![]() ![]() Things were going really well for the team at this point, and the book describes things like John C. For instance when the id team met with Sierra On-Line in 1992, you get first-person impressions from both sides of the meeting, giving the reader a lot of insight that you would ordinarily never get.įor me, the book's climax was during the initial releases of Doom, when huge checks were pouring in. First-person accounts are woven together so you get to know what each person was thinking while the story plays out. The author got a lot of his information from personal interviews with people, and it really shows in his writing style. ![]() The details of the camaraderie that existed among the team made me feel like I was there. This is where the book was most interesting to me. Although the book chronologically covers the entire lives of the two Johns, most of the book details their working years, from their time at Softdisk until now. These are important chapters, and the author repeatedly references these stories throughout the book. Masters of Doom starts off with a chapter for each John, telling stories from their childhood that made me realize they were just typical American kids, with the same kind of problems that many of us probably had. Like many, I have been intrigued by their successes (and failures), and was interested in learning more about what makes them tick. Until I read this book, I knew very little about the personal life of Carmack, and I thought I probably knew too much about Romero. Carmack even posts here occasionally (hi John!). John Carmack and John Romero are names that every self-respecting Slashdot reader knows. Although it was the product of many people's efforts, it was primarily the creative genius of two people, both named John. But this innovative game did not come from any of the "big" video game developers of the time, and it was not the built by a large team with huge resources. Virtual reality was the craze of the time, and Doom offered a glimpse into what it was all about. How two guys created an empire and transformed pop culture. The change came with DOOM suddenly everyone was interested in this groundbreaking game." Kevin reviews below David Kushner's Masters of Doom. To hard-core gamers, these games were amazing, and important. But those of us who played them when they were cutting edge games couldn't wait for what would come next. Less people are familiar with Wolf3D, and even fewer people ever played any of the Commander Keen games. It is sure to be found in the pockets of many young gamers everywhere.Kevin42 writes "Everyone who was into computers 10 years ago knows about Doom. Monster Legends is a social game with a fun aesthetic and premise reminiscent of Pokemon. In these battles, you can try to climb up in the international leaderboards. The system of evolution, of course, is very similar to that of the Pokemon saga that is, as they move up the levels, your monsters can change their appearance and get new abilities.Īs is standard with games of this sort, you can pit your monsters against the those of players from all over the world online. There are over 50 unique monsters in total in Monster Legends, including both basic creatures and their more evolved counterparts. ![]() This means you not only need to create spaces for the monsters to live in, but also construct buildings that will supply resources and food (both of which are necessary for your monsters to evolve). In Monster Legends, players must create the ideal habitat so that their monsters can live and develop naturally. Monster Legends is a simple game where your aim is to collect and domesticate fantastic creatures of all kinds, which you can also evolve: red fire dragons, giant apes, enormous sea serpents, and much more. ![]()
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