Sniper, soldier, medic, engineer: the characters in Splash Damage games are specialists who know one thing, and know it well. For almost 20 years, that was true for the studio too – a team of former modders who became trusted by players and publishers alike for their singular dedication to the art of class-based multiplayer shooting. But lately, that narrow focus hasn’t served Splash Damage as well as it once did. The company has instead survived by doing something that was never possible in the first-person shooters of old: multi-classing.
It wouldn’t be accurate to say that the nascent Splash Damage developed the first-ever class-based FPS – Robin Walker and his future Valve colleagues had invented the Pyro and Spy by 1999 for Quake’s Team Fortress mod. But Splash Damage came from the same milieu, using a souped-up version of id Software’s engine to create the popular Quake 3 Fortress. If you played the Recon class, you got to be quick on your feet, carry a nailgun, and throw stun grenades. Or you could pick the Flametrooper, who was slower but sturdier and packing napalm. Only by compensating for each others’ weaknesses and working together to capture objectives could teams triumph.
It was an ambitious departure from the vanilla Quake games, which had offered only the symmetrical challenge of the FPS arena. This new idea suggested something more tactical and varied lay just beyond the horizon – if only the games industry could catch up with the modders.
ON THE BRINK
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Denne historien er fra August 2021-utgaven av PC Gamer.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
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A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios