Marathon

I remember playing Marathon a little on a Mac long ago, but I ended up playing Dark Forces more instead. Marathon is an early first person shooter (trilogy) developed for the Mac by Bungie. Just like DOOM, it is (or appears to be) a FPS of the more advanced ray casting type. Marathon's story is told through consoles which are scattered around the various levels. NPC soldiers called Bob's, and floating tanks occasionally join the player in battle. Most of the enemies and items in Marathon are colorful hand drawn billboard sprites, which puts it in contrast to FPS'es with a more gritty/realistic inclination.

Cyborg player M.A.D.D. Vat B.O.B. Bob

There isn't much art of the player character (an unnamed Cyborg). I managed to find some in the manual, and a few pieces by Craig Mullins. I don't remember encountering the M.A.D.D.s in the game, but it appears that they are friendly tanks. The BOBs are actually some sort of "Born On Board" human crew member. They sometimes join the player.

(I did some full color highrez art of all the Marathon characters / monsters (a Poster for the Bungie store), but I can't put those up here.)

Pfhor Enforcer Fighter Trooper Hunter Cyborg Drone Juggernaut

The Pfhor are the main antagonists. For some reason some of them insist on using close combat weapons, enabling you to kill them in droves with your flamer, flechette gun, SPNKR, etc... unless you punch them to death with your bare hands that is. Well, you're a state-of-the-art military cyborg so you can do awesome stuff like that.

Some of these designs are my own and not from the game. The robot on stilts can be seen on a blurry screenshot of an earlier version of the game. There's only one type of hovering Juggernaut in the game, but I drew one with legs and a smaller variant as well. Some kind of black sphere acts as a hovering engine, it seems. I like consistent design language like that.

Gug F'lickta Hulk Compiler Wasp Looker Tick

These unfortunate monsters have been enslaved by the Pfhor.

Pathways into Darkness

Pathways into Darkness has an engine that is more similar to Wolfenstein than DOOM. I haven't played it, but I did read a Let's play. Just like Marathon, it's a quite story heavy game where the player is required to pay attention and actively pursue information. There's still a lot of shooting though, with upwards 2000 enemies in the entire game.

Pathways into Darkness fan art

Primary qualities

PiD has a few interesting features which sets it aside from most other FPS games.

Bad things

PiD is an old game, and as such it exhibits some features common in old games.

Idea time!

It's impossible for me (and probably everyone else) to play/research a game without getting ideas. I wrote mine down so I can expand upon them later.

Pathways into Darkness fan art

Alternative designs with a little more grit and different proportions.

Baked in view angles, raycasting textures

With a 3D program and a rendering script, it might be possible to pre-render a form of parallax/normal/bump whatever mapping. Not sure how it would look in practice though, and how many frames would be needed. Clay, a mirror and a camera could also be used. I mention the mirror because the textures might have to be symmetrical. The vertical edges can't have any indents, like in my top example. Of course, this only works in a primitive raycasting engine where you can't move vertically.



- by Niklas Jansson, 2010. The Marathon (trilogy) setting was developed by Bungie (1994-1996). No infringement intended.