Is there an issue? Send a MessageReason:
None
Changed line(s) 18 (click to see context) from:
--> '''[[WordOfGod El Oshcuro]]''': [[NoIndoorVoice ITS JUST LIKE THE ORIGINAL. SEE THE INFINITY ICON? OH YEAH. WE KEPT RELOADS IN BECAUSE THEY ARE COOOOOL.]][[superscript:[sic] ]]
to:
Is there an issue? Send a MessageReason:
None
Changed line(s) 10 (click to see context) from:
* GenreRelaunch: The 2013 remake of ''ROTT'' kicked off the modern revival of the "Boomer Shooter" subgenre of FPS, with many games in the genre that came out since having a lineage that can be traced back to it. After the success of ''ROTT 2013'', the holding company behind Interceptor Entertainment acquired Creator/ThreeDRealms and restructured Interceptor as it's subsidiary, and began publishing games like ''VideoGame/IonFury'' and ''VideoGame/{{Cultic}}''. Meanwhile, key staff from Interceptor that were let go during the restructuring founded Creator/NewBloodInteractive, who would develop ''VideoGame/AmidEvil'' and publish ''VideoGame/{{DUSK}}''.
to:
* GenreRelaunch: The 2013 remake of ''ROTT'' kicked off the modern revival of the "Boomer Shooter" subgenre of FPS, with many games in the genre that came out since having a lineage that can be traced back to it. After the success of ''ROTT 2013'', the holding company behind Interceptor Entertainment acquired Creator/ThreeDRealms and restructured Interceptor as it's its subsidiary, and began publishing games like ''VideoGame/IonFury'' and ''VideoGame/{{Cultic}}''. Meanwhile, key staff from Interceptor that were let go during the restructuring founded Creator/NewBloodInteractive, who would develop ''VideoGame/AmidEvil'' and publish ''VideoGame/{{DUSK}}''.
Changed line(s) 13 (click to see context) from:
* RefittedForSequel: In the original ''[=RotT=], certain enemies were supposed to have alternate versions who would be randomly cycled in with the regular ones, many of which were {{Distaff Counterpart}}s. The severe increase in RAM it would've required (by 1994 standards) meant that none of them was used, but a single frame from each one can be seen in the staff roll. Those were all restored in the ''Ludicrous Edition''.
to:
* RefittedForSequel: In the original ''[=RotT=], ''ROTT'', certain enemies were supposed to have alternate versions who would be randomly cycled in with the regular ones, many of which were {{Distaff Counterpart}}s. The severe increase in RAM it would've required (by 1994 standards) meant that none of them was used, but a single frame from each one can be seen in the staff roll. Those were all restored in the ''Ludicrous Edition''.
Is there an issue? Send a MessageReason:
None
* RefittedForSequel: In the original ''[=RotT=], certain enemies were supposed to have alternate versions who would be randomly cycled in with the regular ones, many of which were {{Distaff Counterpart}}s. The severe increase in RAM it would've required (by 1994 standards) meant that none of them was used, but a single frame from each one can be seen in the staff roll. Those were all restored in the ''Ludicrous Edition''.
Deleted line(s) 21 (click to see context) :
** Less drastic is that originally, certain enemies were supposed to have alternate versions who would be randomly cycled in with the regular ones, many of which were {{Distaff Counterpart}}s. The severe increase in RAM it would've required (by 1994 standards) meant that none of them was used, but a single frame from each one can be seen in the staff roll. Those were all restored in the ''Ludicrous Edition''.