Chasm: The Rift (DOSBox) - Level 02 - Hard No Commentary 4K

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Chasm: The Rift
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Duration: 7:47
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No Commentary playthrough of Chasm: The Rift. Hard difficulty, played through DOSBox-X.

This is an update to my previous playthrough, which hasn't aged really well, being 720p and showing really poor perfomance, with huge dips in FPS. It is now 4K to take advantage of a better bitrate and better performance overall. However, there are still performance dips, this game is a bitch to get it running "good" at 640x400, it is blazing fast at 320x200, but performance tanks at higher resolutions, even with community patches. I can get better FPS by setting the cycles to auto, but it introduces minor sound crackling and annoying microstutters, and in regular DOSBox it runs like shit, so 240000 cycles with performance hits it is.

Chasm: The Rift can easily described as the "poor man's Ukrainian Quake". It's a FPS released in 1997 (a full year after Quake) by Action Forms, company which would later develop the Carnivores franchise, as well as Cryostasis. Despite the similarities with Quake, both visually and story wise, where time invaders would come across portals to our world... It features a much simpler engine, without true 3D levels despite using 3D models for everything else but level geometry. However, it features a bunch of things Quake didn't offer, like: Translucencies, animation iterpolation, enemy dismemberment, and freaking stencil-like character shadows. This game has somewhat reached cult status and is usually remember fondly by the community despite its flaws and shortcomings.

Honestly, I like this game, but it has glaring flaws, specially in the level design department. Main offenders are the few platforming spots with no headroom to jump, perfomance dips, and there are several spots where melee enemies will be unleashed upon you with virtually no space to maneuver at all, making it a gamble and a DPS race to see who dies first. The fact that moving enemies can actually push you around and corner you even more doesn't help at all. The weapons are cool, but other than the shotgun or the grenade launcher, you burn through their ammo pool fast, so you end up relying on the shotgun with its overabundance of ammunition scattered around.
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Playthrough sin comentar de Chasm: The Rift. Dificultad difícil, jugado a traves de DOSBox-X

Esta es una actualización de mi anterior playthrough, que no ha envejecido bien, estando en 720p y con rendimiento pobre, con caídas pronunciadas de FPS. Este está en 4K para aprovechar la mayor tasa de bits y con mejor rendimiento en general. Todavía hay caídas de FPS, pero es que este juego es puñetero para correrlo "bien" en 640x480, es súper rápido en 320x200, pero el rendimiento cae en picado en resolciones altas, incluso con el parche de la comunidad. Se pueden obtener mejores tasas de fotogramas poniendo los ciclos en automático, pero introduce chasquidos en el sonido y microparones bastante incómodos, y en DOSBox normal corre como la mierda, así que 240000 ciclos con caídas de FPS en DOSBox-x es lo que toca.

Chasm: The Rift se puede describir fácilmente como "el Quake ucraniano para pobres". Es un FPS lanzado en 1997 (un año después de Quake) por Action Forms, que luego lanzarían la saga Carnivores, o Cryosasis. A pesar de las similitudes con Quake, visual y en la historia, donde invasores del tiempo cruzan portales para invadir nuestro mundo... Usa un motor mucho más simple, sin niveles realmente tridimensionales a pesar de usar modelos 3D para casi todo. Aún así, tiene un puñado de cosas que Quake no hacía: Transparencias, interpolación de animaciones, desmembramiento de enemigos, y jodidas sombras tipo stencil. El juego de alguna forma ha alcanzado un estatus de culto y es recordado con añoranza por la comunidad.

Honestamente, me gusta este juego, pero tiene fallos flagrantes, especialmente en el departamento de los niveles. Las principales ofensas son el plataformeo sin hueco para saltar, caídas de fps, y hay varios lugares donde te sueltan enemigos cuerpo a cuerpo sin apenas espacio para maniobrar, resultando en azar y una carrera de dps a ver quien muere antes. El hecho de que los enemigos en movimientos nos pueden empujar y arrinconar más no ayuda. Las armas molan, pero a excepción de escopeta y lanzagranadas, se les termina la munición pronto, con lo que terminas usando la escopeta debido a la abundancia de munición para la misma.

DOSBox-X settings:
• 240000 cycles
• Everything else on auto/default

Playthrough Playlist:
https://www.youtube.com/playlist?list=PLoxV-no_tlqzgWYYnUjIO2RhowmUlY8nA

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