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#johnromero — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #johnromero, aggregated by home.social.

  1. John Romero & id Software Founders Explain Catacomb 3D
    Quick post today, just a pointer to a video John Romero posted on his Youtube channel a couple of months ago (17 minutes), where he gathered (well, edited together Zoom video of) the other founders of id Software (back before it was just another cubicle w
    setsideb.com/john-romero-id-so
    #niche #retro #AdrianCarmack #Catacomb3D #fps #idsoftware #johncarmack #JohnRomero #niche #retro #TomHall

  2. Dark and Doomy

    I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.

    Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.

    Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.

    While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.

    Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.

    The main event of the evening was The Dark Room, a raucous ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.

    Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.

    We did not escape.

    It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.

    Game Republic: https://gamerepublic.net/
    Voxel Keeper: https://www.voxelkeeper.com/
    The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
    Creative Wakefield: https://creativewakefield.net/

    https://heathenstorm.com/2026/03/29/dark-and-doomy/ #creativewakefield #doom #gamerepublic #gaming #johnromero #thedarkroom #voxelkeeper #wakefield
  3. Dark and Doomy

    I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.

    Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.

    Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.

    While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.

    Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.

    The main event of the evening was The Dark Room, a raucous ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.

    Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.

    We did not escape.

    It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.

    Game Republic: https://gamerepublic.net/
    Voxel Keeper: https://www.voxelkeeper.com/
    The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
    Creative Wakefield: https://creativewakefield.net/

    https://heathenstorm.com/2026/03/29/dark-and-doomy/ #creativewakefield #doom #gamerepublic #gaming #johnromero #thedarkroom #voxelkeeper #wakefield
  4. Dark and Doomy

    I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.

    Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.

    Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.

    While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.

    Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.

    The main event of the evening was The Dark Room, a raucous ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.

    Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.

    We did not escape.

    It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.

    Game Republic: https://gamerepublic.net/
    Voxel Keeper: https://www.voxelkeeper.com/
    The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
    Creative Wakefield: https://creativewakefield.net/

    https://heathenstorm.com/2026/03/29/dark-and-doomy/ #creativewakefield #doom #gamerepublic #gaming #johnromero #thedarkroom #voxelkeeper #wakefield
  5. Dark and Doomy

    I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.

    Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.

    Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.

    While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.

    Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.

    The main event of the evening was The Dark Room, a raucous ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.

    Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.

    We did not escape.

    It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.

    Game Republic: https://gamerepublic.net/
    Voxel Keeper: https://www.voxelkeeper.com/
    The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
    Creative Wakefield: https://creativewakefield.net/

    https://heathenstorm.com/2026/03/29/dark-and-doomy/ #creativewakefield #doom #gamerepublic #gaming #johnromero #thedarkroom #voxelkeeper #wakefield
  6. Dark and Doomy

    I never imagined I would meet video game legend and first-person pioneer John Romero, and especially not in Yorkshire.

    Last week, a packed-out WX Wakefield Exchange played host to Game Republic‘s Dark and Doomy gathering. The main draw being a Fireside Chat with the bitch-making ‘rockstar’ developer of Wolfenstein 3D, Quake, and (of course) DOOM. Hearing about the event through the Creative Wakefield network, I made sure I was there to meet the man responsible for bringing a touch of Metal to the gaming world.

    Equal respect was paid to his wife, Brenda Romero, who had many stories of her own from her work on tabletop games and the Wizardry series. The chat was a fascinating hour of anecdotes and insight, covering how both found themselves in the industry before it became an industry, and touching on id Software’s collaboration with Trent Reznor on the Quake soundtrack.

    While I sidled up to grab his Doom Guy autobiography and pose for a very awkward photo (with thanks to Alex from Rebellion for doing the honours) we had a chat about the Doomed 486 days. I spent many entertaining early-nineties nights in the computer labs at Bradford University, waiting eagerly for the shareware edition of Episode 1 to drop, dying repeatedly in countless deathmatches against my peers, and playtesting one of the first-ever .WAD files developed by a classmate. In retrospect, it’s no wonder I flunked.

    Although I’m not as eager a gamer as I was back then, I took the opportunity to investigate other game developers sharing projects old and new inspired by Romero’s work. Local luminaries Team17 were in attendance, offering an emulated edition of Amiga classic Alien Breed 3D. Of special interest was Manchester’s Paranomalous Games, showcasing an early (yet playable) build of Voxel Keeper. A spiritual successor to a certain Dungeon-themed game of yore, with more than a hint of Minecraft to empower the 3D domain-tunnelling.

    The main event of the evening was The Dark Room, a raucous ‘Choose Your Own Adventure’ game presented by Australian comedian John Robertson, adorned in fetching glowing spaulders that mostly survived the show.

    Starting (and very often restarting) in the eponymous room, the game was presented as a sequence of four options, each leading further along the route to freedom or death. Picking a member of the audience for each run through, he improvised his way through their choices as they led themselves to their inevitable demise. With the clock ticking down and a dual effort by the Romeros failing to make it out, things became increasingly manic and sweary – ultimately offering democratic decision to the crowd factions who could shout the loudest.

    We did not escape.

    It’s a very exciting time to be in and around the WF postcode, with a big push from Creative Wakefield to showcase more engaging events in the region. Many of the technologies used in modern film production, especially virtual sets and volumes, owe their origin to the games industry. The divisions between disciplines fade as we find the common ground to tell our tales.

    Game Republic: https://gamerepublic.net/
    Voxel Keeper: https://www.voxelkeeper.com/
    The Dark Room: https://www.thejohnrobertson.com/thedarkroom/
    Creative Wakefield: https://creativewakefield.net/

    https://heathenstorm.com/2026/03/29/dark-and-doomy/ #creativewakefield #doom #gamerepublic #gaming #johnromero #thedarkroom #voxelkeeper #wakefield
  7. Ich durfte auf der #DevLand - The Next Generation of Development in Rust einen Fireside Chat mit John Romero moderieren... #PlatzenVorStolz

    Ein paar Gedanken aus dem Talk: Viele seiner Aussagen zur Spieleentwicklung lassen sich erstaunlich gut auf Produkt- und Softwareentwicklung wie auch Innovation allgemein übertragen.

    #Wolfenstein3D #Doom #Quake #Innovation #Development #SoftwareEntwicklung #RetroGaming #JohnRomero @DOAGeV

  8. NEU: "Doom III – Wendig und intensiv, auch ohne Bett" von @kkuez

    Doom – Ein Name, ein Programm: id Software vor Rage, ein Wagnis. Und was für eins. Was erstmal einseitig-alt-bekannt-öde klingt, unterhält bis heute. Und wenn wir uns zurückerinnern, dann auch eines, das gewagter war, als was Mensch bis dahin kannte.

    videospielgeschichten.de/doom-

    #Doom3 #Doom #idsoftware #JohnRomero #JohnCarmack

  9. Doom III – Wendig und intensiv, auch ohne Bett

    Doom – Ein Name, ein Programm: id Software vor Rage, ein Wagnis. Und was für eins. Was erstmal einseitig-alt-bekannt-öde klingt, unterhält bis heute. Und wenn wir uns zurückerinnern, dann auch eines, das gewagter war, als was Mensch bis dahin kannte. Die Rede ist von Doom III, seinen Eigenheiten, der Rezeption, und natürlich, am wichtigsten, des Charakters. Wenn die Ausrichtung, welche Doom damit nahm, so genannt werden kann.

    videospielgeschichten.de/doom-

    #Bethesda #Doom #Doom3 #JohnCarmack #JohnRomero

  10. After about two years of on-and-off reading, I finally finished John Romero's Doom Guy: Life in First Person.

    Turns out that being at home all the time isn't conducive to reading for me, so I've made it through most of it during my internship periods.

    A fascinating read, anyway, and I've gained a greater appreciation for both the man and his works.

    Emag eht niw uoy.

    #JohnRomero #DoomGuy #DoomGuyLifeInFirstPerson #reading #book #books

  11. Romero Games smentisce chiusura dopo il ritiro fondi (probabilmente Xbox). Studio in trattativa con nuovi editori per salvare il progetto FPS AAA in sviluppo dal 2022. Si spera per i posti di lavoro. #johnromero #RomeroGames #GiochiPC #Videogiochi #gamingnews #GiochiXbox

    👉 absolutegamer.it/il-gioco-canc

  12. Romero Games smentisce chiusura dopo il ritiro fondi (probabilmente Xbox). Studio in trattativa con nuovi editori per salvare il progetto FPS AAA in sviluppo dal 2022. Si spera per i posti di lavoro. #johnromero #RomeroGames #GiochiPC #Videogiochi #gamingnews #GiochiXbox

    👉 absolutegamer.it/il-gioco-canc

  13. Romero Games smentisce chiusura dopo il ritiro fondi (probabilmente Xbox). Studio in trattativa con nuovi editori per salvare il progetto FPS AAA in sviluppo dal 2022. Si spera per i posti di lavoro. #johnromero #RomeroGames #GiochiPC #Videogiochi #gamingnews #GiochiXbox

    👉 absolutegamer.it/il-gioco-canc

  14. Romero Games smentisce chiusura dopo il ritiro fondi (probabilmente Xbox). Studio in trattativa con nuovi editori per salvare il progetto FPS AAA in sviluppo dal 2022. Si spera per i posti di lavoro. #johnromero #RomeroGames #GiochiPC #Videogiochi #gamingnews #GiochiXbox

    👉 absolutegamer.it/il-gioco-canc

  15. Romero Games smentisce chiusura dopo il ritiro fondi (probabilmente Xbox). Studio in trattativa con nuovi editori per salvare il progetto FPS AAA in sviluppo dal 2022. Si spera per i posti di lavoro. #johnromero #RomeroGames #GiochiPC #Videogiochi #gamingnews #GiochiXbox

    👉 absolutegamer.it/il-gioco-canc

  16. John Romero's nuovo FPS Unreal Engine 5 perde l'editore per tagli ai finanziamenti. Romero Games valuta le opzioni. Ex dipendente ipotizza legame con i licenziamenti Xbox. Ulteriori tagli al personale dello studio. #GiochiPC #GiochiXbox #Notizievideogiochi #gamingnews #Videogiochi #Doom #johnromero

    👉 absolutegamer.it/il-nuovo-spar

  17. NEU bei VSG: Ich bin mit modernen Spielen wie Fortnite, Valorant, Apex oder Warzone aufgewachsen. Doch vor einiger Zeit habe ich eine komplett neue Welt für mich entdeckt: die Welt der Retrospiele! Vielleicht fragt ihr euch jetzt, warum ich als Jugendlicher Retrospiele spiele, die schon Jahrzehnte älter sind als ich. Genau darum geht es in meinem Beitrag.

    videospielgeschichten.de/ich-h

    #Quake #IdSoftware #JohnRomero #JohnCarmack

  18. It’s 2024 and I’m happy boxed software isn’t totally dead. Thank you !

  19. It’s 2024 and I’m happy boxed software isn’t totally dead. Thank you #JohnRomero! #Doom #Sigil2 #RomeroGames

  20. Was ich auch seeeeeeehr empfehlen kann, wenn man sich für die Geschichte von #DOOM und den Menschen dahinter von #idSoftware wie #JohnCarmack und #JohnRomero interessiert. Unbedingt #MastersOfDoom lesen oder hören, ein sehr kurzweilig erzähltes Stück Spielegschichte: en.wikipedia.org/wiki/Masters_

  21. Was ich auch seeeeeeehr empfehlen kann, wenn man sich für die Geschichte von #DOOM und den Menschen dahinter von #idSoftware wie #JohnCarmack und #JohnRomero interessiert. Unbedingt #MastersOfDoom lesen oder hören, ein sehr kurzweilig erzähltes Stück Spielegschichte: en.wikipedia.org/wiki/Masters_

  22. Was ich auch seeeeeeehr empfehlen kann, wenn man sich für die Geschichte von #DOOM und den Menschen dahinter von #idSoftware wie #JohnCarmack und #JohnRomero interessiert. Unbedingt #MastersOfDoom lesen oder hören, ein sehr kurzweilig erzähltes Stück Spielegschichte: en.wikipedia.org/wiki/Masters_

  23. Was ich auch seeeeeeehr empfehlen kann, wenn man sich für die Geschichte von #DOOM und den Menschen dahinter von #idSoftware wie #JohnCarmack und #JohnRomero interessiert. Unbedingt #MastersOfDoom lesen oder hören, ein sehr kurzweilig erzähltes Stück Spielegschichte: en.wikipedia.org/wiki/Masters_

  24. Was ich auch seeeeeeehr empfehlen kann, wenn man sich für die Geschichte von #DOOM und den Menschen dahinter von #idSoftware wie #JohnCarmack und #JohnRomero interessiert. Unbedingt #MastersOfDoom lesen oder hören, ein sehr kurzweilig erzähltes Stück Spielegschichte: en.wikipedia.org/wiki/Masters_

  25. It's 94 F inside and I'm trying to record a review of Doom Guy by John Romero... ahhh
    #retrogaming #doom #johnromero #doomguy #fpsgaming #fps

  26. #JohnRomero's #DoomGuy was a pretty entertaining read even though much of the story has already been told in #MastersOfDoom. After finishing it I went ahead and played through the original #Doom. 30y on it's still tons of fun and provides loads of goosebump moments :-)

  27. 's was a pretty entertaining read even though much of the story has already been told in . After finishing it I went ahead and played through the original . 30y on it's still tons of fun and provides loads of goosebump moments :-)

  28. #JohnRomero's #DoomGuy was a pretty entertaining read even though much of the story has already been told in #MastersOfDoom. After finishing it I went ahead and played through the original #Doom. 30y on it's still tons of fun and provides loads of goosebump moments :-)

  29. #JohnRomero's #DoomGuy was a pretty entertaining read even though much of the story has already been told in #MastersOfDoom. After finishing it I went ahead and played through the original #Doom. 30y on it's still tons of fun and provides loads of goosebump moments :-)

  30. #JohnRomero's #DoomGuy was a pretty entertaining read even though much of the story has already been told in #MastersOfDoom. After finishing it I went ahead and played through the original #Doom. 30y on it's still tons of fun and provides loads of goosebump moments :-)

  31. The FPS documentary team sent over a screener... and holy shit this is gold. They have early gameplay footage from doom and so many other games. I have no idea how they got their hands on this stuff. It's so good to hear the dev talk while actually seeing this vintage footage. They gave me an affiliate link... but I still want to buy the big box version lol. Highly recommended.
    https://fpsdoc.com/products/first-person-shooter-the-definitive-fps-documentary?sca_ref=4160433.tYzpRmkG3N

    https://youtu.be/ploUtD5OOgo
    #fps #boomershooters #boomershooter #johnromero #johncarmack #tomhall #doom #quake #halo #pcgaming #retrogaming

  32. Birth of #idSoftware
    In 1990, #JohnRomero, #JohnCarmack, and #TomHall were working at Softdisk. There, they had an idea that would change #PC #games forever.
    iD Sofware, house behind hits Doom, Quake, and Wolfenstein 3D, all of which Romero played key roles in developing, even as he moved n at height of their success. His autobiography is imminent, and an excerpt at The Verge covers early days of company that did more to establish the PC as a game platform than any other.
    theverge.com/23796894/john-rom

  33. Deus Ex turns 23 today... and it's still the best game ever. Remember it with me as I check out this big box version in 4k. I provide plenty of historical context and a few stories as well.
    https://youtu.be/6q42en5T_1s

    Share if you like it!
    #immersivesim #deuxex #ionstorm #pcgaming #retrogaming #warrenspector #johnromero

  34. @ThisRandomDad @ghostlyash

    3: Two for one.

    I actually like #Daikatana and think it's a decent game for what it is, but it got overshadowed by #HalfLife, and also by #JohnRomero's questionable marketing and business management.

    #SolarJetman is an amazing #NES game that is generally liked, but I consider it underrated because few people have heard of it.

  35. @ThisRandomDad @ghostlyash

    3: Two for one.

    I actually like #Daikatana and think it's a decent game for what it is, but it got overshadowed by #HalfLife, and also by #JohnRomero's questionable marketing and business management.

    #SolarJetman is an amazing #NES game that is generally liked, but I consider it underrated because few people have heard of it.

  36. @ThisRandomDad @ghostlyash

    3: Two for one.

    I actually like #Daikatana and think it's a decent game for what it is, but it got overshadowed by #HalfLife, and also by #JohnRomero's questionable marketing and business management.

    #SolarJetman is an amazing #NES game that is generally liked, but I consider it underrated because few people have heard of it.

  37. IN MY COLLECTION:
    DOOM II
    PC Game, released october 1994. Full game with instructions booklet. One of my favorites in the last decades.
    #1990s #PCGames #JohnRomero #JohnCarmack #GTInteractive #Doom #RetroGames #DOS