>>894589
iD cloned UU/SS prerelease coverage with dumbed down games that beat it to release, allowing iD to define what an FPS is in public consciousness.
This set the genre back at least a decade, as concepts like NPCs, inventories, environmental interaction, scripting, rooms over rooms, sloping surfaces, and even the ability to look up had to be gradually reintroduced to the drooling masses created by iD.
>>894655
Yeah, the controls in SS are pretty weird, since it was the first FPS, the devs seem to have been thinking like a combination of classic arcade game, flightsim, and dungeon crawler.
And don't forget that the keys are HARDCODED. I had to remap them in ResEdit back in the day.
>>894662
One other interesting innovation of SS I hope comes back is separating character rotation from aim. Other examples of games like that were Cyberflix's old node-based FPS titles (Lunicus, Jump Raven, Redjack, etc.), and Ambrosia's lightweight mecha game Avara. Seems like something that would make VR easier to patch onto a game (in fact, Marathon's "glance" commands originated with the intent of supporting period VR headsets).