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#johnromero — Public Fediverse posts

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

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  1. 🎮 John Romero racconta come sta cambiando l’industria dei videogiochi: visione, innovazione e futuro al centro del dibattito. #Gaming #JohnRomero

    🔗 spaziogames.it/notizie/john-ro

  2. 🎮 John Romero racconta come sta cambiando l’industria dei videogiochi: visione, innovazione e futuro al centro del dibattito. #Gaming #JohnRomero

    🔗 spaziogames.it/notizie/john-ro

  3. 🎮 John Romero racconta come sta cambiando l’industria dei videogiochi: visione, innovazione e futuro al centro del dibattito. #Gaming #JohnRomero

    🔗 spaziogames.it/notizie/john-ro

  4. 🎮 John Romero racconta come sta cambiando l’industria dei videogiochi: visione, innovazione e futuro al centro del dibattito. #Gaming #JohnRomero

    🔗 spaziogames.it/notizie/john-ro

  5. and yes i did also find the #JohnRomero head easter egg as well! ive know about that for years but it was funny seeing it for real

    #retrogaming #gaming #retro #pcgaming #linux #linuxgaming #uzdoom #fps #doom #doom2

  6. 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

  7. 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

  8. 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

  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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

  15. 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

  16. 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

  17. 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

  18. 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

  19. 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

  20. 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

  21. 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

  22. 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

  23. 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

  24. 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
  25. 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

  26. 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
  27. 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

  28. 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

  29. ***
    Grandi notizie! 🤯 Il FPS cancellato di John Romero (Doom co-creatore), ridimensionato a indie, è salvo! Con $50M di asset riutilizzati, promette un'esperienza innovativa alla Elden Ring. "Mai visto nulla del genere!" #GiochiPC #Notizievideogiochi #gamingnews #Videogiochi #Doom #johnromero

    👉 absolutegamer.it/videogioco-fp

  30. John Romero, il creatore di Doom, racconta della sua infanzia difficile nella sua autobiografia e annuncia: "Sto lavorando a un nuovo sparatutto"
    John Romero, uno dei nomi più influenti della storia dei videogiochi, non ha bisogno di grandi presentazioni: cofondatore di id Software e mente dietro Wolfenstein 3D, Doom e Quake, è universalmente considerato come uno dei padri degli sparatutto in prima persona.

    @giochi #johnromero #doom #giochi

    #giochixbox #giochipc

    wired.it/article/john-romero-d

  31. 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

  32. 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

  33. 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

  34. 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

  35. 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

  36. "A lot of companies" are interested in reviving Doom icon John Romero's new FPS that Microsoft reportedly pulled funding on: "If you move and start working with somebody else, they get $50 million for free"

    piefed.world/post/591884

  37. "A lot of companies" are interested in reviving Doom icon John Romero's new FPS that Microsoft reportedly pulled funding on: "If you move and start working with somebody else, they get $50 million for free"

    piefed.world/post/591884

  38. John Romero says indies are the future of game development: 'These people are the ones that make triple-A studios go, 'Wait a minute, we need to start doing this'' | PC Gamer

    pcgamer.com/gaming-industry/jo

    Finding funding for those indies is another matter.

    #JohnRomero #IndieGames

  39. John Romero says indies are the future of game development: 'These people are the ones that make triple-A studios go, 'Wait a minute, we need to start doing this'' | PC Gamer

    pcgamer.com/gaming-industry/jo

    Finding funding for those indies is another matter.

  40. 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

  41. 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