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 1-8 of 8 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
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