understand.
Sammy Fox 22 Aug @ 12:39pm 
Originally posted by Larry the Cacodemon:
Originally posted by emjeeman:
This complaint doesn't really make sense. How is the missile weapon wasted and how is the player forced to use it immediately when picking up another missile weapon simply swaps them out, leaving the previous one on the ground? That it's able to be picked up again is the total opposite of it being wasted and forcing the player to use it immediately.
Nobody is going to backtrack across the level just to pick up a weapon they dropped earlier, but even if they did, how is this better than just letting the player have multible weapons like in nearly every other boomer fps ever made?
It's kinda what the game expects you to do, it's not ideal but that was one of the few (maybe the first?) to have a "realistic" limit on how many weapons you can carry at a time so taking that away feels as pointless as say taking away the cover mechanics in Operation Winback.
this game was made before the really good ones came out. should look into why the mechanics were made this way.
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